1 Introduction
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Gamification mapping in the context of transportation;
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Which gamification elements are used and in which research topics are used;
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The benefits of gamification;
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What research methods have been used thus far; and
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Difficulties and challenges in the implementation of gamification in the field of transportation.
2 Related work
3 Mapping process
3.1 Research questions
3.2 Data sources and search strategy
Major terms | Alternative or synonyms terms |
---|---|
Transportation | Traffic, transit, transport, urban mobility, mobility behavior, smart city, urban accessibility |
Gamification | Gamifying, gamify, gamified, funware, serious games |
Inclusion | Papers that fulfill the search string Academic journal, conference, workshop papers, and book chapters Discipline: Transportation Abstract and keywords are available |
Exclusion criteria for titles and abstract | Study written in a language other than English Study that is not identified as peer-reviewed |
Exclusion criteria for full text | Publications without abstract Study related to gamification topic but not to transportation Study related to transportation but not to gamification concepts Full text of the study is not available in the respected source |
Selection strategy | |
---|---|
Datasources | Web of Science (core collection) |
Target items | Journal paper, Conference papers, Workshop papers, and Book chapters |
Language | Papers written in English |
Data fields | Title, Abstract, Keywords |
Publication Period | Since 1900–2021 |
3.3 Data extraction
Game mechanics | Points, badges, levels, progress bars, leaderboards, rewards and avatars |
Gamification design principles | Goals/challenges: clear, specific, moderately difficult, immediate and actionable goals/challenges Personalization: personalized experiences, adaptive difficulty; challenges that are perfectly tailored to the player’s skill level, increasing the difficulty as the player’s skill expands Rapid feadback: immediate feedback or shorten feedback cycles; immediate rewards instead of vague long-term benefits Visible status: reputation, social credibility and recognition Unlocking content Freedom of choice: multiple routes to success, allowing players to choose their own sub-goals within the larger task Storyline/new identities Time restriction Social engagement: individual and team competitions, cooperation and interaction with other players |
3.4 Search process
Id | Reference | Title | Year | Forum |
---|---|---|---|---|
[S1] | Magana and Munoz-Organero [50] | GAFU: Using a Gamification Tool to Save Fuel | 2015 | Journal |
[S2] | Brito et al. [13] | Towards a framework for gamification design on crowdsourcing systems: The GAME Approach | 2015 | Conference |
[S3] | Poslad et al. [67] | Using a Smart City IoT to Incentivise and Target Shifts in Mobility Behaviour-Is It a Piece of Pie | 2015 | Journal |
[S4] | Hiraoka et al. [35] | Cognitive Function Training System Using Game-Based Design for Elderly Drivers | 2016 | Conference |
[S5] | Castellanos [17] | Delivering modal-shift incentives by using gamification and smartphones: A field study example in Bogota, Colombia | 2016 | Journal |
[S6] | Millonig et al. [54] | Gamification and social dynamics behind corporate cycling campaigns | 2016 | Conference |
[S7] | Steinberger et al. [72] | Designing Gamified Applications That Make Safe Driving More Engaging | 2017 | Conference |
[S8] | Steinberger et al. [73] | From road distraction to safe driving: Evaluating the effects of boredom and gamification on driving behaviour, physiological arousal, and subjective experience | 2017 | Journal |
[S9] | Pajarito and Gould [63] | Smart Mobility, the Role of Mobile Games | 2017 | Book chapters |
[S10] | Marcucci et al. [51] | Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport | 2018 | Journal |
[S11] | Ambrey and Yen [3] | How perceptions influence young drivers' intentions to participate in gamified schemes | 2018 | Journal |
[S12] | Andersson et al. [4] | Promoting sustainable travel behaviour through the use of smartphone applications: A review and development of a conceptual model | 2018 | Journal |
[S13] | Olszewski et al. [60] | Solving "Smart City" Transport Problems by Designing Carpooling Gamification Schemes with Multi-Agent Systems: The Case of the So-Called "Mordor of Warsaw" | 2018 | Journal |
