Gamification in transport interventions: Another way to improve travel behavioural change
Field | Value | Language |
dc.contributor.author | Yen, Barbara T.H. | |
dc.contributor.author | Mulley, Corinne | |
dc.contributor.author | Burke, Matthew | |
dc.date.accessioned | 2018-11-20 | |
dc.date.available | 2018-11-20 | |
dc.date.issued | 2018-03-01 | |
dc.identifier.issn | ISSN 1832-570X | |
dc.identifier.uri | http://hdl.handle.net/2123/19093 | |
dc.description.abstract | 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 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. | en_AU |
dc.relation.ispartofseries | ITLS-WP-18-06 | en_AU |
dc.subject | gamification | en_AU |
dc.subject | gamified schemes | en_AU |
dc.subject | incentives | en_AU |
dc.subject | derived demand | en_AU |
dc.subject | travel demand management | en_AU |
dc.title | Gamification in transport interventions: Another way to improve travel behavioural change | en_AU |
dc.type | Working Paper | en_AU |
dc.contributor.department | ITLS | en_AU |
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