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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>behavior: A literature review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrea Reindl</string-name>
          <email>andrea.reindl@fh-steyr.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Melanie Juppe</string-name>
          <email>melanie.juppe@fh-</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Philipp Graf</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lisa-Maria Putz-Egger</string-name>
          <email>egger@fh-steyr.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang</string-name>
          <email>wolfgang.schildorfer@fh-steyr.at</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Applied Sciences Upper Austria</institution>
          ,
          <addr-line>Wehrgrabengasse 1-3, 4400 Steyr</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>From current research projects at the University of Applied Sciences we learned that changing mobility behaviour is very difficult to achieve. Nevertheless, to reduce negative mobility impact and support people in their daily commute, we investigated the effects of gamification in the context of commuting. Through conducting a structured literature review this paper aims to identify elements used in gamification to change users' mobility behaviour towards selecting more sustainable choices. The main challenge when doing this structured literature review was to define accurate search strings to cover our research question followed by selecting relevant papers and setting up a clear matrix for presenting the identified results. The research question answered in this paper is: What gamification elements and transport modes are employed in studies on gamification for commuter behaviour? Our paper follows the approach of Liberati et. al. [1] for systematic literature reviews. We retrieved 260 studies, 23 of them were identified for the thematic analysis. Private motorized individual transport, public transport, active mobility, and mobility sharing are the four major types of transportation modes which were identified after screening the 23 studies. Points &amp; leaderboards, badges and quests/challenges are the main gamification elements which are identified after screening the 23 relevant papers. The positive effects of the individual elements are shown in the discussion and conclusion section.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>systematic literature review</p>
      <p>Gamification, behavioral change, smart and playful cities, mobility service, commuter,</p>
      <p>
        Transport emission account for one-fifth of the
global CO2 emissions and thereof 41%
the
passenger car is accountable for [
        <xref ref-type="bibr" rid="ref1">2</xref>
        ]. Rapid growth
of urban population and vehicle numbers has led
to new requirements for solving congestion and
emission problems [
        <xref ref-type="bibr" rid="ref2 ref3 ref4">3–5</xref>
        ]. Commuting to work
contributes to this congestion and emission
      </p>
      <p>2);
philipp.graf@fh-steyr.at
(A.</p>
      <p>3);
(A.</p>
      <p>4);</p>
      <p>lisa-maria.putz</p>
      <p>
        2023 Copyright for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
problems. The term commute refers to a journey
that is non-discretionary and undertaken frequent
between home and work [
        <xref ref-type="bibr" rid="ref5 ref6">6, 7</xref>
        ]. Environmentally
friendly solutions such as shared-use vehicle
right-of-way
lanes,
bicycle
      </p>
      <p>
        infrastructure
improvements, downtown driving fees, and public
transportation have been explored to significantly
improve the devastating congestion and emissions
problems in urban and catchment areas. These
approaches all have in common that they are
costly, reduce comfort for motorists, and require
changes in commuters' work routines [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ]. It would
be better to continue to provide mobility per se for
everyone, but in a user- and environmentally
friendly manner. Mobility is defined as the
potential for movement and the ability to get from
one place to another using one or more modes of
transport to meet daily needs. As such, it differs
from accessibility, which refers to the ability to
access or reach a desired service or activity [
        <xref ref-type="bibr" rid="ref8">9</xref>
        ].
      </p>
      <p>
        One measure to reduce traffic congestion and
emissions in urban areas is ridesharing. The term
ride sharing is used for several concepts of shared
use of mobility in the literature. Ridesharing
means the sharing of a motor vehicle to share
costs (non-profit) or to compensate the driver (i.e.,
paid service), with participant billing (for-profit)
by the driver and one or more passengers [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ]. It
represents a useful complement to other forms of
mobility, but the behavioral changes required to
do so generally take time. Gamification has been
considered one of the most popular persuasive
technologies to change user behavior towards
sustainability. Gamification is defined by Sgueo
as “the use of game-design elements (e.g.,
rankings, levels, and badges) into non-game
contexts”, implying playful dynamics such as an
artificial conflict among users (competition), a set
of rules to govern such conflicts and quantifiable
outcomes (rewards) [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ]. With gamification an
environment is created in which intrinsic
motivation encourages individuals to change their
behavior in a desired way. [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ].
      </p>
      <p>
        Moreover, mobile apps for ride sharing used
gamification to incentivize more environmentally
friendly travel modes such as public transport
[
        <xref ref-type="bibr" rid="ref12">13</xref>
        ]. In recent years, Buningh et al. implemented
a gamified system for stimulating company
employees to choose sustainable means of
commuting to work [
        <xref ref-type="bibr" rid="ref6">7</xref>
        ]. One major challenge is to
encourage commuters to use alternative modes of
transportation (than the private motorized
individual vehicle), while including them in the
pervasive game. The building of a community of
traffic participants (including motorists,
bicyclists, public transport users, etc.) via the use
of a website and a mobile application is a key
aspect to make [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ].
