Limited business case regarding the IEE2007-project ENERCITIES Internal report of the project ENERCITIES Final version Page 0 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium COLOPHON Internal report of the IEE2007-project ENERCITIES Title ‘Limited business case regarding the IEE2007-project ENERCTIES’ Final version (20090109) Report written by consortium member Erik KNOL (Qeam) E-mail: info@ENERCITIES.eu Internet: www.ENERCITIES.eu Copyright © 2008 ENERCITIES consortium. All rights reserved. Page 1 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium CONTENT 1. 2. 3. 4. 5. Introduction .................................................................................................................................................... 3 1.1. Focus of this document ........................................................................................................................ 3 1.2. Focus of the project ENERCITIES ...................................................................................................... 3 Context of ENERCITIES ............................................................................................................................... 4 2.1. Energy, energy saving and renewable energy policy focus ................................................................. 4 2.2. Project-relevant energy-related themes & concepts ............................................................................. 5 2.3. Education, youngsters and serious gaming .......................................................................................... 6 2.4. Energy games ....................................................................................................................................... 7 Projections of stakeholders’ needs (high-level) ............................................................................................. 8 3.1. Online youngsters using the game ....................................................................................................... 9 3.2. Students ................................................................................................................................................ 9 3.3. Education institutes ............................................................................................................................ 10 3.4. Consortium ENERCITIES ................................................................................................................. 11 3.5. Policy makers ..................................................................................................................................... 11 SWOT: strengths, weaknesses, opportunities and threads ........................................................................... 12 4.1. Introduction ........................................................................................................................................ 12 4.2. Internal strengths ................................................................................................................................ 12 4.3. Internal weaknesses ........................................................................................................................... 13 4.4. External opportunities ........................................................................................................................ 13 4.5. External threads ................................................................................................................................. 14 Conclusion ................................................................................................................................................... 14 Appendix 1: screenshots of various energy games ............................................................................................... 16 Page 2 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium 1. INTRODUCTION 1.1. Focus of this document This document describes limitedly business case elements regarding the IEE2007-project ENERCITIES and its most important deliverables: a game-based learning platform (serious game), an education toolbox and a community facility. The purpose of this document is to offer a project-internal reference for project activities - especially for work package 2 activities - dealing with the detailed definition of the serious game, the education toolbox and the community platform. Chapter 1.2 introduces the project ENERCITIES. Chapter 2 gives high-level information regarding the context of ENERCITIES: energy, energy saving and renewable energy (chapter 2.1); energy themes & concepts (chapter 2.2); education, youngsters and serious gaming (chapter 2.3.); energy games (chapter 2.4). Projections of stakeholders’ high-level needs are given in chapter 3. Chapter 4 indicates a high-level SWOT-analysis1. The last chapter points conclusions. 