2017
DOI: 10.1007/978-3-319-70111-0_5
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Smart Mobility, the Role of Mobile Games

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Cited by 6 publications
(12 citation statements)
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References 36 publications
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“…Researchers are exploring future trends in urban cycling such as potential users of electric bikes in Norway (Fyhri, Heinen, Fearnley, & Sundfør, 2017), perceived comfort and satisfaction with cycling infrastructure in the United Kingdom (Calvey et al, 2015), or integrated transmedia to attract, engage and guide new cyclists with music (Albrecht, Väänänen, & Lokki, 2016). Additionally, researchers are beginning to evaluate the role of serious games in urban cycling promotion, and so publications in that area, while still scarce, are emerging (Pajarito & Gould, 2017).…”
Section: Mobile Geospatial Technologies For Urban Cyclingmentioning
confidence: 99%
See 1 more Smart Citation
“…Researchers are exploring future trends in urban cycling such as potential users of electric bikes in Norway (Fyhri, Heinen, Fearnley, & Sundfør, 2017), perceived comfort and satisfaction with cycling infrastructure in the United Kingdom (Calvey et al, 2015), or integrated transmedia to attract, engage and guide new cyclists with music (Albrecht, Väänänen, & Lokki, 2016). Additionally, researchers are beginning to evaluate the role of serious games in urban cycling promotion, and so publications in that area, while still scarce, are emerging (Pajarito & Gould, 2017).…”
Section: Mobile Geospatial Technologies For Urban Cyclingmentioning
confidence: 99%
“…Only three apps (Bike Citizens, "Map my Ride" and Biko) target urban cyclists or people using bicycles as a mode of transportation. These applications mainly use competition strategies (i.e., they entice the user to outdo against other riders or achieve self-defined goals) to motivate and engage users by rewarding the highest performance (Pajarito & Gould, 2017) (e.g., offering badges for recording more than 10 km per day or after getting the cycling speed record). On the other hand, collaboration, where users aim to achieve a common goal or benefit for a group, may be an interesting alternative to motivate and engage users (McNutt, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…Consequently, Pajarito's (ESR07) research topic considers the struggle between advocacy groups lobbying for increasing the use of bicycles and, on the other hand, citizens who do not easily change their transport routines and behaviour to fully embrace cycling. There is a clear need to leverage persuasive technologies, such as gamification, for encouraging the use of bicycles for commuting (Pajarito & Gould, 2017 particularly focused on the geographies of empathy as a means of how the relationship with other humans and non-humans can be traced in varied manners (Portela & Granell-Canut, 2016). Both representational models (e.g.…”
Section: Persuasive Interfacesmentioning
confidence: 99%
“…There are very few published studies dealing with the use of mobile applications for promotion of urban cycling [16]. However, there has been work on more general applications of gamification and lately geo-games as effective tools for encouraging behavioural change and promote physical activity [17][18][19][20].…”
Section: Related Workmentioning
confidence: 99%
“…Our research used measures for walking and cycling. Walking speed "ranged from 4.58 Km/h (127.2 cm/s) for women in their seventies to 5.26 Km/h (146.2 cm/s) for men in their forties" [14], and cycling speed ranges between 12 and 20 km/hour [15] due to the different conditions faced in urban environments.There are very few published studies dealing with the use of mobile applications for promotion of urban cycling [16]. However, there has been work on more general applications of gamification and lately geo-games as effective tools for encouraging behavioural change and promote physical activity [17][18][19][20].…”
mentioning
confidence: 99%