'Gamification' in transport interventions

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Author(s)
Yen, BTH
Mulley, C
Burke, M
Washington, S
Griffith University Author(s)
Year published
2016
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Show full item recordAbstract
‘Gamification’ is transforming how behaviour change initiatives are delivered in health and
physical activity, with interventions now appearing in the transport field. Gamification is
defined as the “use of game design elements in non-game contexts” (Deterding et al.,
2011a:1) and introduces competition and social activity into behavioural interventions.
Gamification is often tied to new digital technologies, especially smart phone apps.
Interventions that currently use gamification include road safety and travel demand
management initiatives. This paper explores gamification in transport contexts, provides the
underpinning ...
View more >‘Gamification’ is transforming how behaviour change initiatives are delivered in health and physical activity, with interventions now appearing in the transport field. Gamification is defined as the “use of game design elements in non-game contexts” (Deterding et al., 2011a:1) and introduces competition and social activity into behavioural interventions. Gamification is often tied to new digital technologies, especially smart phone apps. Interventions that currently use gamification include road safety and travel demand management initiatives. This paper explores gamification in transport contexts, provides the underpinning theory as to why and how gamification may be most useful, and synthesizes current practice regarding the range of interventions offered thus far in public and active transport.
View less >
View more >‘Gamification’ is transforming how behaviour change initiatives are delivered in health and physical activity, with interventions now appearing in the transport field. Gamification is defined as the “use of game design elements in non-game contexts” (Deterding et al., 2011a:1) and introduces competition and social activity into behavioural interventions. Gamification is often tied to new digital technologies, especially smart phone apps. Interventions that currently use gamification include road safety and travel demand management initiatives. This paper explores gamification in transport contexts, provides the underpinning theory as to why and how gamification may be most useful, and synthesizes current practice regarding the range of interventions offered thus far in public and active transport.
View less >
Conference Title
ATRF 2016 - Australasian Transport Research Forum 2016, Proceedings
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Copyright Statement
© The Author(s) 2016. The attached file is reproduced here in accordance with the copyright policy of the publisher. For information about this conference please refer to the conference’s website or contact the author(s).
Subject
Transport planning