=Paper= {{Paper |id=Vol-2637/pape10 |storemode=property |title=Motivational technology as a way of enhancing transportation safety – A systematic review of previous research |pdfUrl=https://ceur-ws.org/Vol-2637/paper10.pdf |volume=Vol-2637 |authors=Eetu Wallius,Juho Hamari |dblpUrl=https://dblp.org/rec/conf/gamifin/WalliusH20 }} ==Motivational technology as a way of enhancing transportation safety – A systematic review of previous research== https://ceur-ws.org/Vol-2637/paper10.pdf
                                       Copyright © 2020 for this paper by its authors.
                  Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).




                     Motivational technology as a way of enhancing transpor-
                     tation safety – A systematic review of previous research
                                Eetu Wallius1[0000-0003-3251-7314] and Juho Hamari1 [0000-0002-6573-588X]
                                                1Tampere University, Tampere Finland

                                                     eetu.wallius@tuni.fi
                                                      juho.hamari@tuni.fi



                          Abstract. Motivational technologies have been studied and applied in various do-
                          mains to encourage sustainable behaviors. One of such domains is safety of trans-
                          portation systems. This paper presents a review of current research literature cov-
                          ering gamification, serious games and persuasive technology in the domain of
                          transportation safety. A total of 46 records were reviewed, 32 of which were em-
                          pirical records studying the effects or user perceptions of motivational technolo-
                          gies. 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.

                          Keywords: motivational technology, gamification, persuasive technology, seri-
                          ous games, transportation safety, literature review.


                     1      Introduction
                     There is an increasing interest in academia and industry in how motivational technolo-
                     gies, 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 man-
                     agement [9]. 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 trans-
                     portation 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. [5]). Aviation and western railroads are con-
                     sidered highly regulated, ultra-safe systems with extremely low accident rates whereas
                     road transportation is less regulated and has higher accident rates [1]. Typically, acci-
                     dents in ultra-safe systems happen as a result of a combination of factors that alone
                     could not cause an accident [1] while for example in driving, single factors, such as
                     sleepiness, by itself can significantly increase the likelihood of a crash (see e.g. [3]).
                     Also, the severity of accident consequences varies between different modes of trans-
                     portation; 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. [5]).




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                        92
                         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, in-
                     formation campaigns and safety trainings have been implemented as a way of enhanc-
                     ing transportation safety. However, as road transportation alone continues to claim
                     more than a million lives yearly [12], there is a need for developing novel ways of
                     enhancing transportation safety. To increase compliance with safety regulations, sup-
                     port safety behavior and enhance safety training, motivational technologies are increas-
                     ingly applied in safety management to combat the issues stemming from the ‘human
                     factor’. Motivational technologies [9] primarily include gamification ([4], [6], [8]), se-
                     rious games [2] and persuasive technology [10] 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 struc-
                     tures or practically any activities to afford similar experiences as games do using game
                     design [6], serious games commonly represent full games designed for purposes other
                     than pure entertainment [4]. Persuasive technology on the other hand, similarly to gam-
                     ification, 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.
                         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 motiva-
                     tional 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 (gami-
                     fying or teaching safety behavior). However, transportation safety is affected by a va-
                     riety of behaviors of different stakeholders making it thus a prominent context for fur-
                     ther gamification research.


                     2      Materials and methods
                     In order to compile a comprehensive body of literature on the use of motivational tech-
                     nology in transportation safety we conducted a systematic literature search. Scopus da-
                     tabase was chosen for the literature search since it indexes most other relevant data-
                     bases. Moreover, the search was conducted only in one database for clarity and repli-
                     cability 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.
                        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 ex-
                     cluded from further analysis. Of the remaining records, 715 were excluded based on




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                        93
                     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 screen-
                     ing 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        Results

                     3.1      General description of the reviewed research
                     Although the differentiation between different types of motivational technologies can
                     be ambiguous, we categorized the records according to whether the technology de-
                     scribed in them matched with definitions of motivational technologies outlined in the
                     introduction section. Papers that used parallel terms to serious games such as ‘simula-
                     tion games’, or ‘learning games’ were categorized as serious games in this study. Fur-
                     thermore, gamified simulators, learning platforms and training applications were cate-
                     gorized 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 brand-
                     ing 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).

