2018
DOI: 10.1016/j.tra.2018.08.028
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Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport

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Cited by 44 publications
(34 citation statements)
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“…Only moving to supply-side scenario 3 one finds that the number of potential crowdshippers does not satisfy the maximum potential demand. However, this figure might vary by considering the possible lifestyle changes due to either environmental policy interventions [49] or incentives such as gamification [29] and parking cash-out [13]. These results underline a potential market for the new service and the importance of paying attention to service design especially with respect to the supply side.…”
Section: Policy Implicationsmentioning
confidence: 99%
“…Only moving to supply-side scenario 3 one finds that the number of potential crowdshippers does not satisfy the maximum potential demand. However, this figure might vary by considering the possible lifestyle changes due to either environmental policy interventions [49] or incentives such as gamification [29] and parking cash-out [13]. These results underline a potential market for the new service and the importance of paying attention to service design especially with respect to the supply side.…”
Section: Policy Implicationsmentioning
confidence: 99%
“…Further, the way stakeholders collaborate can facilitate efficient city logistics initiatives [30]. Few studies have considered the behavior of the stakeholders, but their diversity and heterogenic needs are great challenges in city logistics [15][16][17][18] and contribute to barriers for communication between the private and public sectors [2].…”
Section: Literature On Stakeholder Interaction In City Logisticsmentioning
confidence: 99%
“…Gamification is gaining popularity in the mobility domain 5 (e.g. [29][30][31][32][33]). However, to be effective, it needs to be appropriately conceived, deployed and managed.…”
Section: Literature Reviewmentioning
confidence: 99%
“…A user-centred, behaviourally consistent design approach is desirable. One can pursue this by using stated choice experiments and DCMs to combine game characteristics and tailor them to the gamified context, thus aligning them with agents' preferences and expectations [33]. This will maximise each agent-type engagement and behaviour change potential.…”
Section: Literature Reviewmentioning
confidence: 99%
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