Gamification in transport interventions: Another way to improve travel behavioural change
Access status:
Open Access
Type
Working PaperAbstract
Gamification is dramatically transforming how behaviour change interventions are delivered. The design of gaming products in the field of transport, a field which is perceived as having derived demand, is largely underdeveloped. This paper explores gamification in the context of ...
See moreGamification is dramatically transforming how behaviour change interventions are delivered. The design of gaming products in the field of transport, a field which is perceived as having derived demand, is largely underdeveloped. This paper explores gamification in the context of transport, proposes a conceptual theoretical framework that explains why and how gamification may be designed and evaluated, and synthesises current practice regarding the range of interventions offered thus far. The conclusions identify strategies and implications for the improvement to existing schemes as well as guidance for future research into gamification.
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See moreGamification is dramatically transforming how behaviour change interventions are delivered. The design of gaming products in the field of transport, a field which is perceived as having derived demand, is largely underdeveloped. This paper explores gamification in the context of transport, proposes a conceptual theoretical framework that explains why and how gamification may be designed and evaluated, and synthesises current practice regarding the range of interventions offered thus far. The conclusions identify strategies and implications for the improvement to existing schemes as well as guidance for future research into gamification.
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Date
2018-03-01Licence
OtherFaculty/School
The University of Sydney Business School, Institute of Transport and Logistics Studies (ITLS)Share