                     Table 1. Contexts of the records
                                        All records (n=46)                       Empirical records (n=32)
                                        Frequency     Records                    Frequency    Records
                      Road safety       35 (76.1 %)                              24 (75%)
                       Driving          21 (45.7 %) A1, A2, A4, A6, A7, A18,     14 (43.8 %) A1, A4, A7, A18, A20,
                                                      A20, A25, A30, A31, A32,                A25, A30, A33, A35, A39,
                                                      A33, A35, A36, A37, A38,                A40, A41, A45, A46
                                                      A39, A40, A41, A45 A46
                         Pedestrian     7 (15.2 %)    A3, A10, A17, A19, A28,    6 (18.8 %)   A10, A17, A19, A28, A29,
                                                      A29, A43                                A43
                         Bicycle        3 (6.5 %)     A23, A24, A44              3 (9.4 %)    A23, A24, A44
                       Other            4 (8.7 %)    A5, A8, A22, A34            1 (3.1 %)    A8
                      Aviation safety   9 (19.6 %)   A9, A11, A12, A13, A14,     8 (25%)      A9, A11, A12, A13, A14,
                                                     A15, A16, A21, A27                       A15, A16, A21
                      Maritime safety   2 (4.3 %)    A26, A42                    0            -


                        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




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                               94
                     engaging. Of the records that were in the context of driving safety, only one [A20]
                     explicitly aimed at enhancing safety of freight transportation.
                        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 com-
                     mercial aviation where accidents are typically extremely rare but can potentially have
                     catastrophic consequences (see e.g. [1]). The records described gameful learning inter-
                     ventions that teach the passengers safety measures normally taught using safety cards
                     or pre-flight demonstrations such as correct evacuation behavior, assuming brace posi-
                     tion 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.
                        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].
                        32 of the reviewed records were empirical studies (i.e. studies involving data com-
                     posed of observation of reality and its analysis), while 14 were non-empirical (i.e. re-
                     torted to conceptually treat the phenomenon). Design science papers were not consid-
                     ered 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 con-
                     sidered empirical as these studies do not inform us about the effects of the intervention
                     on psychological states or behavioral and organizational outcomes. Therefore, the re-
                     viewed non-empirical records were mainly conceptual or framework papers and pre-
                     liminary descriptions of gamified applications without an evaluation of the effects of
                     motivational intervention. Additionally, one record [A2] studied perceptions related to
                     safe gamified driving.
                        The reviewed empirical records included a description of a design process or devel-
                     oped 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 so-
                     lutions 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 ambi-
                     ent colors and audio or given post-drive.

                     3.2    Motivational affordances and outcomes in empirical studies

                     We examined the motivational affordances reported in the reviewed empirical manu-
                     scripts (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.




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                         95
                     Table 2. Motivational affordances in empirical studies
                      Affordance                                   Records                                     Frequency
                      Performance feedback                         A9, A12, A13, A14, A15, A16, A17, A18,         21
                                                                   A23, A24, A29, A30, A33, A39, A40 (solu-
                                                                   tions 1 & 2), A41, A43, A44, A45, A46
                      Game world, 3D world, virtual world,         A1, A8, A9, A12, A13, A14, A15, A16,           15
                      simulation world                             A17, A19, A21, A30, A35, A43, A44

                      Challenges, quests, missions, tasks, clear   A1, A7, A11, A15, A16, A18, A19, A21,          14
                      goals, objectives                            A23, A24, A35, A39, A40 (solution 1), A41
                      Avatar, character                            A8, A9, A10, A11, A12, A13, A14, A16,          13
                                                                   A19, A28, A29, A35, A46
                      Score, points                                A1, A4, A7, A18, A19, A20, A21, A23,           12
                                                                   A24, A29, A44, A45
                      Game levels, scenarios, sections             A1, A10, A11, A14, A18, A20, A21, A25,         10
                                                                   A35, A43
                      Narrative, storytelling, plot                A8, A9, A15, A19, A21, A25, A35, A43,           9
                                                                   A46
                      Assistance, helpers, instructions, hints     A1, A9, A12, A13, A15, A16, A17, A43            8
                      In-game rewards, virtual items               A4, A7, A19, A20, A44, A46                      6
                      Timer, time pressure                         A1, A8, A11, A16, A29                           5
                      Increasing difficulty                        A1, A10, A11, A21, A43                          5
                      Co-op, teams, social collaboration, so-      A4, A7, A19, A28                                4
                      cial networking
                      Badges, achievements, medals, trophies       A4, A20, A29, A46                               4
                      Progress visualization                       A7, A18, A29, A40 (solution 1)                  4
                      Leaderboard, high score list, ranking        A7, A18, A20                                    3
                      Quiz, questions                              A18, A29, A45                                   3
                      Other, misc.                                 A7, A10, A19, A25, A28, A43, A45                7


                        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 [9].