1.2. Focus of the project ENERCITIES Project ENERCITIES offers a game-based learning platform (serious game) where young people in Europe can experience energy-related implications (e.g. energy consumption, energy savings, renewable energy, energy & environment). Serious gaming is the application of gaming technology in combination with learning methodologies to solutions of problems and/or regarding challenges faced by businesses, education institutes and other organizations. Serious games include games used for educational, persuasive, political, or health purposes. The heart of the platform will be group competitions to create and expand virtual cities dealing with pollution, energy shortages, energy reduction plans, renewable energy projects etc. The platform is attractive for youngsters: advanced on energy topics, teamwork-oriented, competition-based and community-driven. Education programmes are integrated with the game-based learning platform via a to be developed education toolbox. This integration will be piloted in 5 education institutions (located in various countries in Europe). European rollout of the platform - accompanied with an education toolbox - is facilitated among 50 education institutions. Events are organized to share experiences. The project makes youngsters via competition aware of energy-related implications and will have the ability to change their energy attitudes and behaviour. Education institutions will have state-of-the-art and attractive learning tools to upgrade their education programmes. The duration of the project is 36 months in order to maximize the rollout and the usage of the project’s infrastructure. 1 SWOT: Strengths, Weaknesses, Opportunities and Threads. Page 3 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium 2. CONTEXT OF ENERCITIES ENERCITIES deals primarily with the development of a serious game as an advanced elearning and awareness-stimulation tool for - in principle - youngsters between 15 and 25 years old. This chapters describes briefly some aspects of the context of project ENERCITIES. In chapter 2.1 energy, energy saving and renewable energy policy attention will be introduced. Chapter 2.2 deals with projectrelevant energy-related themes & concepts. Chapter 2.3 describes the topics education & youngsters and serious gaming. Energy games are shortly discussed in chapter 2.4 2.1. Energy, energy saving and renewable energy policy focus Energy, energy saving and renewable energy form the thematic backbone of the project ENERCITIES. From global, European and national policy perspectives focus is aimed at sustainability, energy saving and renewable energy in order to: 1. take action regarding climate change, 2. be less independent from current (traditional) energy sources and structures in our society (especially natural resources like petroleum and natural gas), and 3. strive for a society based on a balance between sustainability, wellbeing and welfare. The figure below gives an impression of the energy consumption in the EU27 per fuel type over a period of 16 years. The next figure shows a projection regarding energy requirements for the coming years. It is expected that due to the recent European recession figures (Q4 2008) energy requirements could lead to different realistic scenarios. Figure 1: energy consumption in EU27 by fuel (in Mtoe) (source: Eurostat, May 2008; note: renewables not including electricity) Page 4 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium Figure 2: scenarios regarding primary energy requirements of EU27 by fuel (left figure) and energy and carbon intensity indicators of EU27 (right figure) (source: EU27 Energy Baseline Scenario to 2030 of the European Commission, April 2008) On European and national level energy-related targets are defined in order to meet sustainability and energy goals. A European Commission approach is the Intelligent Energy – Europe programme (IEE): “There are many untapped opportunities to save energy and encourage the use of renewable energy sources in Europe, but market conditions do not always help. The Intelligent Energy - Europe programme is the EU's tool for funding action to improve these conditions and move us towards a more energy intelligent Europe.”2 One of the approaches is to raise awareness and to influence the attitudes of citizens (and companies) regarding energy consumption, energy saving, renewable energy and sustainability. Example: Sustainable Energy Europe Campaign of the European Commission3. Important target group is youngsters; especially during their school time period it is possible to embed the topic of energy consumption, energy saving, renewable energy and sustainability in curricula. Additionally, young people form the cornerstone of future energy settings in Europe (e.g. embrace energy saving programmes; stimulate and implement renewable energy; strive for a sustainable society)4. Education institutions (vocational level) have possibilities to train and to stimulate young people to adopt energy-aware routines. 2.2. Project-relevant energy-related themes & concepts Regarding the ENERCITIES game (and related education toolbox) a set of energy-related themes & concepts should be embedded. The table below gives a set of energy-related themes & concepts that are to be considered by the consortium. Themes & concepts considerations are related to the target groups (mainly youngsters); the needed educational character of the game (and related education 2 See http://ec.europa.eu/energy/intelligent/. Remark: the project ENERCITIES is co-funded via the Intelligent Energy – Europe programme. 