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Gamification & Serious Games

Gravis Tech has utilized serious gaming for:

  • Electric grid education
  • Analysis of electric vehicle research
  • To help improve the interest in community action movements.

Serious games are produced with a mission other than pure entertainment. Gamification commonly employs game design elements which are used in non-game contexts to improve user engagement, organizational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, and more. Serious games are used in industry such as defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.

Gamification Explained

West Coast Electric Highway Data Visualization

The West Coast Electric Highway data visualization was produced using the Unreal 4 game engine. It visualizes data collected via The EV Project (https://avt.inl.gov/project-type/ev-project). The purpose of the visualization is to help researchers and key stakeholders understand electric vehicle utilization of charging stations located along the interstate corridors of Washington and Oregon. The visualization demonstrates that charging stations located near city centers are used mostly for local travel, stations used along interstate corridors are used for travel between cities, and stations in outlying areas are used sparingly, but for long distance travel.
West Coast Electric Highway Data Visualization

Idaho National Laboratory vGrid Game

During her career at INL Sera White, Gravis Tech’s lead visualization expert, developed a plan for creation of a gamified simulation developed for utility stakeholders, policy makers, and the public. The goal of the game is to inform its users of the benefits, challenges, and tradeoffs associated with increasing use of electrified transportation with respect to the electric grid. The overview will introduce the tangential benefits of transportation electrification such as greenhouse gas reduction, energy independence, and local economic growth. During initial gameplay, players will obtain a better understanding of grid interdependencies. The game was created to be used in workshops and events targeted at teaching individuals about grid related issues. But, the game was designed to be played beyond the workshop, enabling players to learn more outside of the designated teaching activities.

Gravis Tech's Example of Gamification

TheTheodores is a community action group that focuses on removing litter. Gravis Tech built them a social media community site that incorporated gamification into community cleanups. We reward participants TeddCreds for picking up litter, commenting on the site, having their posts viewed, etc. Users can earn various badges as TeddCreds are accumulated. To encourage engagement, organizers ship spot rewards to active participants.
TheTheodores