                     Table 3. Empirically studied psychological outcomes
                     Outcome                                            Records                               Frequency
                     Enjoyment, fun, entertainment, flow                A1, A10, A11, A18, A21, A23, A24, A30,     11
                                                                        A35, A39, A40
                     Perceived usefulness/effectiveness/learning/per- A7, A13, A16, A18, A19, A20, A23, A30,       10
                     formance                                           A33, A41
                     Ease of use, perception of use, user experience    A1, A4, A7, A21, A30, A39, A40, A41, A43 9
                     Engagement, motivation                             A9, A11, A15, A16, A18, A21, A40           7
                     Self-efficacy, locus of control                    A9, A11, A12, A13, A14, A16                6
                     Perceived vulnerability                            A11, A12, A14                              3
                     Perceived severity                                 A11, A12, A14                              3
                     Presence                                           A8, A9, A30                                3
                     Perceived challenge, effort, gameplay difficulty A23, A24, A35                                3
                     Behavior agreement, attitude                       A11, A19, A28                              3
                     Perceived reality, realism, parallels with reality A1, A21, A44                               3
                     Fatigue, boredom, arousal                          A15, A30, A41                              3




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                                 96
                     Fear, risk perception                       A13, A15                                 2


                        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.
                        Most of the empirical records (26 records) reported mainly positive results in the
                     forms of knowledge acquisition or positive learning outcomes resulting from motiva-
                     tional technology interventions (14 records), positive user feedback (9 records) and in-
                     crease 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      Discussion and avenues for further research
                     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 team-
                     work and communication (see e.g. [7]). Thus, in future research, especially social as-
                     pects of gamification and their effects on safety-behavior should be studied. Addition-
                     ally, 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.
                         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 transporta-
                     tion [1]. However, other modes of transportation offer distinct settings and safety-re-
                     lated 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. [11]) thus making it a prominent target for studying gamification aimed at enhanc-
                     ing 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.
                         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. [3]), makes it a natural context for such interven-
                     tions. 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.
                         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




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                          97
                     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      Limitations
                     In this study, we reviewed research that studied various forms of motivational technol-
                     ogy in the context of transportation safety. In the literature search, we used the key
                     terms derived from gamification, serious games, simulation games and persuasive tech-
                     nology. 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 alt-
                     hough 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.



                     Acknowledgements
                     This work was supported by European Union Regional Development Fund and con-
                     ducted as a part of the Satadilogis project (A74723).



                     References
                      1. Amalberti, R. The paradoxes of almost totally safe transportation systems. Safety Science,
                         37 (2-3), pp. 109-126. (2001)
                      2. Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M. A systematic literature
                         review of empirical evidence on computer games and serious games. Computers and Edu-
                         cation, 59 (2), pp. 661-686. (2012)
                      3. Connor, J., Norton, R., Ameratunga, S., Robinson, E., Civil, I., Dunn, R., Bailey, J., Jackson,
                         R. Driver sleepiness and risk of serious injury to car occupants: Population based case con-
                         trol study. British Medical Journal, 324 (7346), pp. 1125-1128 (2002).
                      4. Deterding, S., Dixon, D., Khaled, R., Nacke, L. From game design elements to gamefulness:
                         Defining "gamification". Proceedings of the 15th International Academic MindTrek Con-
                         ference: Envisioning Future Media Environments, MindTrek 2011, pp. 9-15 (2011).
                      5. Eurostat         2015.        https://ec.europa.eu/eurostat/statistics-explained/index.php/Ar-
                         chive:Transport_accident_statistics#Aviation_accident_statistics, last accessed 2019/10/7.
                      6. Hamari, J. Gamification. Wiley Blackwell Encyclopedia of Sociology (in press). (2019).