3 Sustainable Energy Europe Campaign: a European Campaign (2005 – 2008) to raise awareness and change the landscape of energy. It wants to support citizens as European actors committed to sustainable energy. More info: http://www.sustenergy.org. 4 See e.g. EC (2006), Education on Energy - Teaching tomorrow's energy consumers, publication of European Commission DG TREN. EC (2004), ManagEnergy reflection document on a EU-wide co-operation of local actors on sustainable energy education, publication of European Commission – see www.managenergy.net. Page 5 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium toolbox); the ability of the game (and related toolbox) to change attitudes of the target groups’ individuals regarding energy consumption, energy efficiency and renewable energy; and the complexities of embedding certain themes & concepts in the game. Energy & Society Energy, Technologies, Efficiency & Transition Energy & socio-economic aspects (e.g. welfare, well- Renewable energy (e.g. wind energy, solar heat, solar PV being, social acceptance, not-in-my-backyard syndrome) electricity, thermal energy for heat and electricity, bio mass Energy security (e.g. imports, exports, supply guarantee, into electricity, water / hydro power, osmosis) diversify, natural resources, geopolitics, energy storage, Energy saving & efficiency (e.g. powering appliances and technologies, costs, electricity network, energy systems (industrial / household), transport (efficiency), democratization) heating / cooling, light) Energy & economics (e.g. economic investment, Energy transition (e.g. sustainable transport, sustainable performance, budget) electricity, sustainable heating / cooling, green-house-gasses Energy, sustainability & environment (e.g. natural emission reduction, energy storage, energy security) resources, environment, standard of living, green-housegasses emissions, health, pollution) Table 1: energy-related themes & concepts to be considered 2.3. Education, youngsters and serious gaming Education institutes are instantly enhancing their education programmes in order to balance between the (national) learning norms, innovations on learning and the (learning) interests of students. eLearning is seen as a education-technology domain to introduce modern ICT-enabled tools to offer non-traditional learning methods. Examples of the policy relevance of elearning are the European Commission eLearning Programme5 and the European information portal eLearningEurope6. Traditional education programmes (e.g. knowledge-oriented learning; book-based education; class lectures) do not match the information processing styles, communication and social routines of young people anymore. These days teenagers could be characterised as follows: multitasking, cross-media oriented, learning-on-the-job, internet-driven, visual-oriented, virtual community-oriented7. 5 European Commission eLearning Programme is a programme for the effective integration of Information and Communication Technologies (ICT) in education and training systems in Europe (2004 - 2006). Important themes: to equip schools with multimedia computers, to train European teachers in digital technologies, to develop European educational services and software, and to speed up the networking of schools and teachers. See: http://ec.europa.eu/education/archive/elearning. 6 elearningEuropa.info is an online portal established by the European Commission to promote the use of multimedia technologies and Internet at the service of education and training. The site offers specific information, services and resources for four basic areas: schools, higher education, the world of employment and lifelong learning. See: http://www.elearningeuropa.info. 7 See e.g. Keane. & Fam (2006), Media: through the eyes of young adults. Journal of Promotion Management, vol. 11, pp. 155-174. Simon & Merrill (1997), The next generation of news consumers: childrená news media choices in an election campaign. Political Communication, vol. 14, pp. 307-321.Wong et al. (2007), Serious video game effectiveness, pp. 49-55. Page 6 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium Serious gaming8 can be seen as a next phase in digital learning instruments and awareness creation9. In general, serious games (with learning and awareness objectives) use more in-depth the digital community interests and the computer gaming interests of people (and especially young people in the age range of 15-25 years). A definition of serious gaming is: “the application of gaming technology, process, and design to the solution of problems faced by businesses and other organizations. Serious games promote the transfer and cross fertilization of game development knowledge and techniques in traditionally non-game markets such as training, product design, sales, marketing, etc“10. The table below gives a distinction between serious games and entertainment games. Serious games Entertainment games Task versus rich experience Problem solving in focus Rich experiences preferred Focus Important elements of learning To have fun Assumptions necessary for Simulations workable simulations Should reflect natural (i.e. non- Communication perfect) communication Simplified simulation Communication is often perfect Table 2: differences between entertainment games and serious games11 A respectable serious game concept should have: certain level of complexity in challenges and solution directions, adjustment options to increase/decrease complexity in challenges and solution directions depending on user profiles and learning progress, level of involvement over time, degree of “realistic” experiences (immersion; learning), competition options among groups of young people. Additionally, elearning tools and serious gaming offer also possibilities for distance learning, learning at home, and - indirectly - long life learning. In other words: learning experiences can be offered in other places than education institutions and on different moments than the opening hours of education institutions. 