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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Motivational technology as a way of enhancing transpor- tation safety - A systematic review of previous research</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Tampere</addr-line>
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>Motivational technologies have been studied and applied in various domains to encourage sustainable behaviors. One of such domains is safety of transportation systems. This paper presents a review of current research literature covering gamification, serious games and persuasive technology in the domain of transportation safety. A total of 46 records were reviewed, 32 of which were empirical records studying the effects or user perceptions of motivational technologies. Most of the current body of literature is in the area of road safety, followed by aviation. The results reported in the reviewed records indicate that applying motivational technologies is a promising approach for enhancing safety in different transportation domains. We have, however, identified shortcomings, thematic gaps and direction of future research which we discuss in this paper.</p>
      </abstract>
      <kwd-group>
        <kwd>motivational technology</kwd>
        <kwd>gamification</kwd>
        <kwd>persuasive technology</kwd>
        <kwd>serious games</kwd>
        <kwd>transportation safety</kwd>
        <kwd>literature review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        There is an increasing interest in academia and industry in how motivational
technologies, i.e. gamification, serious games and persuasive technology, can be used to affect
human behavior in various domains, such as in transportation, education or health
management [
        <xref ref-type="bibr" rid="ref21 ref9">9</xref>
        ]. Transportation, be it of people or goods, is one of the cornerstones needed
for the functioning of organizations and societies. There is a variety of different
transportation systems such as land transport (e.g. roads, railways), aviation, maritime and
inland waterway transport. One of the most persistent issues across all these domains
of transportation is safety. While accidents related to transportation claim thousands of
lives yearly in the EU alone, the differences between levels of safety in different modes
of transportation are substantial (see e.g. [
        <xref ref-type="bibr" rid="ref17 ref5">5</xref>
        ]). Aviation and western railroads are
considered highly regulated, ultra-safe systems with extremely low accident rates whereas
road transportation is less regulated and has higher accident rates [
        <xref ref-type="bibr" rid="ref1 ref13">1</xref>
        ]. Typically,
accidents in ultra-safe systems happen as a result of a combination of factors that alone
could not cause an accident [
        <xref ref-type="bibr" rid="ref1 ref13">1</xref>
        ] while for example in driving, single factors, such as
sleepiness, by itself can significantly increase the likelihood of a crash (see e.g. [
        <xref ref-type="bibr" rid="ref15 ref3">3</xref>
        ]).
Also, the severity of accident consequences varies between different modes of
transportation; whereas in road transportation, individual accidents typically do not claim
multiple lives, the consequences of an aviation or a railroad accident can be catastrophic
(see e.g. [
        <xref ref-type="bibr" rid="ref17 ref5">5</xref>
        ]).
      </p>
      <p>
        Although safety is a systemic property, human behavior is one of the key factors
when discussing the emergence of accidents. Safety measures, such as automation,
information campaigns and safety trainings have been implemented as a way of
enhancing transportation safety. However, as road transportation alone continues to claim
more than a million lives yearly [
        <xref ref-type="bibr" rid="ref12 ref24">12</xref>
        ], there is a need for developing novel ways of
enhancing transportation safety. To increase compliance with safety regulations,
support safety behavior and enhance safety training, motivational technologies are
increasingly applied in safety management to combat the issues stemming from the ‘human
factor’. Motivational technologies [
        <xref ref-type="bibr" rid="ref21 ref9">9</xref>
        ] primarily include gamification ([
        <xref ref-type="bibr" rid="ref16 ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref18 ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref20 ref8">8</xref>
        ]),
serious games [
        <xref ref-type="bibr" rid="ref14 ref2">2</xref>
        ] and persuasive technology [
        <xref ref-type="bibr" rid="ref10 ref22">10</xref>
        ] that engage individuals with activities
that are commonly considered mundane such as attending a safety training. Whereas
gamification refers to transforming systems, services, products, organizational
structures or practically any activities to afford similar experiences as games do using game
design [
        <xref ref-type="bibr" rid="ref18 ref6">6</xref>
        ], serious games commonly represent full games designed for purposes other
than pure entertainment [
        <xref ref-type="bibr" rid="ref16 ref4">4</xref>
        ]. Persuasive technology on the other hand, similarly to
gamification, commonly refers to the addition of a type of design onto an existing practice.
