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Built environment • 30 March 2026

Your smart building has a people problem

By Lauwerens, Service provider

36% of Europe's CO₂ emissions come from buildings. The tech to bring that number down already exists. Smart sensors, automated climate control, energy monitoring. Most commercial buildings built in the last decade have some version of this.

And most of them still miss their sustainability targets.

We see this a lot. A building owner invests in smart systems, installs sensors on every floor, sets up a shiny dashboard. Six months later, energy consumption hasn't really budged. The sensors are working fine. The problem is that nobody's paying attention to them.

People override thermostats. They leave lights on in empty meeting rooms. They have no idea what their floor's energy consumption looks like, and even if they did, they wouldn't know what to do about it.

We've spent a lot of time thinking about this. And we keep coming back to gamification, not because it's trendy, but because we've seen it work where other approaches didn't.

What we mean by gamification (and what we don't)

When people hear "gamification" they picture badges and points and maybe a cartoon mascot. That's not what we're talking about.

In buildings, gamification means using behavioural design to make people aware of their impact and give them a reason to act on it. Feedback loops. Progress tracking. Social comparison. The same mechanics that make fitness trackers work, applied to how people use a building.

Most people in an office building genuinely don't know how much energy their floor uses. They don't think about it. Why would they? It's invisible. Gamification makes it visible, and that turns out to matter more than you'd expect.

The dashboard problem

We build dashboards for a living, so we can say this honestly: dashboards alone don't change behaviour.

They're great for facility managers who need to monitor building performance. But a screen showing that your floor used 420 kWh last week doesn't motivate anyone. It's just a number.

Now show that same person that their floor used 12% more energy than the floor below, and that adjusting the thermostat by one degree would close the gap? That's different. That's not information, that's a challenge. And people respond to challenges in a way they simply don't respond to data.

What this looks like in practice

We've worked on gamified building platforms such as the TROEF Community Platform, and the mechanics that actually work tend to fall into a few categories.

Personal feedback is the starting point. People get a sense of their own habits: how often they adjust the thermostat, whether they switch off monitors at the end of the day, how they compare to colleagues. Small nudges at the right moment build new habits over time.

Floor or department leaderboards add a social layer. Nobody wants to be the team dragging down the building's score. It sounds trivial, but friendly competition between floors can cut energy use by 10-20%. No hardware changes needed.

Building-wide goals tie it together. When everyone in the building can track collective progress toward, say, an A-label energy rating, people feel like they're part of something. That sense of ownership is hard to manufacture any other way.

More about the TROEF Community Platform

sfeerplaat-troef-energy.jpg

Does it actually work?

We wouldn't be writing about it if it didn't. But more importantly, the numbers back it up. Gamified building platforms consistently show 10-20% energy reductions from behaviour change alone. That's on top of whatever the smart systems have already optimised. For a large commercial building, we're talking tens of thousands of euros per year.

There's a secondary effect too. People who engage with gamified building systems tend to be more satisfied with their work environment. They feel like they have some control over it. And the behavioural data that comes out of these platforms gives facility managers something they rarely have: actual insight into how people use the building, not just how the building performs on paper.

The regulatory clock is ticking

The EU's Energy Performance of Buildings Directive keeps tightening. By 2030, the sector needs a 50% reduction in primary raw material use. By 2050, everything needs to be energy neutral and circular.

Technology gets us partway. But the millions of people who sit in these buildings every day, opening windows while the aircon runs, that's the gap technology can't close on its own.

Getting it right

The gamification projects that fail are the ones built as standalone apps. Someone downloads it, uses it for a week, forgets about it. We've seen it happen.

The ones that work are embedded in tools people already use. The building dashboard. The workplace app. The same systems that already collect environmental data.

And they need to account for the fact that a facility manager and an office worker are motivated by completely different things. A leaderboard that works on one group might annoy the other. The design has to fit the audience.

This is what we spend our days thinking about: the overlap between building technology, software, and how people actually behave. Getting that mix right is what separates a gimmick from something that sticks.

Want to see what this looks like for your building?

We run gamification workshops. Basically a working session where we walk through what gamification could do for your specific situation. No slides, no pitch deck.

Contact us

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