A Gamified Flexible Transportation Service for On-Demand Public Transport

Present public transport services still suffer from issues such as time deviations from the static timetable, overcrowded buses, increased on board time, and long wait at bus stops. This work studies the experimental implementation of an on-demand public bus transportation service in Trikala, a medium-sized Greek city. With a view to optimize the service from both the operator’s and the citizens’ point of view, this paper presents an insertion heuristic solving the static multivehicle dial-a-ride problem with time windows and a fixed fleet of vehicles. Since viability of such a service depends on its ability of involving a significant number of users and getting reliable information, the authors tested a gamification layer, aimed at motivating public transport users to participate and behave correctly with the system. The authors present and discuss a novel pervasive computing architecture and various types of serious games designed to achieve these goals. They finally report early usability test results and some simulation-based indications on the design of city-scale deployable serious games to enhance public transport-based mobility.

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    • Copyright © 2018, IEEE.
  • Authors:
    • Drakoulis, Richardos
    • Bellotti, Francesco
    • Bakas, Ioannis
    • Berta, Riccardo
    • Paranthaman, Pratheep Kumar
    • Dange, Gautam Ravindra
    • Lytrivis, Panagiotis
    • Pagle Katia
    • Gloria, Alessandro De
    • Amditis, Angelos
  • Publication Date: 2018-3

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  • English

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  • Accession Number: 01664595
  • Record Type: Publication
  • Files: TLIB, TRIS
  • Created Date: Mar 28 2018 10:53AM