The Use of Gamification to Drive Behavioural Change– Lessons from the Strategic Platform for its (SPITS) and Scania

In 2009 the Netherlands Council of Economic Affairs initiated a support programme for the technology sector. This led to the key Intelligent Transportation System (ITS) project, Strategic Platform for Intelligent Transport Systems (SPITS). The lessons learned from this project were used in one of the follow up projects, an assignment with Scania Benelux where the business and the customer application track were brought together. This paper describes the process where Scania, supported by Logica, Levi9 and other partners, personalised fleet goals towards drivers' goals, making use of gamification. Scania created a portal game for truck drivers that promotes fun (individual goal) and fuel savings (fleet goal) at the same time. Currently, many of Scania's customers in the Netherlands are interested and Scania is now working to roll this out to other countries.

  • Supplemental Notes:
    • Abstract reprinted with permission from Intelligent Transportation Society of America. This article was published online with the title: "Lessons and Prospects for the Strategic Platform for Intelligent Transport Systems (SPITS) project in the Netherlands".
  • Corporate Authors:

    ITS America

    1100 17th Street, NW, 12th Floor
    Washington, DC  United States  20036
  • Authors:
    • Stam, Maartje
  • Conference:
  • Publication Date: 2012


  • English

Media Info

  • Media Type: Digital/other
  • Features: CD-ROM; Figures; Photos; References;
  • Pagination: 8p
  • Monograph Title: 19th ITS World Congress, Vienna, Austria, 22 to 26 October 2012

Subject/Index Terms

Filing Info

  • Accession Number: 01496464
  • Record Type: Publication
  • Files: TRIS
  • Created Date: Oct 10 2013 11:03AM