2016 IEEE 19th International Conference on Intelligent Transportation Systems (ITSC) 2016
DOI: 10.1109/itsc.2016.7795662
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Using gamification to motivate human cooperation in a lane-change scenario

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Cited by 20 publications
(17 citation statements)
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“…This level has parallels with Gamification. It includes factors to incentivise behavioural change by allowing performance comparison with other users, facilitating cooperation and/or competition, creating transparency in behaviour-result relationships of other users and even applying forms of normative social pressure (see for example Lütteken et al, 2016). Social factors vary in importance and effects on different age groups (McEachan, Conner, Taylor, & Lawton, 2011), which is important for instance when targeting specific demographic groups.…”
Section: Integrating Persuasive Methodsmentioning
confidence: 99%
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“…This level has parallels with Gamification. It includes factors to incentivise behavioural change by allowing performance comparison with other users, facilitating cooperation and/or competition, creating transparency in behaviour-result relationships of other users and even applying forms of normative social pressure (see for example Lütteken et al, 2016). Social factors vary in importance and effects on different age groups (McEachan, Conner, Taylor, & Lawton, 2011), which is important for instance when targeting specific demographic groups.…”
Section: Integrating Persuasive Methodsmentioning
confidence: 99%
“…These provide persuasive elements that can be used depending on the type of system and the context in which it is intended to be applied. For example, in a cooperative system, which is social by nature, the 'social support level' provides ways to add persuasive elements to the social aspects present in the system (see Lütteken et al, 2016). More generally: system credibility can assist persuasion in most systems by increasing trust in the validity of the messages over time, which has been shown to be a large factor in whether a driver responds to the advice or not (Abe & Richardson, 2006;Risto & Martens, 2013), or even a factor in determining system usage over time (Martens & Jenssen, 2012).…”
Section: Integrating Persuasive Methodsmentioning
confidence: 99%
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“…3). Simultaneously, an augmented reality display (based on [39], [62], and [63]) showed warnings, information, or decision suggestions for courses of action (see Fig. 4).…”
Section: Hmis For Torsmentioning
confidence: 99%
“…An example application illustrates the utility of such interventions. As such, and alongside researchers like Lütteken et al (2016) who proposed using gamification to motivate human cooperation in a highly automated environment, I look into the future of gamified driving.…”
Section: Preamblementioning
confidence: 99%