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                                 98
                      7. Heatherington, C., Flin, R., Mearns, K. Safety in shipping: The human element. Journal of
                         Safety Research, 37 (4), pp. 401-411 (2006).
                      8. Huotari, K., Hamari, J. A definition for gamification: anchoring gamification in the service
                         marketing literature. Electronic Markets, 27 (1), pp. 21-31 (2017).
                      9. Koivisto, J., Hamari, J. The rise of motivational information systems: A review of gamifi-
                         cation research. International Journal of Information Management, 45, pp. 191-210 (2019).
                      10. Oinas-Kukkonen, H., Harjumaa, M. Persuasive systems design: Key issues, process model,
                         and system features. Communications of the Association for Information Systems, 24 (1),
                         pp. 485-500 (2009).
                      11. Tabai, B.H., Bagheri, M., Sadeghi-Firoozabadi, V., Shahidi, V. The relationship between
                         train drivers' attention and accident involvement 2017 4th International Conference on
                         Transportation Information and Safety, ICTIS 2017 - Proceedings, pp. 1034-1039 (2017).
                      12. WHO. Global status report on road safety. 2018. ISBN 978-92-4-156568-4.


                     Reviewed records
                      A1 Ali, A., Elnaggarz, A., Reichardtz, D., Abdennadher, S. (2017) Gamified virtual reality
                          driving simulator for asserting driving behaviors 2016 1st International Conference on
                          Game, Game Art, and Gamification, ICGGAG 2016, art. no. 8052668,
                      A2 Ambrey, C.L., Yen, B.T.H.How perceptions influence young drivers’ intentions to partic-
                          ipate in gamified schemes (2018) Transportation Research Part F: Traffic Psychology and
                          Behaviour, 58, pp. 708-718
                      A3 Ariffin, M.M., Downe, A.G., Aziz, I.A.A. Developing a simulation game to facilitate the
                          acquisition and transfer of road safety knowledge (2010) Proceedings 2010 International
                          Symposium on Information Technology - Engineering Technology, ITSim'10, 2, art. no.
                          5561536, pp. 924-929
                      A4 Bahadoor, K., Hosein, P. Application for the detection of dangerous driving and an asso-
                          ciated gamification framework (2016) Proceedings - 2016 4th International Conference
                          on Future Internet of Things and Cloud Workshops, W-FiCloud 2016, pp. 276-281.
                      A5 Barbara T.H. Yen, Corinne Mulley, Matthew Burke, Gamification in transport interven-
                          tions: Another way to improve travel behavioural change, Cities, Volume 85,2019, Pages
                          140-149,
                      A6 Bergasa, L.M., Almeria, D., Almazan, J., Yebes, J.J., Arroyo, R. DriveSafe: An app for
                          alerting inattentive drivers and scoring driving behaviors (2014) IEEE Intelligent Vehicles
                          Symposium, Proceedings, art. no. 6856461, pp. 240-245.
                      A7 Bergmans, A., Shahid, S.Reducing speeding behavior in young drivers using a persuasive
                          mobile application (2013) Lecture Notes in Computer Science (including subseries Lec-
                          ture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8005 LNCS
                          (PART 2), pp. 541-550.
                      A8 Binsubaih, A., Maddock, S., Romano, D.A serious game for traffic accident investigators
                          (2006) Interactive Technology and Smart Education, 3 (4), pp. 329-346.
                      A9 Buttussi, F., Chittaro, L. Effects of Different Types of Virtual Reality Display on Presence
                          and Learning in a Safety Training Scenario (2018) IEEE Transactions on Visualization
                          and Computer Graphics, 24 (2), art. no. 7817889, pp. 1063-1076.
                      A10 Chang, Y.-J., Kang, Y.-S., Chang, Y.-S., Liu, H.-H., Chiu, Y.-L., Kao, C.C. Designing a
                          kinect2scratch game to help teachers train children with intellectual disabilities for pedes-
                          trian safety (2016) ASSETS 2016 - Proceedings of the 18th International ACM
                          SIGACCESS Conference on Computers and Accessibility, pp. 269-270.




