Manufacturers to Benefit from Lucrative Growth Prospects in the Energy Efficiency Gamification Market by 2016-2026
VALLEY COTTAGE, N.Y. – Games are widespread and most powerful ways through which human beings interact, have fun and by which they communicate. Human brains are wired for social bonding, positive feedback and to enjoy the challenges that games provide. Games rise awareness by using visual communication, limits the wastage of electrical energy and collaborative community engagement. This energy efficiency gamification involves games which includes players (either individually or in teams) and are rewarded for various energy savings accomplishments for a particular time of game played. Also, it gives feedback for their actions on actual-time data on players’ energy use and make maximum use of virtual world. Some of these games are Oroeco, Virtual Energy Advisor, ecoGator, Carbon Footprint Reduction Game, Utilityco, Cool Choices, WeSpire, Vermontivate, JouleBug, Kansas Take Charge and Kukui Cup. As the use of appliances and consumer electronics is increasing so consumption of electrical energy is surging. The governments across various countries, power providers & organizations are looking for the ways to reduce the wastage of energy and help the nation become more energy efficient & globally secured. Hence, the energy efficiency gamification market is estimated to grow at a healthy CAGR during the forecast period.
Global Energy Efficiency Gamification Market: Drivers and Restraints
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The surging energy prices, government initiatives to save energy consumption, increasing overall user experience of games are driving the global energy efficiency gamification market. Also due to the ever increasing smartphones market it is easier for people to access the different kind of games that further leads to the growth of energy efficiency gamification market.
However, some restraints are hampering on the energy efficiency gamification market those are lack of awareness about these games and unpredictable effects on user behavior and attitudes.
Global Energy Efficiency GamificationMarket: Segmentation
The global energy efficiency gamification market can be segmented as follows:
Energy Efficiency GamificationMarket, by Type or Category
Energy Efficiency GamificationMarket, by Platform or Deployment
- Others (iPad, Laptops etc.)
Energy Efficiency GamificationMarket, by End User-Sector
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Global Energy Efficiency GamificationMarket: Regional Outlook
Geographically, the global energy efficiency gamification market can be divided into seven regions, namely North America, Latin America, Western Europe, Eastern Europe, Asia Pacific Excluding Japan (APEJ), Japan, and the Middle East and Africa (MEA). North Americais the leading region for the energy efficiency gamification market due to major adoption of gamification techniques. Asia Pacific is the next major contributor in the global energy efficiency gamification market due to growing adoption of smartphones by the individuals and growing gamification and creative innovation initiatives. Europe is following Asia Pacific and North America in terms of market share in the globalenergy efficiency gamification market because of getting fund support from the European Union’s seventh framework programme for research and technological development. Latin America is the further booming region due to UNEP’s “Efficient Appliances and Equipments Partnership” (United for Efficiency) and is expected to save energy consumption by switching to cleaner technologies. The Middle East and Africa are at a nascent stage in the global energy efficiency gamification market.
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Energy Efficiency GamificationMarket: Key players
The key players in the global energy efficiency gamification market are Oroeco Inc., Energy In Time, myEcoNavigator, Evolaris, Lockheed Martin Corporation, San Diego Gas & Electric, Opower Inc., Cool Choices Inc., Simple Energy Inc., WeSpire Inc., Creative Roustabouts LLC, JouleBug, and Take Charge Challenge.
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