Horizon 2020 funded research undertaken by Bath and Plymouth Universities in 2017, involving a 12-month empirical trial of new serious game for energy, ‘EnergyCat’ which was designed  to encourage  household  energy reductions  in  the  UK  social  housing  sector. In  the game,  the resident  cat protagonist (nicknamed ‘EnergyCat’) aimed  to  teach  its human  residents  about  the  most  effective  ways  to  use  energy,  through the  provision  of in-game tips  and  information. A  cat  was  chosen  as  a  slightly  removed,  quirky,  independent-minded  character who could observe  and comment on human  action without being seen as threatening, and which would allow us to meet our user-objective of a fun and enjoyable game format. Users,  via  the  cat, had  the  goal of  achieving efficiency  whilst  also  maintaining  the thermal  comfort  of  the  human  residents. Effects  of  gameplay  on consumption  behaviours  and  energy awareness  were  explored through a survey distributed in 2017, using  82 UK social  housing  households.  Results indicated  the  intervention  did  not  lead  to  any  substantive  changes  in awareness or consumption practices. However, post-intervention feedback highlighted several issues in terms of game design and usability that may explain why the game failed to change behaviour in this instance.