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                                99
                      A11 Chittaro, L, Buttussi, F.Exploring the use of arcade game elements for attitude change:
                          Two studies in the aviation safety domain, International Journal of Human-Computer
                          Studies, Volume 127, 2019, Pages 112-123,
                      A12 Chittaro, L. Changing user's safety locus of control through persuasive play: An applica-
                          tion to aviation safety (2014) Lecture Notes in Computer Science (including subseries
                          Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), pp. 31-42.
                      A13 Chittaro, L. Designing serious games for safety education: 'Learn to brace' versus tradi-
                          tional pictorials for aircraft passengers (2016) IEEE Transactions on Visualization and
                          Computer Graphics, 22 (5), art. no. 7122340, pp. 1527-1539.
                      A14 Chittaro, L. Passengers' safety in aircraft evacuations: Employing serious games to educate
                          and persuade (2012) Lecture Notes in Computer Science (including subseries Lecture
                          Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), pp. 215-226.
                      A15 Chittaro, L., Buttussi, F. Assessing knowledge retention of an immersive serious game vs.
                          A traditional education method in aviation safety (2015) IEEE Transactions on Visualiza-
                          tion and Computer Graphics, 21 (4), art. no. 7014255, pp. 529-538.
                      A16 Chittaro, L., Corbett, C.L., McLean, G.A., Zangrando, N. Safety knowledge transfer
                          through mobile virtual reality: A study of aviation life preserver donning (2018) Safety
                          Science, 102, pp. 159-168.
                      A17 Coles, C.D., Strickland, D.C., Padgett, L., Bellmoff, L. Games that "work": Using com-
                          puter games to teach alcohol-affected children about fire and street safety (2007) Research
                          in Developmental Disabilities, 28 (5), pp. 518-530.
                      A18 Diewald, S., Lindemann, P., Moller, A., Stockinger, T., Koelle, M., Kranz, M. Gamified
                          training for vehicular user interfaces - Effects on drivers' behavior (2014) 2014 Interna-
                          tional Conference on Connected Vehicles and Expo, ICCVE 2014 - Proceedings, pp. 250-
                          257.
                      A19 Dunwell, I., De Freitas, S., Petridis, P., Hendrix, M., Arnab, S., Lameras, P., Stewart, C.
                          A game-based learning approach to road safety: The code of everand (2014) Conference
                          on Human Factors in Computing Systems - Proceedings, pp. 3389-3398.
                      A20 Klemke, R., Kravcik, M., Bohuschke, F. Energy–efficient and safe driving using a situa-
                          tion–aware gamification approach in logistics (2014) Lecture Notes in Computer Science
                          (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioin-
                          formatics), 8605, pp. 3-15.
                      A21 Kuindersma, E., van der Pal, J., van den Herik, J., Plaat, A. Building a game to build
                          competencies (2017) Lecture Notes in Computer Science (including subseries Lecture
                          Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10653 LNCS, pp.
                          14-24.
                      A22 Law, F.L., Kasirun, Z.M., Gan, C.K. Gamification towards sustainable mobile application
                          (2011) 2011 5th Malaysian Conference in Software Engineering, MySEC 2011, art. no.
                          6140696, pp. 349-353.
                      A23 Lehtonen, E., Airaksinen, J., Kanerva, K., Rissanen, A., Ränninranta, R., Åberg, V. Game-
                          based situation awareness training for child and adult cyclists (2017) Royal Society Open
                          Science, 4 (3), art. no. 160823.
                      A24 Lehtonen, E., Sahlberg, H., Rovamo, E., Summala, H. Learning game for training child
                          bicyclists’ situation awareness (2017) Accident Analysis and Prevention,105, pp. 72-83.
                      A25 Li, Q., Tay, R. Improving drivers' knowledge of road rules using digital games (2014)
                          Accident Analysis and Prevention, 65, pp. 8-10.
                      A26 Moyseenko, S.S., Meyler, L.E. Simulation methods of designing specialist’ qualification
                          improvement system (2019) TransNav, 13 (1), pp. 79-87.
                      A27 Multahada, M.R., Swasty, W., Aditia, P. Simulation game of aviation passenger safety: A
                          smartphone application (2016) 2016 4th International Conference on Information and
                          Communication Technology, ICoICT 2016, art. no. 7571924.




