Casals, MiquelGangolells, MartaMacarulla, MarcelFuertes, AlbaVimont, VincentPinho, Luís Miguel2017-07-142017-07-142017http://hdl.handle.net/10400.22/10082Workshop on Energy Efficient Solutions based on IoT (EESIoT 2017). 6 to 9, Jun, 2017. Geneve, Switzerland.Workshop of Global IoT Summit 2017The energy consumption of the current building stock represents about 40% of the total final energy consumption in Europe. New gamification techniques may play a significant role in helping users adopt new and more energy efficient behaviours. This paper presents the advances achieved within the context of the EU-funded project EnerGAware - Energy Game for Awareness of energy efficiency in social housing communities. The main objective of the project, funded by the European Union under the Horizon2020 programme, is to reduce the energy consumption and carbon emissions in a sample of European social housing by changing the energy efficiency behaviour of the social tenants through the implementation of a serious game linked to the real energy use of the participants’ homes.engSerious gameEnergy efficiencyBehavior changeA serious game enhancing social tenants’ behavioral change towards energy efficiencyconference object10.1109/GIOTS.2017.8016257