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Cotizaciones adicionales por aclarar

COMPAÑÍA DE SEGUROS Rigel Seguros de Vida S.A

2) Cotizaciones adicionales por aclarar

Trends indicate that devices and appliances will have a unique way of identification in future as more and more machines and people will get connected through the internet. Future devices, like Smartphones, tablets, electrical appliances, vehicles, etc. will be equipped with an IP, hence capable of communicating with each other and the user. Internet connected appliances will empower users and energy service providers with more access and control [10]. As new technologies like Cloud computing enhance the addressability of appliances and advanced computing capability will bring in ubiquity of devices. The scope of future web also includes networking within environment; hence the smart grid, energy service providers, home environment and users’ devices, users’ social networks will be connected [11]. The omnipresence of the internet across systems can

be leveraged to bring together variable systems like social networking, online gaming and connected devices. The connectedness of devices will not only provide information to users about energy consumption in their devices, but also that of other users in their networks. Moreover, when the users’ environment along with the appliances will be connected to user’s social network, they will have an involvement in the user’s decision making. This reach of the internet through connected devices, can be used to bring about a change in user behavior, leveraging on its power of persuasion. An important aspect of future web is social networking. Insights from our user research indicate that social media has been an important factor among users to communicate and share information. Users choose social networking sites to express themselves and to reflect their personality. B.J. Fogg mentions that social networks have an ability to trigger an inherent motivation within users and hence persuade them to take action [12]. Millennials have a notable presence in social networks and social networking games. Currently online social gaming is rapidly growing as a main form of digital entertainment among Millennials. Online social games like Sims Online, Cityville and Second Life are good examples of the power of social games to engage Millennials [13]. Studies show that the target audience spends an average of 10.6 hours a day accessing social networking [14]. Online multiplayer games add a social dimension to the game, which manifests in changes in existing behavior and/or emergence of new behaviors. Users choose these games to reflect their personality or aspirations through avatars. The word avatar originated from Sanskrit and means ‘a form of self’. An avatar is used for self-representation or the alter ego of users [15], [16]. The behavior of a user’s redirection of their feelings and desires through an avatar in a game is referred to as ‘Transference’ [17]. An example of this phenomenon is explained using the popular online game Sims Social. Sims Social gives an opportunity for players to interact with their friends in new ways. In addition to taking care of the basic needs of one’s avatar, a user can also enrich relationships with other online friends. This game leverages on the existing relationship of friends on Facebook to climb up in the game hierarchy. In order to reach a relationship milestone within the game, the user has to involve approval of the real Facebook friends. Instead of choosing from predefined interactions with an

AI-controlled character, the user has to ponder about the nature of the relationship to be established with the online friend. These relationships range from being friends, lovers, flirting, making out and even making enemies. The avatars visit each other’s home and use the objects in the home to explore new interactions, like playing a guitar, looking at stars through a telescope, etc. In order to customize and decorate the avatar’s home, the user has to send requests to friends or spend money to buy virtual merchandise. The eagerness of the user to send many gift requests to each other and spend real money to buy virtual merchandise in these games is notable.

The entropy of parameters like the psychological effects of Social Gaming, the capability of Connected Devices and Web and principles of Sustainability can result in a new learning leading to new behaviors. The understanding of this learning can be used to develop new approaches for promoting sustainable behaviors among Millennials [18]. Our solution is therefore built on social network gaming which is an already established platform for communication and interaction among Millennials.

3.1 Related Work: Energy Saving

We studied existing efforts to promote energy saving behavior. An interesting solution is ‘Power House’ by Stanford University which gives users the task of managing the power usage in a game world home and incorporates their actual home’s utility data using a smart meter [19]. Nissan’s Leaf line of electric vehicles have “Eco Mode” software that keeps track of variables like speed and power usage and provides feedback to the drivers to improve driving efficiency. It also provides online profiles to these drivers, so people can compete with other drivers.

Another solution from OPOWER, a smart grid software firm for energy conservation, provides reports for users with monthly household energy consumption. It also has a feature to compare individual energy consumption over a period and also with other households in the neighborhood. A successful case study of OPOWER is in a California municipal utility where they managed up to 4.1% energy saving during peak season, using this solution [20].

The competition aspect of these solutions is a major motivating factor for customers to consistently consume less energy than those that do not.

4 Design Proposal: A Social Gaming