Gamification in transport interventions: another way to improve travel behavioural change
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.
- Record URL:
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Corporate Authors:
University of Sydney. Institute of Transport and Logistics Studies
University of Sydney, 144 Burren Street, Newtown, New South Wales, 2042, Australia
Sydney, New South Wales -
Authors:
- Yen, B T
- Mulley, C
- Burke, M
- Publication Date: 2018-3
Media Info
- Pagination: 29p
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Serial:
- Issue Number: ITLS-WP-18-06
Subject/Index Terms
- TRT Terms: Behavior; Case studies; Highway safety; Incentives; Modal shift; Modal split; Public transit; Safety; Travel; Travel behavior; Travel demand; Travel demand management
- ATRI Terms: Case study; Demand management; Incentive; Modal shift; Public transport; Road safety; Travel behaviour; Travel demand
- ITRD Terms: 8531: Case study; 285: Demand (econ); 744: Public transport
- Subject Areas: Public Transportation; Safety and Human Factors; I72: Traffic and Transport Planning;
Filing Info
- Accession Number: 01663507
- Record Type: Publication
- Source Agency: ARRB
- Files: ITRD, ATRI
- Created Date: Mar 22 2018 11:53AM