2.4. Energy games With respect to (serious) energy games in principle two funding-related groups are distinguished: the public-funded games and the industry-driven games (and a combination of these two groups). Gaming dimensions are e.g.: age the gamers and “seriousness” of the game (richness, complexity, stickiness, 8 A definition: “a mental contest, played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives.” From: Zyda (2005), From visual simulation to virtual reality to games, No. 9. IEEE Computer Society, pp. 2532. 9 See e.g.: Connolly & Stansfield (2007), From e-learning to games-based e-learning: using interactive technologies in teaching an IS course, International Journal of Information Technology and Management, vol. 6 (2/3/4), pp. 188-208. Fogg (2003), Persuasive technology: using computers to change what we think and do, Amsterdam, Morgan Kaufmann. 10 University of Skövde (2007), Serious Games – an overview, report written by Susi, Johannesson and Backlund. 11 University of Skövde (2007), Serious Games – an overview, report written by Susi, Johannesson and Backlund. Page 7 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium educational etc). Although the consortium of ENERCITIES has not analysed the complete (serious) gaming market (with respect to energy games), the overview below gives a good example of the relative positions of some (serious) games dealing with energy efficiency and renewable energy and the projected position of the ENERCITIES serious game. Sim City Societies E NERCITIES Level of “seriousness” (richness, complexity, educational) high BBC Climate Challenge EnergyVille (Chevron) medium V Gas 3D house ElektroCity E EA Eco-Agent Mission BluePlanet - Klima-Quiz Turn It All Off Honoloko 3D WWF PandaDroom WWF Footprint KeepCoolCity low PowerScout Geoterra BioValley Racer 10 15 20 25 30 35 40 45 50+ Target group (age) Figure 3: relative position of energy-related “games” Some of these games are public-funded games (e.g. funded by the European Commission or national governments). Industry-driven games are (partly) initiated by companies (e.g. companies active in the energy sector like Chevron). One off the best-known commercial games is SimCity Societies. Appendix 1 shows screenshots of various energy games. With respect to the above-given overview of energy-related games, the ENERCITIES game can be seen as an epistemic game. These games are “are computer games that can help players learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. When students play epistemic games, they participate in simulations of a society that they might someday inhabit. These games help them to develop ways of thinking and knowing that are valued in the world, giving them a way to imagine who they might someday become”12. 3. PROJECTIONS OF STAKEHOLDERS’ NEEDS (HIGH-LEVEL) This chapter shows projections of the stakeholders’ needs (high-level) regarding project ENERCITIES and its deliverables: a game-based platform, an education toolbox (both focusing on energy-related topics), and a community facility. The following stakeholders are recognized: 1. Online youngsters using the game; 12 Shaffer (2005), Epistemic Games, Journal of Online Education, innovateonline.info. Including: http://epistemicgames.org/eg/. Page 8 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium 2. Students using the game as part of the education programme; 3. Education institutes (potentially) adopting the game as part of their education programme; 4. Consortium ENERCITIES itself; 5. Policy makers dealing with energy and/or education innovation. 3.1. Online youngsters using the game One target group is the so-called indirect youngsters; these youngsters will find the game on the internet and will play it independently. These youngsters are not specifically linked to an education institution in order to play the ENERCITIES game. The table below gives the most relevant highlevels needs that are identified. Perspective Most relevant high-level needs From marketing perspective Youngsters are strongly influenced by their online peers and websites they respect. It is essential that ENERCITIES is able to market the game via peer-to-peers contacts and respected websites (e.g. internet forums). Youngsters can be seen as swarms on the internet. What is essential is that these youngsters stay interested in ENERCITIES (the concept, the game, the organisation). ENERCITIES needs to find ways to get strong involvement and commitment of these youngsters (e.g. community building via the ENERCITIES community & forum facility). To trigger the project and to facilitate involvement of youngsters with ideas, an online community site related to the game building process could be offered. The game is playable with limited and easy-to-understand steps. Low entry barriers to play the game. From game and learning Without an educational setting (read: education institutes) the game is attractive and perspective understandable to play and offers learning