Periodic Reporting for period 2 - TRIBE (TRaIning Behaviours towards Energy efficiency: Play it!)
Periodo di rendicontazione: 2016-09-01 al 2018-02-28
• Map of users profiles and main driving factors: i) User profiles with differences in socio-demographic factors, norms and attitudes; ii) Three user types in terms of energy efficient behaviour; ii) Influences of different behaviour factors to change user types.
• Replicable ICT monitoring plan: methodology for design, commissioning and operation of ICT-based monitoring solutions for energy efficiency in public buildings, together with a software for monitoring data collection, storage and transmission, and a web-based interface for monitoring installations management and for data analysis.
• Online library of a set of 250 Energy Efficiency Measures categorised by: i) Economic investment (low-medium and large investment costs); ii) Component of the building involved (envelope, HVAC system, DHW, lighting, electrical devices, etc.). The following aspects are evaluated for each measure: type of building, type of user, type of driver (physical, environmental, social, etc.). As potential exploitation pathways, source of information for decision making and as database for energy simulation tools, decision support tools, building renovation market, etc.
• A simulation engine fulfilling the need for an in-game energy simulation, falling into the category of open software solutions for game development, ensuring the reliability of the data to be fed. It consists of three components: a client-server solution, a library of mathematical and logical tools and user behaviour and electricity simulation.
• TRIBE Pack: set of tools to replicate the project solutions by further public authorities, including: energy audit, virtual pilot’s design, ICTs deployment plan, funding schemes and user engagement campaign.
• TRIBE Game: This social game is linked by ICT to real data collected from 5 pilot buildings from university to public offices and social housing. TRIBE is mobile game available for IOS and Android devices, but also an educational tool aiming to change the players’ behaviour towards more energy efficiency attitudes. In its energy simulation it includes a more indept model of the human aspect of buildings, taking into account such factors as attitudes and comfort.
A wide communication and marketing campaign was carried out in order to promote TRIBE outcomes towards the identified stakeholders.
• Project website (http://tribe-h2020.eu/) and game website (http://www.tribe2020.eu/) with more than 7.500 visitors.
• A strong online marketing campaign: Universal App Campaigns, Social networks (Facebook, Instagram, Linkedin, Twitter, YouTube). More than 21 M of recipients addressed, with more than 500.000 views and reactions to the publications.
• Events: more than 40 participated; 8 workshops and conferences organised; more than 10 scientific conferences participated; more than 20 workshops and events organised at the pilot buildings, etc.
• Media: more than 50 online news; 10 non-scientific publications, 5 scientific publications; different radio interviews.
The energy savings achieved thanks to the implementation of TRIBE Pack are linked to investment costs but also to energy savings, job creation as well as wider socioeconomic impacts. The total energy savings following an uptake of the TRIBE activities at the EU level could lead to a reduction of 12 kt CO2e/year without an impact on the comfort of the building users.
The TRIBE game itself, is expected to contribute to increasing knowledge about energy demand, which is crucial for an energy efficient behaviour in real life. To this end, it is estimated that if the individuals who downloaded the game, implement the energy efficiency measures in buildings different than those where the TRIBE pack was implemented, significant additional energy and cost savings can be reached. At the EU level, these savings could reach 7.2 million € per year.
Both the direct and indirect energy savings achieved through TRIBE are associated with wider economic benefits for countries and the EU as a whole. These benefits include an achievement of a consumer surplus that will generate a higher demand for other goods and services; reduced maintenance and acquisition costs for purchasing new products due to a lower use of appliances; an increased energy security; increased value of properties; and a drop of public spending on social benefits.