Show simple item record

FieldValueLanguage
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.issnISSN 1832-570X
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_AU
dc.relation.ispartofseriesITLS-WP-18-06en_AU
dc.subjectgamificationen_AU
dc.subjectgamified schemesen_AU
dc.subjectincentivesen_AU
dc.subjectderived demanden_AU
dc.subjecttravel demand managementen_AU
dc.titleGamification in transport interventions: Another way to improve travel behavioural changeen_AU
dc.typeWorking Paperen_AU
dc.contributor.departmentITLSen_AU


Show simple item record

Associated file/s

Associated collections

Show simple item record

There are no previous versions of the item available.