experiences. The game should be challenging. Youngsters should have continuous interest in the game by offering e.g. different levels, competitions, user adjustable settings, high scores, less known energy themes and concepts, blogs etc. It is suggested to offer youngsters - to a certain degree - tools to adjust the “energy” parameters of the game, in order to maximise the learning experiences of the game. Table 1: online youngsters using the game 3.2. Students Students are those youngsters who will play the game in an educational setting. In other words: the education institution has adopted the game and its related education toolbox. Typically, the age range of these students is 25-25 years. The table below gives the most relevant high-levels needs that are identified. Page 9 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium Perspective Most relevant high-level needs From game and learning Modern game play and visualisation. Game play content is challenging. perspective The game is playable with limited and easy-to-understand steps. Low entry barriers to play the game. Students should have continuous interest in the game by offering e.g. different levels, competitions, user adjustable settings, high scores, less known energy themes and concepts, blogs etc. It is suggested to offer students - to a certain degree - tools to adjust the “energy” parameters of the game, in order to maximise the learning experiences of the game. Table 2: students 3.3. Education institutes Education institutions are those institutions that are willing to embed the game and the related education toolbox in existing curricula. As mentioned in the initial project plan, the students do not need a specific educational background in energy, technology or science. All kinds of educational departments should be able to embed the instruments of ENERCITIES. The table below gives the most relevant high-levels needs that are identified. Perspective Most relevant high-level needs From marketing perspective The consortium needs to make a marketing package (including statements of involved education institutions using the game and the education toolbox), which can be used by education institutions: 1. to inform internally decision makers (higher management, education programme managers, teachers) about the implications of the game and related education toolbox; 2. to inform peers of education institutions regarding the implications of the game and the related education toolbox. From game and learning perspective; and “energy” parameter perspective The game has an educational character. It is suggested to offer education institutions (teachers) (and to a certain degree the students) in-game tools to adjust the “energy” parameters of the game, in order to maximise the learning experiences of the game. Example of Paladin Studios: adjusted energy parameters based on scenarios of VIPs like Dutch innovation/energy prof. Wubbo Ockels and Al Gore. The education toolbox offers education institutes suggestions, tools (and content) to embed energy-related education materials in their curriculum13. 13 ENERCITIES consortium concluded that it is less opportune to collect, re-organize and distribute (existing) energy-related education materials, since it is expected that each country and each education institution has its own routines and education materials related to energy, renewable energy and energy efficiency. As an alternative, it offers an education toolbox. This toolbox gives education institutions information and tips how to embed energy-related topics in the curriculum and how to embed the ENERCITIES game in the curriculum. Page 10 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium From classroom and student Teachers (or school administrators) have in-game tools to define students and groups of perspective students in the game in order to monitor their game and learning progresses. From ICT (management) The game is playable on computers available in the education institute (as from mid perspective 2009). The consortium would like to maximize the state-of-the-art in order to rollout a game that - from game play, interface and technology perspective – will be attractive during the rollout years 2009 and 2010 (and further). This means that 2D interfaces are not preferred. Minimal computer system requirements are not defined yet. The game should have limited (or acceptable) impact on ICT (management) processes. It is questionable whether or not the game is a stand-alone executable (with internet connections) or a browser-based game. Stand-alone executables have more impact on ICT (management) processes. Nevertheless, the game should be seen as a state-of-the-art education tool, which also deserves local installation considerations (like other respected education software). Table 3: education institutes 3.4. Consortium ENERCITIES The consortium ENERCITIES operates the rollout of the game during the project’s lifetime of 3 years. In principle, the consortium would like to consider the continuation of the project after its lifetime. The table below gives the most relevant high-levels needs that are identified. Perspective Most relevant high-level needs From marketing and rollout The consortium needs tools to add education institutions and to offer education institutes perspective functionality to manage their own game environment (e.g. students, groups, local