Abstract:There is a lack of impactful tools or guidance for assessing water consumption or where there can be considerable savings from water capture. While there are many online calculators, spreadsheets, and models for considering predicted building water use, none of them introduce learning through motivation in the process. Gamification has been recognized in the literature to support motivation using design elements to promote behavior change and performance to a specific activity. The authors propose the use of s… Show more
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