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A master's thesis from Aalborg University
Book cover


A gamified system for information communication of the effect of personal actions in a local energy grid during crisis - A virtual game made for a learning and informing experience

Translated title

Et gamificeret system til informations kommunikation af effekten af personlige handlinger på et lokalt energinet under krise - Et virtuelt spil lavet som en lærings og informations oplevelse

Authors

;

Term

4. term

Publication year

2026

Submitted on

Pages

163

Abstract

Denmark's power grid increasingly includes active prosumers - people who both consume and produce electricity. This raises the need for the public to understand how individual and collective choices affect local grid stability, especially during crises when islanded operation may be required, meaning a local area temporarily runs disconnected from the wider grid. High trust in public institutions has also contributed to a preparedness gap, making engaging digital communication tools (ICT) particularly important. Geovisualization uses 3D models to make complex data understandable, and Aalborg University has a model city (mini-city) that can serve as a platform for communication. Building on this, the project explores gamification as a way to engage people in learning about energy systems. We developed a virtual learning game based on the MDA framework (Mechanics-Dynamics-Aesthetics) and evaluated it through gameplay log data, questionnaires (including the STARC framework and Likert scales), and exit interviews. The results show that the game improved participants' understanding of basic grid principles and the role of individual behavior. However, it was less effective at communicating crisis scenarios and islanded operation, which need further development. Overall, the project demonstrates the potential of gamified ICT solutions to strengthen public understanding of energy infrastructure and lays a foundation for future citizen-focused energy preparedness communication.

Elnettet i Danmark har flere aktive prosumers - brugere der både forbruger og producerer strøm. Det øger behovet for, at offentligheden forstår, hvordan egne og fælles valg kan påvirke den lokale netstabilitet, især under kriser, hvor ø-drift (island mode) kan blive nødvendig, dvs. at et lokalområde midlertidigt kører adskilt fra resten af nettet. Den danske tillid til myndigheder har samtidig bidraget til et beredskabskløft, hvilket gør engagerende digitale kommunikationsværktøjer (ICT/IKT) ekstra vigtige. Geovisualisering bruger 3D-modeller til at gøre kompleks data forståelig, og på Aalborg Universitet findes en modelby (mini-city), der kan fungere som formidlingsplatform. Med dette udgangspunkt undersøger projektet gamification som metode til at engagere borgere i læring om energisystemer. Vi udviklede et virtuelt læringsspil baseret på MDA-rammen (Mechanics-Dynamics-Aesthetics) og evaluerede det via spil-logdata, spørgeskemaer (bl.a. STARC og Likert-skalaer) samt exit-interviews. Resultaterne viser, at spillet øgede deltagernes forståelse af elnettets grundprincipper og betydningen af individuel adfærd. Til gengæld var formidlingen af krisescenarier og ø-drift mindre effektiv og kræver videre udvikling. Samlet peger projektet på, at gamificerede ICT-løsninger kan styrke befolkningens forståelse af energiinfrastruktur og danne grundlag for fremtidig borgerrettet information om energiberedskab.

[This apstract has been rewritten with the help of AI based on the project's original abstract]