statistics etc). From administrator and The consortium needs the tools to monitor and manage the usage of the game (e.g. management perspective individual level, education institute level). From game content and The consortium needs the tools to adjust (to a certain degree) the game content and game “energy” parameter perspective engine-related “energy” parameters. See the above-mentioned suggestion of Paladin Studios (chapter 3.3). In this way the consortium will not be a part of scientific & political debates regarding certain (controversial) parameters related to e.g. peak oil, wind energy efficiencies, nuclear energy. These debaters (scientists, politicians, societal groups) can be invited to create their own energy scenarios based on their findings & facts with respect to the used “energy” parameters in the game. Table 4: consortium ENERCITIES 3.5. Policy makers For the project-relevant policy makers (e.g. European Commission IEE) it is valuable to observe the implications of the instruments of ENERCITIES (game, education toolbox, community facilty). The table below gives the most relevant high-levels needs that are identified. Page 11 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium Perspective Most relevant high-level needs From monitoring and policy- Statistics regarding the usage of the game, indication of the learning performances of making perspective groups of users, and changes in attitudes regarding energy, energy saving and renewable energy. Feedback regarding the follow-up and expansion potentials and plans of project ENERCITIES. Table 5: policy makers 4. SWOT: STRENGTHS, WEAKNESSES, OPPORTUNITIES AND THREADS 4.1. Introduction This chapter describes briefly the strengths, weaknesses, opportunities and threads regarding project ENERCITIES and its deliverables as defined during the initiation moments of the project (month 1 – month 3). Strengths relate to the internal positive points of the project and its projected deliverables. Weaknesses relate to internal negative points. Opportunities have to do with the external chances in the “market”. Threads relate to external forces that could or will have a negative impact on the project and its outcomes. 4.2. Internal strengths Perspective Internal strengths Consortium The project is co-funded by the European Commission. This gives ENERCITIES (and its serious game) prestige and therefore better opportunities to penetrate the market. The consortium has a variety of project-relevant consortium partners: education institutions, energy agency, game developer, and innovation expert. Serious game The serious game will use advanced technologies and constructions to embed real-life data in the game, to have a multi-level game play, to have abilities to facilitate competitions etc. The serious game will have a start-of-the-art character. Since the game uses various real-life oriented “energy” parameters, ENERCITIES could become involved in scientific & political debates regarding certain (controversial) parameters related to e.g. peak oil, wind energy efficiencies, nuclear energy (see chapter 3.4). The consortium offers tools to adjust (to a certain degree) the game content and game engine-related “energy” parameters. Education toolbox Due to internet, sites like Wikipedia and Creative Commons concept the development and sharing of educational content will boost. With the education toolbox ENERCITIES will not offer (substantial) content, but a tool to funnel education materials in relation with the topic energy and the serious game. Community facility The community will give extra dimensions for followers and users of the game (and related education toolbox). The community facility is able to mobilize large groups of Page 12 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium youngsters (students) and teachers to discuss elements of the game (and the education toolbox). Rollout and implementation Education institutions are part of the consortium. They have strong abilities to support the European rollout of the game and education toolkit among education institutions. The European network of the education institutes is large. Table 6: internal strengths 4.3. Internal weaknesses Perspective Internal weaknesses Consortium The consortium has limited resources regarding the marketing of the serious game and its related toolbox. Nevertheless, the European network of the education institutes is large. Serious game The serious game has to compete with public-funded, industry-funded and commercial games. The ENERCITIES game is ambitious in comparison with the budget of the project. Education toolbox The boundaries of the education toolbox are not defined yet. Therefore, the actual added value of the education toolbox is not fully clear for the moment. Community facility Community facility could need substantial moderator and admin capacity. Rollout and implementation The rollout should be done in close connection with all involved education institutes in order to prevent lack of implementation capacity and/of planning due to reasons like: holidays, lack of management backing of the education. Impact As mentioned in the project plan it is not possible to measure the causal relation between the intervention of the project (read: rollout and implementation of the game and education toolbox) and the real-life energy reduction per student (youngster) over