However, persuasive design as a term did not emerge from game research.
      </p>
      <p>Although research on the use of these motivational technologies in the transportation
safety domain has started to appear, the body of literature remains fragmented. This
review aims at synthesizing the existing research that has been conducted on
motivational technology in the domain of transportation safety. We present a comprehensive,
descriptive review including various modes of transportation, safety measures and
types of motivational technologies. The results implicate that most of the current body
of research focuses on road safety, followed by aviation. Moreover, gamification in
transportation safety is mostly aimed at enhancing safety at an individual level
(gamifying or teaching safety behavior). However, transportation safety is affected by a
variety of behaviors of different stakeholders making it thus a prominent context for
further gamification research.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Materials and methods</title>
      <p>In order to compile a comprehensive body of literature on the use of motivational
technology in transportation safety we conducted a systematic literature search. Scopus
database was chosen for the literature search since it indexes most other relevant
databases. Moreover, the search was conducted only in one database for clarity and
replicability of the search and selection process. The search was conducted in August 2019
over records’ titles, abstracts and keywords in order to include only records which focus
was improving safety using motivational technologies. The used search terms were
(gamif* OR “persuasive technolog*” OR “simulation gam*” OR “serious gam*”) AND
(safety OR accident OR emergency OR security OR “risk management”). Types of
records included in the search were conference papers, articles and book chapters.</p>
      <p>A total of 873 records were obtained with the used search query. After the search,
the titles and abstracts were examined. 11 records were excluded for not being available
in English. A total of 103 records were identified as not being related to gamification,
serious games or persuasive technology based on the titles and abstracts and thus
excluded from further analysis. Of the remaining records, 715 were excluded based on
the titles and abstracts as they were not focused on transportation safety. Six records
were not fully accessible to the authors using Scopus or Google Scholar. After
screening the titles and abstracts, a total of 38 transportation or traffic safety related records
were included in the review. Two additional records were identified using forward
search and six using backward search. Thus, a total of 46 records were included.
3
3.1</p>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <sec id="sec-3-1">
        <title>General description of the reviewed research</title>
        <p>Although the differentiation between different types of motivational technologies can
be ambiguous, we categorized the records according to whether the technology
described in them matched with definitions of motivational technologies outlined in the
introduction section. Papers that used parallel terms to serious games such as
‘simulation games’, or ‘learning games’ were categorized as serious games in this study.
Furthermore, gamified simulators, learning platforms and training applications were
categorized as ‘serious games’ as they provide a separate learning or training environment
instead of gamifying behaviors, such as safe driving, in the ‘field’. The categorization
between persuasive technology and gamification was conducted according to the
branding used by the authors of each manuscript. Of the 46 records included in this review,
28 focused on serious games, 15 on gamification and three on persuasive technology.
Furthermore, we analyzed the contexts of all 46 records that met the inclusion criteria
(table 1).</p>
        <p>The body of literature described various gamified safety measures and approaches
for enhancing transportation safety. Records concerned with road safety mostly focused
either on teaching safe or compliant behavior using serious games or gamifying safe
driving such as not speeding, mostly with the aim of preventing undesirable outcomes,
such as collisions. Also, other safety measures were considered; e.g. one of the records
[A22] described a gamified application to make the reporting of road accidents more
engaging. Of the records that were in the context of driving safety, only one [A20]
explicitly aimed at enhancing safety of freight transportation.</p>
        <p>
          In the aviation context, the reviewed body of literature predominantly concentrated
on safety measures that aim at reducing harmful consequences in case of an emergency.
The emphasis on emergency management is understandable due to the nature of
commercial aviation where accidents are typically extremely rare but can potentially have
catastrophic consequences (see e.g. [
          <xref ref-type="bibr" rid="ref1 ref13">1</xref>
          ]). The records described gameful learning
interventions that teach the passengers safety measures normally taught using safety cards
or pre-flight demonstrations such as correct evacuation behavior, assuming brace
position in case of forced landing and life preserver donning. One record [A21] described
a solution which focused on training aircraft pilots instead of passengers. In the aviation
context, serious gaming type of interventions were prevalent.
