Cool Choices staff are long-time presenters and participants at the Behavior, Energy and Climate Change (BECC) conference. This event brings together an eclectic group of researchers, practitioners and advocates focused on environmentally sustainable behaviors. We were excited to represent our approach to game-based behavior change at the conference this year.
The 2015 BECC conference provided some terrific insights. For example, a recurring theme at BECC is the power of local. This year several presenters shared research showing that people are more responsive to messages with a local slant—it turns out that a locally-recognizable skyline in a Facebook post will increase clicks.
At Cool Choices we’re acutely aware that local is relevant and that it motivates—it’s why we implement our game and engagement platform within specific communities (within a business, across a city, or as part of an energy efficiency program). The Cool Choices game builds upon on our players’ sense of community, showing them that others in their community are adopting sustainable practices and that, cumulatively, those practices add up to significant impacts. So, just how do we “show” local actions and values in terms of sustainability within an online game environment?
Learn more about how Cool Choices makes sustainability visible.
Changing behaviors is hard, so for practitioners like us, the annual BECC conference is also an opportunity to trade strategies—to share what’s working, to commiserate about the challenges, and to remember that we’re not alone in this quest. Being part of a community of people who are promoting sustainable practices is powerful. Just as the Cool Choices sustainability game shows that people’s small actions add up, BECC reminds us that our efforts are part of a growing international movement to address climate change. Being part of a community feels good.
In addition to attending conference sessions; Cool Choices led a post-conference workshop on using games as a behavior change strategy, “Want Change? Make it a Game!”, shared our efforts to grow our game into a movement in a conference session, and a presented a poster on how games allow colleagues to coach one another on sustainability.
Did you know entire communities are playing Cool Choices to mobilize around sustainability initiatives?
Recently, Green Madison launched a city-wide game of Cool Choices in Madison, Wisconsin. Residents and employees from more than 40 Madison businesses and organizations such as UW Health, American Family Insurance, MG&E, TDS Telecom, and the Greater Madison Chamber of Commerce are taking part. The Cool Choices game calculates carbon and energy savings as players log their sustainable actions on a daily basis.
Everyone’s efforts in the city-wide Cool Choices game count toward Madison’s entry in the Georgetown University Energy competition.
“Madison has a secret weapon in the nation-wide Energy Prize: A game-based-impact approach that inspires and unites every Madisonian around sustainability! Cool Choices has demonstrated results, and will let residents and employees from businesses large and small communicate with each other on how to improve our city,” said Dan White, CEO at Filament Games.
The “social stream” within the game platform promotes awareness of additional Green Madison initiatives designed to help Madison residents save money.
“Employees at Reynolds Transfer & Storage are taking part in the city-wide game of Cool Choices because we see this as an easy and fun way to be more green and to help Madison reduce our energy use as we compete for the Georgetown University Energy Prize” said Benjamin Reynolds, Director of Operations at Reynolds Transfer & Storage. “We hope even more businesses and Madison residents will join in and take part.”
Since Cool Choices gives corporate employees opportunities to win by being more sustainable, we are always interested in other workplace gamification efforts. A recent piece about games as part of wellness programs caught our attention. The article showcased several models and talked about how organizers used prizes to generate interest and participation.
In the end, though, it wasn’t the money that drew the workers in. It was the online camaraderie, and the challenge. “People wanted to be on the winning team,” says Julie McGovern, Chilton’s vice president of administration and HR.
That is worth repeating: participation wasn’t about cash prizes. People wanted a challenge and the camaraderie of facing that challenge together. Likely some of them wanted the pleasure of prevailing over their peers while others may have simply enjoyed being part of a team. The lure of prizes may have drawn a few people into the program initially but, once in, folks are motivated by the game, not the prizes.
We see this in our interactions with employees. People are excited to be part of a bigger effort to do the right thing and they appreciate the ways a game can facilitate recognition of their individual efforts. Simple tools like leaderboards and player highlights are very motivating.
This is important news for the leaders who worry that games will require big-ticket prizes. It turns out that playing the game—getting credit for one’s own accomplishments and having an opportunity to cheer on others—is a reward in itself.
And it is not the only reward. In wellness games, employees get healthier and in sustainability games like ours people report both positive lifestyle changes as well as dollar savings. And in all of these games, there is an increase in levels of team work, which provides a whole other realm of corporate benefits.
Indeed, when you pause to do the math you realize that the corporate and individual benefits of employee engagement games add up almost as quickly as the environmental benefits.
Sustainability is hard to define and understanding what it might mean is complicated, often lonely, and not always fun. It is no wonder that many sustainability programs fail to inspire widespread changes. It is tedious to conduct an energy audit. It is hard to sort through nontoxic cleaning items. And very few people ever want to talk insulation. The Cool Choices way is different. We make sustainability easy, popular and fun.
