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dc.contributor.authorYen, Barbara T.H.
dc.contributor.authorMulley, Corinne
dc.contributor.authorBurke, Matthew
dc.date.accessioned2018-11-20
dc.date.available2018-11-20
dc.date.issued2018-03-01
dc.identifier.issn1832-570X
dc.identifier.urihttp://hdl.handle.net/2123/19093
dc.description.abstractGamification 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
dc.relation.ispartofseriesITLS-WP-18-06en
dc.rightsOtheren
dc.subjectgamificationen
dc.subjectgamified schemesen
dc.subjectincentivesen
dc.subjectderived demanden
dc.subjecttravel demand managementen
dc.titleGamification in transport interventions: Another way to improve travel behavioural changeen
dc.typeWorking Paperen
usyd.facultyThe University of Sydney Business School, Institute of Transport and Logistics Studies (ITLS)en


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