a period of time expressed in e.g. percentages or kWh per unit of time. However, the consortium members will ask students from the involved education institutions to monitor their energy usage of a period of time. Table 7: internal weaknesses 4.4. External opportunities Perspective External opportunities Serious game Serious gaming is the next phase in elearning and elearning innovation. Gaming is the next phase in marketing and communication in order to reach youngsters with a message and to influence their awareness (and attitudes). Education toolbox Education toolboxes will play stronger roles (the coming years) in order to manage and funnel the vast amount of educational content regarding “energy” freely available for education institutions. Community facility Strong opportunities due to the viral spin-offs by using ENERCITIES community facility Page 13 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium and other internet-based communication platforms and communities. Rollout and implementation In the market there is strong interests for education packages (based on elearning principles) dealing with energy, energy saving and renewable energy. Table 8: external opportunities 4.5. External threads Perspective External threads Serious game Serious gaming is hot and the market (public funded, industry-driven) grows fast. It could be expected that serious competition pops-up regarding a serious game dealing with energy topics and focused on European youngsters. Education toolbox The market of content management and digital library systems and Wiki’s grows fast. It could be expected that the education toolbox to be developed has to compete with smarter, more complete tools to organize and share energy-related education materials. Community facility As introduced earlier: youngsters can be seen as swarms over the internet. It could be expected that at a certain moment the community facility is not hot/attractive anymore for youngsters, since other forums and community facilities are more attractive (and less focused on the serious subject of energy and society). Rollout and implementation14 The limited capacity of the technical infrastructure of schools (including personnel and facilities). Institutional and professional factors (including the organisation of time and space in the school, cultures of collaboration/knowledge sharing, traditions of ‘best practice’ in lesson planning, and classroom rituals). The individual teachers’ personal experience of games play, and their personal and professional identities as teachers. The pervading cultural expectations of children’s attitudes to and expertise in playing computer games. Table 9: external threads 5. CONCLUSION Project ENERCITIES offers a game-based learning platform (serious game) where young people in Europe can experience energy-related implications (e.g. energy consumption, energy savings, renewable energy, energy & environment). This document describes as a project-internal reference limitedly business case elements (context, stakeholder needs, SWOT) regarding the project ENERCITIES and its most important deliverables: a game-based learning platform (serious game), education toolbox and community facility. 14 Based on the input of: Coventry University Enterprises for Digital Central (2006), Serious Games: a ‘State of the Market’ review. Page 14 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium With respect tot the context of ENERCITIES 4 main areas are distinguished: 1. energy, energy saving and renewable energy policy attention; 2. project-relevant energy-related themes & concepts; 3. education & youngsters and serious gaming and 4. energy games. Looking at these areas it could be stated that the ENERCITIES consortium has the right momentum to develop and rollout a state-of-theart energy-focused educational game. With respect to the (high-level) needs of stakeholders five stakeholder groups are distinguished: 1. online youngsters using the game; 2. students using the game as part of the education programme; 3. education institutes (potentially) adopting the game as part of their education programme; 4. consortium ENERCITIES itself; and 5. policy makers dealing with energy and/or education innovation). The projected high-level needs offer fundaments to define the detailed functionalities of the game, the education toolbox and the community facility. The high-level SWOT-analysis shows the project-related challenges looking at the internal and external aspects and drivers potentially influencing ENERCITIES, its ambitions and its outcomes. During the detailed definition of (the rollout of) the game, the education toolkit and the community facility these challenges need to be confronted. Page 15 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium APPENDIX 1: SCREENSHOTS OF VARIOUS ENERGY GAMES BBC Climate Challenge Eco Agents PowerScout Page 16 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium Honoloko Mission BluePlanet KeepCoolCity Page 17 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium V Gas EnergyVille GeoTerra Page 18 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium WindRacer WWF Footprint Valley Racer WWF PandaDroom Page 19 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium Turn It All Off ElektroCity SimCity Societies Page 20 out of 21 - Limited Business Case - Final Version - ENERCITIES consortium