Cool Choices is conducting a live pilot of an online sustainability game with employees at Miron Construction. So far, it is working. Seventy-five percent of the company signed up to play and more than half have taken at least one action to increase efficiency and conserve resources.
The magic in our game is the social rewards for real-life actions. When you play our game, you earn credit at work by sharing the sustainable choices made within your household. You make progress when you turn off the light and earn even more points when you make a video about it. The points you tally demonstrate your progress. And you work with teammates to create a path to success. You are recognized for being smart enough to spend less money and live more comfortably. And you earn some fabulous prizes in the process.
Mironites have taken to it. Construction industry professionals from Neenah to Cedar Rapids are eagerly sending in smiling pictures of themselves screwing in light bulbs. They are submitting videos where they talk about the romance of sustainability—turning off the TV might mean catching a sunset with your sweetie after all. They are writing stories about an added sense of relaxation by simply slowing down on the freeway. People’s lives are changing and the game is a part of the equation.
So how does it work? I do not really know, completely. But that will not stop me from offering a few kernels on what it took to succeed to date:
The following was originally posted on Toronto Sustainability Speaker Series.
At Cool Choices we take games very seriously. We’ve seen how games can make sustainability fun, popular and easy.
In May, Cool Choices launched a real-world game for employees at a Wisconsin-based commercial construction firm, Miron Construction. Of Miron’s 330 staff, 240 signed up to play and more than 70% of those employees are still playing three months later. In the game employees earn points when they do specific sustainable actions associated with household energy and water usage, transportation, indoor environmental quality, waste management and food. Employees compete individually and on teams for prizes and status.
So what kinds of things are they doing? As part of the game participants …
More, these same participants are sharing stories and photos with us about their efforts. They brag about the energy hogs they’ve found and unplugged and they show us how they’re using the game cards as prompts at home and in their cars. They say they are curious to find out what opportunities they can tackle next. And they share how the game is changing their lives. Yes, there’s lots of talk about dollar savings but some employees are also telling us that their quality of life is improving—they find eco-driving to be less stressful than their old driving habits, they spend more time with their family now that they’ve turned off the television, and the game itself is an opportunity for the family to bond.
While we’re still in a pilot stage, we are already accumulating lessons learned:
Gamification provides a fun framework for facilitating vitally important environmental actions. The game gives us a way to celebrate each individual accomplishment and to create a nudge for additional actions.
Games can make the world a better place. That’s why we take making sustainability fun very seriously.
Jayme Heimbuch at Treehugger.com published a piece a few weeks ago about the failure of energy conservation to engage people via social networking, suggesting that perhaps people were the problem (because we seem to care more about celebrities than kilowatt hours).
Three weeks into a pilot where people are sending us photos, bragging to us and their colleagues about the electric savings they’ve uncovered, I’ve a different take on all of this.
Most existing energy conservation efforts haven’t engaged people in social media around their sites because the efforts are not any fun. Most of the tools function more like a test than a game, requiring you to gather and interpret all kinds of data before you can do anything the least bit fun. It would be akin to Trivial Pursuit requiring players to complete a comprehensive assessment to optimize team assignments. Imagine how much fun that would be.
Actually it would be about as much fun as filling out screen after screen of questions about your electric usage and insulation levels—stuff regular people don’t think about.
Disclosure: I’m an absolute energy geek. At my house the utility bill is something we open and discuss, as soon as it arrives. And then we input the data into customized spreadsheets, marvel at the graphs and talk about it some more.
But most people are not like me. Whereas I enjoy filling out carbon calculators and comparing the results from one tool to another, most regular people (our target market) find this a burden. And most people have enough burdens already.
Game developers have taught me that if you want to engage people you need to provide opportunities for early successes, to let players feel good about their efforts. It has to be fun.
Asking people questions they can’t answer about their appliances or energy usage makes them feel bad, incompetent even. It is not fun. While a few might dig in to learn more, most will drop out, opting to spend their time on something more pleasant. And we wonder why these folks aren’t posting their results on Facebook? What should they post?
Just learned I don’t know how to read my utility bill – even though I’ve been paying it for years. It’s probably also time to admit that I can’t reset the clock on the microwave.
Our initiative, by contrast, empowers people. Participants can take easy actions, without having to learn how kWh converts to tons of CO2. We give participants clear signals—points—to value their actions. In our experience people immediately grasp this approach, seeking out high point-value actions that fit into their lives.
We’re finding that a few people want to get into the details. We support and celebrate those efforts but that’s not the main event. The main event is regular people taking action and bragging to their colleagues about the points they’ve accumulated.
By making this fun and easy we have engaged participants who intend to continue taking actions that, in aggregate, will generate meaningful savings and reduce greenhouse gas emissions over the long run.
And isn’t that the real objective?