        </p>
        <p>Two non-empirical studies related to maritime safety were identified and analyzed.
In the maritime safety context, the reviewed records described serious game solutions
which aimed at teaching situation awareness to submarine users using virtual reality
[A42] and safe maritime cargo transportation to maritime specialists [A26].</p>
        <p>32 of the reviewed records were empirical studies (i.e. studies involving data
composed of observation of reality and its analysis), while 14 were non-empirical (i.e.
retorted to conceptually treat the phenomenon). Design science papers were not
considered empirical unless they included a type of evaluation that would inform about the
effect of motivational technology. Moreover, studies that included secondary data or
data that was used as background information in design science projects were not
considered empirical as these studies do not inform us about the effects of the intervention
on psychological states or behavioral and organizational outcomes. Therefore, the
reviewed non-empirical records were mainly conceptual or framework papers and
preliminary descriptions of gamified applications without an evaluation of the effects of
motivational intervention. Additionally, one record [A2] studied perceptions related to
safe gamified driving.</p>
        <p>The reviewed empirical records included a description of a design process or
developed application followed by a user evaluation or an experimental study to test the
designed solution. 24 of the 32 empirical records applied a serious game solution. Eight
of the empirical records described a gamification or persuasive technology approach
that does not take the user to a separate learning or training environment. All such
solutions were applied to enhance safe driving by reducing boredom and fatigue or by
persuading for safe driving and making it more engaging. In order not to distract the
driver, the feedback in gamified driving solutions was often implemented using
ambient colors and audio or given post-drive.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Motivational affordances and outcomes in empirical studies</title>
        <p>We examined the motivational affordances reported in the reviewed empirical
manuscripts (table 2). Most applied affordances were forms of performance feedback, which
include e.g. visual demonstration of in-game behavior consequences, textual feedback,
praise or rebuke by in-game characters, forms of ambient audio or visual feedback and
performance reports. The ‘Other, misc.’ category includes rarely applied affordances,
such as avatar levels, motion tracking, physical boards and puzzles.</p>
        <p>
          A1, A7, A11, A15, A16, A18, A19, A21,
A23, A24, A35, A39, A40 (solution 1), A41
A8, A9, A10, A11, A12, A13, A14, A16,
A19, A28, A29, A35, A46
A1, A4, A7, A18, A19, A20, A21, A23,
A24, A29, A44, A45
A1, A10, A11, A14, A18, A20, A21, A25,
A35, A43
A8, A9, A15, A19, A21, A25, A35, A43,
A46
A1, A9, A12, A13, A15, A16, A17, A43
A4, A7, A19, A20, A44, A46
A1, A8, A11, A16, A29
A1, A10, A11, A21, A43
A4, A7, A19, A28
A4, A20, A29, A46
A7, A18, A29, A40 (solution 1)
A7, A18, A20
A18, A29, A45
A7, A10, A19, A25, A28, A43, A45
27 of the empirical records reported studying one or more psychological outcomes
(table 3). Outcomes related to usability, perceived enjoyment and perceived usefulness
or effectiveness of the gamified system were the most studied similarly to gamification
research generally [
          <xref ref-type="bibr" rid="ref21 ref9">9</xref>
          ].
Fear, risk perception
25 of the records reported studying one or more behavioral or learning outcome. 17
records reported studying forms of learning or knowledge gain. Four records studied
forms of safe behavior, all of which were related to the task of driving. Other studied
behavioral outcomes were related to e.g. game performance and system usage time.
        </p>
        <p>Most of the empirical records (26 records) reported mainly positive results in the
forms of knowledge acquisition or positive learning outcomes resulting from
motivational technology interventions (14 records), positive user feedback (9 records) and
increase in compliant or safe driving (4 records). However, in many of the records that
reported positively oriented results, they were mixed with null results.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion and avenues for further research</title>
      <p>
        Most of the reviewed studies approach transportation safety from a perspective that
equates safety with compliance or safe behavior of individuals and the body of research
is leaning towards a single player serious gaming approach. However, safety is often
dependent on the interaction between multiple actors and includes e.g. successful
teamwork and communication (see e.g. [
        <xref ref-type="bibr" rid="ref19 ref7">7</xref>
        ]). Thus, in future research, especially social
aspects of gamification and their effects on safety-behavior should be studied.
