Consumer Engagement in Virtual Power Plants through Gamification

Behnaz Behi, A. Arefi, P. Jennings, A. Pivrikas, Arian Gorjy, J. Catalão
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引用次数: 5

Abstract

Virtual power plants (VPPs) are defined as an aggregator of different types of energy resources and flexibility, coordinated by VPP owner through a smart control system. A correct establishment of a VPP will result in reduced electricity costs for the consumers within the VPP. One of the key aspect of VPP’s success is the consumer engagement in order to manage their flexibilities effectively. Gamification is an efficient way of learning and engagement, which can efficiently change the behavior of consumers towards participating in programs provided by VPPs for energy cost reduction. In this paper, a gamification-based approach for consumer engagement is proposed and a methodology based on Fogg’s behavior model and Kim’s model on player types is developed to examine the suitability of available gamification applications for energy saving/efficiency in the context of a VPP. Seven gamification applications are analyzed and evaluated based on the developed methodology and the results are provided.
通过游戏化,消费者参与虚拟电厂
虚拟电厂(VPP)被定义为不同类型能源和灵活性的集合体,由VPP所有者通过智能控制系统进行协调。VPP的正确建立将导致VPP内消费者的电力成本降低。VPP成功的一个关键方面是消费者的参与,以便有效地管理他们的灵活性。游戏化是一种有效的学习和参与方式,它可以有效地改变消费者参与VPPs提供的降低能源成本计划的行为。在本文中,提出了一种基于游戏化的消费者参与方法,并基于Fogg的行为模型和Kim的玩家类型模型开发了一种方法,以检查在VPP背景下可用的游戏化应用程序对节能/效率的适用性。基于开发的方法,对七个游戏化应用进行了分析和评估,并提供了结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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