2022
DOI: 10.1186/s12544-022-00567-w
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Initiatives and challenges in using gamification in transportation: a systematic mapping

Abstract: Summary Gamification is a new theme that has been applied in different fields and has contributed to different types of behavioural change. This paper aims to describe how gamification is adopted in the context of transportation. Methods We performed a systematic mapping of the scientific literature of Web of Science and retrieved 211 studies. After the inclusion and exclusion criteria were applied, 66 studies were selected. After the full texts w… Show more

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Cited by 18 publications
(6 citation statements)
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References 82 publications
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“…MaaS belongs to "digital travel assistants" since it provides information, travel features, global positioning system (GPS) navigation assistance, and the possibility to choose between transport modes. Gamification strategies, like group challenges and objectives, are among the most common strategies applied to digital transport solutions [98] and digital health applications [9] and could be integrated into MaaS to promote walking. In 2020, Lyons developed the concept of Walking as a Service (WaaS), where he defines that the main differences between MaaS and WaaS are based on their business models (BM).…”
Section: The Presence Of Walking In Digital Toolsmentioning
confidence: 99%
“…MaaS belongs to "digital travel assistants" since it provides information, travel features, global positioning system (GPS) navigation assistance, and the possibility to choose between transport modes. Gamification strategies, like group challenges and objectives, are among the most common strategies applied to digital transport solutions [98] and digital health applications [9] and could be integrated into MaaS to promote walking. In 2020, Lyons developed the concept of Walking as a Service (WaaS), where he defines that the main differences between MaaS and WaaS are based on their business models (BM).…”
Section: The Presence Of Walking In Digital Toolsmentioning
confidence: 99%
“…In the case of FEVER, this argues in favour of attempts to make actual use of the chargers enjoyable. This could be achieved through consideration of the system's aesthetic [65] or through gamification of the charging experience [66]. Our study found that willingness to pay for charging was generally more favourable where revenue was used to support the zoo, so tying revenue from charging to the direct (charitable) support of particular animals might be a means of encouraging use.…”
Section: Social Norms and Perceived Usefulnessmentioning
confidence: 91%
“…Effective communication about the availability of the infrastructure is an important consideration and one that resonates with the noted importance of the provision of 'station information' in affecting people's decisions about the use of public charging [66]. This will be particularly important in the case of FEVER due to the associated risk that overuse of the chargers could affect charge sufficiency (affecting output quality).…”
Section: Charger Availability and Perceived Ease Of Usementioning
confidence: 99%
“…Gamifikasi dalam pembelajaran dapat meningkatkan minat siswa dalam pembelajaran kelompok maupun individu dan mengondisikan siswa lebih aktif (Alsaadoun 2022; Mogavi, Haq, and Gujar 2021). Di sisi lain, dampak negatif dari gamifikasi dalam pembelajaran matematika di SD adalah siswa SD hanya pada gamenya saja dan bukan pada konsep matematika yang diajarkan (Mogavi et al 2021;Priyadi et al 2023;Riar et al 2022;Wang et al 2022). Oleh sebab itu, desain pembelajaran yang menggunakan gamifikasi harus dikembangkan menjadi lebih baik dengan MA yang disusun penuh pertimbangan.…”
Section: Pendahuluanunclassified