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                              100
                      A28 Renaud, L., Suissa, S. Evaluation of the efficacy of simulation games in traffic safety ed-
                          ucation of kindergarten children (1989) American Journal of Public Health, 79 (3), pp.
                          307-309.
                      A29 Riaz, M.S., Cuenen, A., Janssens, D., Brijs, K., Wets, G. Evaluation of a gamified e-learn-
                          ing platform to improve traffic safety among elementary school pupils in Belgium (2019)
                          Personal and Ubiquitous Computing,
                      A30 Rodrigues, M.A.F., Macedo, D.V., Serpa, Y.R., Serpa, Y.R. Beyond fun: An interactive
                          and educational 3D traffic rules game controlled by non-traditional devices (2015) Pro-
                          ceedings of the ACM Symposium on Applied Computing, 13-17-April-2015, pp. 239-246
                      A31 Rodríguez, M.D., Ibarra, J.E., Roa, J.R., Curlango, C.M., Bedoya, L.F., Montes, H.D. Am-
                          bient gamification of automobile driving to encourage safety behaviors (2014) Lecture
                          Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence
                          and Lecture Notes in Bioinformatics), 8867, pp. 37-43.
                      A32 Rodríguez, M.D., Roa, R.R., Ibarra, J.E., Curlango, C.M. In-car ambient displays for
                          safety driving gamification (2014) ACM International Conference Proceeding Series, 03-
                          05-November-2014, pp. 26-29.
                      A33 Ruer, P., Gouin-Vallerand, C., Vallières, E.F. Persuasive strategies to improve driving be-
                          haviour of elderly drivers by a feedback approach (2016) Lecture Notes in Computer Sci-
                          ence (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in
                          Bioinformatics), 9638, pp. 110-121.
                      A34 Salim, F.D. Towards adaptive mobile mashups: Opportunities for designing effective per-
                          suasive technology on the road (2010) 24th IEEE International Conference on Advanced
                          Information Networking and Applications Workshops, WAINA 2010, pp. 7-11.
                      A35 Schneider, M.A., Mazur, J. The use of a digital game-based safety program for ATV op-
                          erational knowledge of youthful riders (2014) Proceedings of CGAMES 2014 USA - 19th
                          International Conference on Computer Games: AI, Animation, Mobile, Interactive Multi-
                          media, Educational and Serious Games, art. no. 6934149, pp. 89-93.
                      A36 Schroeter, R., Oxtoby, J., Johnson, D. AR and gamification concepts to reduce driver bore-
                          dom and risk taking behaviours. AutomotiveUI 2014 - 6th International Conference on
                          Automotive User Interfaces and Interactive Vehicular Applications, in Cooperation with
                          ACM SIGCHI - Proceedings.
                      A37 Schroeter, R., Steinberger, F. Pokémon DRIVE: Towards increased situational awareness
                          in semi-automated driving (2016) Proceedings of the 28th Australian Computer-Human
                          Interaction Conference, OzCHI 2016, pp. 25-29.
                      A38 Shanly, C., Ieti, M., Warren, I., Sun, J. BackPocketDriver-a mobile app to enhance safe
                          driving for youth (2018) Proceedings of the International Conference on Software Engi-
                          neering and Knowledge Engineering, SEKE, 2018-July, pp. 246-249.
                      A39 Steinberger, F., Proppe, P., Schroeter, R., Alt, F. CoastMaster: An ambient speedometer
                          to gamify safe driving (2016) AutomotiveUI 2016 - 8th International Conference on Au-
                          tomotive User Interfaces and Interactive Vehicular Applications, Proceedings, pp. 83-90.
                      A40 Steinberger, F., Schroeter, R., Foth, M., Johnson, D. Designing gamified applications that
                          make safe driving more engaging (2017) Conference on Human Factors in Computing
                          Systems - Proceedings, 2017-May, pp. 2826-2839.
                      A41 Steinberger, F., Schroeter, R., Watling, C.N. From road distraction to safe driving: Evalu-
                          ating the effects of boredom and gamification on driving behaviour, physiological arousal,
                          and subjective experience (2017) Computers in Human Behavior, 75, pp. 714-726.
                      A42 Stone, R., Caird-Daley, A., Bessell, K. SubSafe: A games-based training system for sub-
                          marine safety and spatial awareness (Part 1) (2009) Virtual Reality, 13 (1), pp.3-12.
                      A43 Szczurowski, K., Smith, M. 'Woodlands'-A Virtual Reality Serious Game Supporting
                          Learning of Practical Road Safety Skills (2018) 2018 IEEE Games, Entertainment, Media
                          Conference, GEM 2018, art. no. 8516493, pp. 427-435.




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                              101
                      A44 Tsuboi, H., Toyama, S., Nakajima, T. Enhancing bicycle safety through immersive expe-
                          riences using virtual reality technologies (2018) Lecture Notes in Computer Science
                          ,10915 LNAI, pp. 444-456.
                      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 Sci-
                          ence, 10714 LNCS, pp. 293-310.
                      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.




GamiFIN Conference 2020, Levi, Finland, April 1-3, 2020 (organized online)                                               102