[S14] | Ferreira et al. [29] | A Blockchain and Gamification Approach for Smart Parking | 2019 | Book chapters |
[S15] | Cellina et al. [19] | A Large Scale, App-Based Behaviour Change Experiment Persuading Sustainable Mobility Patterns: Methods, Results and Lessons Learnt | 2019 | Journal |
[S16] | Tsirimpa et al. [78] | A reward-based instrument for promoting multimodality | 2019 | Journal |
[S17] | Cellina et al. [20] | Beyond Limitations of Current Behaviour Change Apps for Sustainable Mobility: Insights from a User-Centered Design and Evaluation Process | 2019 | Journal |
[S18] | Martins et al. [52] | Collaborative Gamified Approach for Transportation | 2019 | Conference |
[S19] | Adornes and Muniz [1] | Collaborative technology and motivations: utilization, value and gamification | 2019 | Journal |
[S20] | Nousias et al. [59] | Exploiting Gamification to Improve Eco-driving Behaviour: The GamECAR Approach | 2019 | Journal |
[S21] | Yen et al. [84] | Gamification in transport interventions: Another way to improve travel behavioural change | 2019 | Journal |
[S22] | Dorcec et al. [28] | How do people value electric vehicle charging service? A gamified survey approach | 2019 | Journal |
[S23] | Caroleo et al. [16] | Measuring the Change Towards More Sustainable Mobility: MUV Impact Evaluation Approach | 2019 | Journal |
[S24] | Arnab et al. [6] | Player Interaction with Procedurally Generated Game Play from Crowd-Sourced data | 2019 | Workshop |
[S25] | Cardoso et al. [15] | When Gamification Meets Sustainability: A Pervasive Approach to Foster Sustainable Mobility in Madeira | 2019 | Workshop |
[S26] | Grajales et al. [31] | Collaboration or competition: The impact of incentive types on urban cycling | 2020 | Journal |
[S27] | Maca et al. [49] | Incentivizing Commuter Cycling by Financial and Non-Financial Rewards | 2020 | Journal |
[S28] | Caceres et al. [14] | Smart data at play: improving accessibility in the urban transport system | 2020 | Journal |
[S29] | Tripathy et al. [77] | WeDoShare: A Ridesharing Framework in Transportation Cyber-Physical System for Sustainable Mobility in Smart Cities | 2020 | Journal |
[S30] | Khoshkangini et al. [42] | Automatic generation and recommendation of personalized challenges for gamification | 2021 | Journal |
4 Results
4.1 Analysis of study metadata
Country | Number |
---|---|
Australia | 4 |
Spain | 3 |
United Kingdom | 3 |
Brazil | 2 |
Greece | 2 |
Italy | 2 |
Portugal | 2 |
Switzerland | 2 |
Austria | 1 |
Croatia | 1 |
Czech Republic | 1 |
Germany | 1 |
India | 1 |
Japan | 1 |
Norway | 1 |
Poland | 1 |
Portugal | 1 |
Sweden | 1 |
4.2 (RQ1) What gamification elements are used in the field of transportation?
Gamification element | Number | Studies |
---|---|---|
Goals/Challenges | 18 | [S1], [S3], [S4], [S6], [S7], [S8], [S10], [S15], [S17], [S20], [S22], [S24], [S25], [S30], [S26], [S27], [S28], [S29] |
Points | 18 | [S1], [S2], [S3], [S4], [S5], [S10], [S11], [S13], [S14], [S16], [S19], [S20], [S24], [S25], [S30], [S27], [S28], [S29] |
Rewards | 17 | [S3], [S5], [S7], [S8], [S10], [S11], [S13], [S14], [S15], [S16], [S17], [S20], [S25], [S30], [S26], [S27], [S29] |
Leaderboards | 15 | [S1], [S5], [S6], [S7], [S13], [S15], [S17], [S19], [S20], [S22], [S25], [S26], [S27], [S28], [S30] |
Social engagement | 12 | [S2], [S3], [S6], [S7], [S10], [S11], [S17], [S19], [S20], [S26], [S28], [S29] |
Rapid feedback | 11 | [S1], [S2], [S3], [S7], [S8], [S11], [S13], [S17], [S20], [S25], [S26] |
Badages | 10 | [S1], [S10], [S15], [S17], [S20], [S25], [S27], [S28], [S29], [S30] |
Levels | 8 | [S1], [S2], [S4], [S10], [S20], [S24], [S25], [S28] |
Personalization | 6 | [S3], [S13], [S17], [S20], [S27], [S30] |
Storyline/new identities | 6 | [S2], [S7], [S13], [S17], [S20], [S25] |
Unlocking content | 4 | [S2], [S20], [S24], [S30] |
Avatars | 3 | [S7], [S13], [S20] |
Progress bars | 3 | [S7], [S14], [S20] |
Time restriction | 3 | [S4], [S28], [S30] |
4.3 (RQ2) Which research topics of transportation adopt gamification?
Topics | Number | Studies |
---|---|---|
Changing travel behaviour | 10 | [S3], [S5], [S12], [S15], [S16], [S17], [S21], [S23], [S25], [S30] |
Improving driving behaviour | 6 | [S1], [S4], [S7], [S8], [S11], [S20] |
Encouraging bicycle commuting | 4 | [S6], [S9], [S26], [S27] |
Collecting traffic-related information | 3 | [S2], [S19], [S28] |
Carpooling activities | 2 | [S13], [S29] |
Transportation of goods | 2 | [S10], [S18] |
Identifying whether parking spaces are available | 1 | [S14] |
Investigation of charging intention of electric vehicles | 1 | [S22] |
Collecting data on road quality | 1 | [S24] |
4.4 (RQ3) How does gamification change traffic behavior to achieve sustainability?
