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
This paper will explore the use of gamification and digital storytelling methods as a way of navigat...
Gamification typically refers to the use of game elements in a business context in order to change u...
Fueled by the digitalization of travel survey methods, “gamification” or the use of game elements in...
Gamification is dramatically transforming how behaviour change interventions are delivered in fields...
‘Gamification’ is transforming how behaviour change initiatives are delivered in health and physical...
There is a long history in transport of implementing travel demand management (TDM) to manage users\...
Gamification is often thought of as the end result or outcome of a project. In this paper we explor...
Cities across the world attempt to minimise the negative environmental and wellbeing effects of incr...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Purpose: Several freight operations rely on human cognition and behavior. Tackling these aspects, ga...
This thesis explores how the dynamic context of mobility, more specifically the commute to and from ...
The project aims to produce a pervasive, gamified system that tries to incentivize mobility behaviou...
To integrate new ITS (Intelligent Transport Systems) services into existing transportation systems, ...
The seminar outlined the I-GEAR project which examines the use of gamification to reduce traffic con...
Purpose Several freight operations rely on human cognition and behavior. Tackling these aspects, gam...
This paper will explore the use of gamification and digital storytelling methods as a way of navigat...
Gamification typically refers to the use of game elements in a business context in order to change u...
Fueled by the digitalization of travel survey methods, “gamification” or the use of game elements in...
Gamification is dramatically transforming how behaviour change interventions are delivered in fields...
‘Gamification’ is transforming how behaviour change initiatives are delivered in health and physical...
There is a long history in transport of implementing travel demand management (TDM) to manage users\...
Gamification is often thought of as the end result or outcome of a project. In this paper we explor...
Cities across the world attempt to minimise the negative environmental and wellbeing effects of incr...
This research studies gamification: the use of game design elements in non-game contexts. Gamificati...
Purpose: Several freight operations rely on human cognition and behavior. Tackling these aspects, ga...
This thesis explores how the dynamic context of mobility, more specifically the commute to and from ...
The project aims to produce a pervasive, gamified system that tries to incentivize mobility behaviou...
To integrate new ITS (Intelligent Transport Systems) services into existing transportation systems, ...
The seminar outlined the I-GEAR project which examines the use of gamification to reduce traffic con...
Purpose Several freight operations rely on human cognition and behavior. Tackling these aspects, gam...
This paper will explore the use of gamification and digital storytelling methods as a way of navigat...
Gamification typically refers to the use of game elements in a business context in order to change u...
Fueled by the digitalization of travel survey methods, “gamification” or the use of game elements in...