GenGame uses games to encourage people to use less electricity at times of value.
The value comes from selling this aggregated capacity to reduce demand to energy companies, who use it as an alternative to building power stations that run at peak times or when the wind stops blowing. This is called domestic demand response and has had limited commercial success, since the value (roughly $30-$50 per year per household in USA, lower in UK) is too low to engage with consumers and sustain behaviour change.
We turn this problem around by creating something consumers want to play rather than need to be paid to do. We focus on UI/UX and gameplay and tell players about points and prizes rather than kilowatt hours and 'network capacity'. We leverage smart home devices such as plugs, thermostats and washing machines to automate reductions and reward players for doing so with virtual and real rewards.
EV uptake continues to accelerate but price, access to infrastructure and driving range continue to deter many drivers, new analysis from RAC has found
Building a reliable and comprehensive data infrastructure is crucial for net zero decision-making and accountability, writes TechUK's Susanne Baker
National Interdisciplinary Circular Economy Hub backed by new funding from UK Research and Innovation
Food giant announces roll out of new recyclable paperboard multipack sleeves as part of £25m investment in sustainable packaging innovations