Topic | Change | Number | Studies |
---|---|---|---|
Changing travel behaviour | Changed the behaviour of travellers | 7 | [S3], [S12], [S16], [S21], [S23], [S25], [S30] |
Reduced carbon dioxide emissions and consumption | 3 | [S3], [S15], [S17] | |
Reduced car dependency/usage | 2 | [S15], [S17] | |
Improving driving behaviour | Encouraged safe driving | 6 | [S1], [S4], [S7], [S8], [S11], [S20] |
Reduced energy consumption and carbon dioxide emissions | 2 | [S1], [S20] | |
Made driving more enjoyable and reduced boredom while driving | 2 | [S7], [S8] | |
Improved driving skills | 1 | [S1] | |
Increased interest in fuel economy | 1 | [S1] | |
Encouraging bicycle commuting | Promoted bicycle commuting | 4 | [S6], [S9], [S26], [S27] |
Made cycling more enjoyable | 1 | [S26] | |
Collecting traffic-related information | Increased participation | 2 | [S19], [S28] |
Improved availability | 2 | [S2], [S28] | |
Improved trust | 1 | [S2] | |
Carpooling activities | Reduced traffic congestion | 2 | [S13], [S29] |
Reduced fuel consumption and carbon emissions | 2 | [S13], [S29] | |
Reduced the number of cars | 1 | [S13] | |
Increased participation | 1 | [S29] | |
Transporting goods | Reduced fuel consumption and carbon emissions | 2 | [S10], [S18] |
Reduced the number of kilometres driven and logistics costs | 2 | [S10], [S18] | |
Improved service quality | 1 | [S18] | |
Identifying whether a parking space is available | Saved time and money spent finding a parking space | 1 | [S14] |
Reduced the number of kilometres driven to find a parking space | 1 | [S14] | |
Reduces carbon dioxide emissions | 1 | [S14] | |
No need to invest heavily in other devices such as sensors | 1 | [S14] | |
Investigating charging intention of electric vehicles | Made survey more attractive, improved response rate | 1 | [S22] |
Increased enjoyment | 1 | [S22] | |
Collecting data on road quality | Increased participation | 1 | [S24] |
Open data for traffic conditions | 1 | [S24] |
4.5 (RQ4) What research methods are used in the gamification of transportation?
Studies type | Number | Studies |
---|---|---|
Evaluation research | 9 | [S2], [S3], [S5], [S6], [S8], [S10], [S25], [S26], [S27] |
Solution proposal | 9 | [S4], [S7], [S13], [S14], [S15], [S17], [S22], [S30], [S28] |
Philosophical papers | 4 | [S12], [S18], [S21], [S29] |
Validation research | 3 | [S1], [S20], [S24] |
Experience papers | 3 | [S11], [S16], [S19] |
Opinion papers | 2 | [S9], [S23] |
Research method | Number | Studies |
---|---|---|
Case study | 5 | [S5], [S10], [S13], [S21], [S25] |
Experiment | 14 | [S1], [S3], [S4], [S6], [S7], [S8], [S15], [S17], [S23], [S24], [S30], [S26], [S27], [S28] |
Survey | 13 | [S2], [S3], [S6], [S8], [S9], [S11], [S13], [S14], [S16], [S17], [S19], [S22], [S27] |
4.6 (RQ5) What are the difficulties and challenges in deploying gamification in transportation?
Challenges and difficulties | Number | Studies |
---|---|---|
Fascinating design | 10 | [S7], [S12], [S17], [S21], [S22], [S24], [S25], [S30], [S28], [S29] |
Recruiting and retaining users | 10 | [S2], [S4], [S5], [S14], [S15], [S16], [S30], [S26], [S27], [S28] |
Effectively motivating users | 8 | [S1], [S3], [S6], [S17], [S18], [S21], [S30], [S29] |
Interface design | 8 | [S1], [S2], [S4], [S7], [S8], [S14], [S23], [S26] |
Personalization level | 7 | [S3], [S10], [S12], [S17], [S25], [S30], [S27] |
Accuracy and reliability of information and feedback | 7 | [S1], [S3], [S7], [S12], [S17], [S19], [S20] |
Limited experimental time | 6 | [S4], [S5], [S15], [S30], [S27], [S28] |
Reducing interruptions and distractions | 4 | [S1], [S7], [S8], [S11] |
Privacy issues | 3 | [S3], [S9], [S16] |
Data collection | 2 | [S7], [S16] |
Avoiding high cognitive load | 2 | [S1], [S8] |
Difficulty of challenge should be appropriate | 2 | [S2], [S4] |
Classifying players | 2 | [S10], [S26] |
Integrating data and gamification | 1 | [S24] |