Additionally, a prominent direction for future research is to examine how gamification can be
utilized at societal level, e.g. by encouraging participation in traffic safety related
crowdsourcing, such as reporting potential dangers, in order to effectively collect and
analyze early-warning indicators and further enhance transportation infrastructure
safety e.g. by urban planning and policymaking.
      </p>
      <p>
        Majority of the reviewed research is related to road safety which is understandable
as road transportation is more accident prone than e.g. aviation and railroad
transportation [
        <xref ref-type="bibr" rid="ref1 ref13">1</xref>
        ]. However, other modes of transportation offer distinct settings and
safety-related problems that gamification could potentially tackle. For example, the absence of
research in the domain of railroad safety is surprising as operating a train is a highly
automated and monotonous task which yet requires a high level of sustained attention
(e.g. [
        <xref ref-type="bibr" rid="ref11 ref23">11</xref>
        ]) thus making it a prominent target for studying gamification aimed at
enhancing task engagement or alertness. Moreover, railroads are complex systems in which
safe functioning requires seamless co-operation of multiple actors and thus we suggest
that railroad safety might be a suitable context for studying collaborative aspects of
gamification which according to our findings are rarely studied in transportation safety
contexts.
      </p>
      <p>
        All the empirical records that studied gamification in the ‘field’ were related to the
task of driving. The nature of driving, where single factors such as sleepiness can have
a significant effect on safety (see e.g. [
        <xref ref-type="bibr" rid="ref15 ref3">3</xref>
        ]), makes it a natural context for such
interventions. However, more research is needed on how the feedback in gamified driving
should be presented in order not to distract the driver. Feedback given post-drive does
not distract the driver but might however have limitations as it does not provide the
driver a possibility to adjust the behavior real-time based on the feedback.
      </p>
      <p>Moreover, the reviewed studies examined the effects of gameful interventions on
short-term outcomes such as engagement, learning or forms of safe driving. The body
of research thus lacks long-term studies that examine the effect of gamification on
safety metrics, such as accident rates. Future research should also further address the
issue of technology acceptance and integration of gameful interventions to work and
other practices in organizational settings, which is a topic barely covered by the current
body of research.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Limitations</title>
      <p>In this study, we reviewed research that studied various forms of motivational
technology in the context of transportation safety. In the literature search, we used the key
terms derived from gamification, serious games, simulation games and persuasive
technology. Thus, records that have not used the previous terms to describe their research
focus were not included even if they studied motivational technology. Moreover, as we
used safety-related search terms, records that did not use these terms to describe their
focus were not reviewed. We limited the literature search to Scopus database and
although it indexes most relevant databases, using only one database might have resulted
in missing out some relevant records. Moreover, we analyzed the applied affordances
based on the descriptions of applied motivational technologies reported by the authors
of each manuscript. However, it is possible that some of the implemented affordances
remained unreported and therefore not included in our manuscript.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>This work was supported by European Union Regional Development Fund and
conducted as a part of the Satadilogis project (A74723).</p>
    </sec>
    <sec id="sec-7">
      <title>Reviewed records</title>
      <p>A44 Tsuboi, H., Toyama, S., Nakajima, T. Enhancing bicycle safety through immersive
experiences using virtual reality technologies (2018) Lecture Notes in Computer Science
,10915 LNAI, pp. 444-456.</p>
      <p>A45 Vera, L., Gimeno, J., Casas, S., García-Pereira, I., Portalés, C. A hybrid virtual-augmented
serious game to improve driving safety awareness (2018) Lecture Notes in Computer
Science, 10714 LNCS, pp. 293-310.</p>
      <p>A46 Xie, J.Y., Chen, H.-Y.W., Donmez, B. Gaming to safety: Exploring feedback gamification
for mitigating driver distraction (2016) Proceedings of the Human Factors and Ergonomics
Society, pp. 1877-1881.</p>
    </sec>
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