2018
DOI: 10.1109/tits.2018.2791643
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A Gamified Flexible Transportation Service for On-Demand Public Transport

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Cited by 31 publications
(11 citation statements)
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“…Real-world input has also been utilized to gamify real-world processes [16]. The empirical effects of a number of serious games in changing knowledge, behavior and attitude towards energy-saving have been positive [17], with reported energy savings in the range of 3-6% on average and >10% achievable on a number of studies featuring the application of gamification to reduce energy consumption [18].…”
Section: Gamification For Energy Conservationmentioning
confidence: 99%
“…Real-world input has also been utilized to gamify real-world processes [16]. The empirical effects of a number of serious games in changing knowledge, behavior and attitude towards energy-saving have been positive [17], with reported energy savings in the range of 3-6% on average and >10% achievable on a number of studies featuring the application of gamification to reduce energy consumption [18].…”
Section: Gamification For Energy Conservationmentioning
confidence: 99%
“…We nevertheless believe that the area of Serious Games, or more in general of "gamification", should be the path forward. Serious Games are games that not only focus on pure diversion but that also take advantage of the potential of game technology and game mechanics for learning and training [46], [47]. The general objective here is to reward proper user behavior through virtual and/or realworld incentives.…”
Section: Vsn System Modelmentioning
confidence: 99%
“…Reality-enhanced serious games (RESGs) is an emerging game genre, spurred also by the spread of the Internet of Things (IoT) [1], in which a player's progress is not only due to his or her digital gaming ability, but also tied to measurements from the field [2,3]. In this way, a user's performance in the field becomes an immediate gaming factor [2].…”
Section: Introductionmentioning
confidence: 99%