      </p>
      <p>Transport policy is one of the most appropriate
public areas suitable for gamification. It is
characterized as a derived demand because
transport is necessary to fullfill demands at the
destination e.g., work, study, or leisure activity.</p>
      <p>
        For the effective application of gamification in the
mobility field transport must be incorpoated as a
derived demand [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ]. When behavioural change in
the context of travelling shall occur, according to
Yen et. al. ”gamification can be designed either to
impact on the derived demand itself and/or the end
point activity for which transport is demanded“
[
        <xref ref-type="bibr" rid="ref7">8</xref>
        ].
      </p>
      <p>Policymakers therefore have a choice in
implementing gamification in the transportation
context in practice. In a derived demand
intervention for transportation, gamification can
either target activities required by the travel
behavior ( i.e., completing the trip) or attempt to
characterize transportation in that it is bundled
including the goods or services that are consumed
only at the end of the trip.</p>
      <p>If the aim is to relieve congestion in the
transport network by political means, for
example, two different concepts can be applied.</p>
      <p>
        First, as a substitute for the own car, a
gamification system for public transport could be
developed. Here, a concentration of the game
elements on variables related to the travel
behavior, e.g. travel costs or travel modes, would
be necessary. As a second option, gamification
could target the bundling of travel and
consumption of goods or services at the end of the
trip. Accordingly, the game structure would have
to be geared towards the use of public transport as
access to, for example, soccer matches, enabling,
for example, participation in a lottery for a ticket
to the next soccer match. In both cases,
gamification provides an incentive for car owners
to see public transportation as an experience and
thus increase their use of it. In practice, this has
already been used successfully to achieve change
[
        <xref ref-type="bibr" rid="ref7">8</xref>
        ]. The literature review aims to understand this
change and anwers the following research
question:
(RQ) What gamification elements and transport
modes are employed in studies on
gamification for commuter behavior?
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <p>We conducted a systematic literature review to
identify what gamification elements and transport
modes are used to aid behavioral change towards
sustainable commuting. The authors drew from
the four-phase model of the PRISMA statement
by Liberati et al. The model proposes structuring
information flow within an identification,
screening, eligibility, and inclusion phase, to
improve the reporting of the systematic review
[1]. This approach was used as it is a
wellestablished approach for systematic reviews. For
the literature review, the database Scopus and the
search engine Primo of the University of Applied
Sciences Upper Austria were used. Primo covers
the following databases: ACM, Belz Juventa,
EBSCO Business Source Elite, Emerald
Collections, Hanser E-books, IEEE/IEL, Nomos
eLibrary, OECD, Sage Humanities and Social
Science Package, ScienceDirect College Edition,
SpringerLink Portal, Taylor and Francis,
UTBStudi-E-Book, publishing house Austria
ELibrary, and Wiley-Online Library. The titles of
the search were downloaded on the 24th of January
and the review was conducted between January
and February 2023. Table 1 shows the metadata
and the search strings used in Primo and Scopus.
Scopus covers peer-reviewed studies and in Primo
peer reviewed studies were included in the search
results.
as a service and other services related to mobility.
The search term mobility and commut* was used
to include studies in relation to commuting,
commute and commuters and to narrow the results
that mobility retrieves stand-alone. The keywords
chang* or behave* are included to include the
topic of behavioral change and generally changes
induced by gamification.</p>
      <p>Having the search string defined we retrieved
260 studies. Table 2 shows the results of the
literature search in each database. After the
duplicates were removed 223 studies remained.
Inclusion and exclusion criteria were defined to
find relevant studies for our future research. The
inclusion and exclusion criteria are shown in
Table 3.
The search string includes the keyword gamif* in
the title search to include the keywords
gamification and gamify. The remaining
keywords used are searched for in all the text
passages of the publications. The combination of
the keywords mobility and service was used to
include publications related to the topic mobility
After revising the title and abstract and
applying the inclusion and exclusion criteria on
the 223 studies, 29 studies remained. These 29
studies were full text analyzed. 6 studies were
excluded because they were missing contextual
connections to the research topic. 23 studies were
identified as relevant for further thematic analysis.
The review procedure is shown in Figure 1.</p>
      <p>In the thematic analysis, we investigate the
distribution of the 23 relevant studies on the four
modes defined in the results section: motorized
individual transport, public transport, active
mobility, and mobility sharing. The gamification
elements that were evaluated within the relevant
studies are categorized as well as the benefit,
incentive or reward that was offered to users is
characterized. The transport modes, gamification
elements and benefits, incentives and rewards are
presented in the results section.</p>
      <sec id="sec-2-1">
        <title>Records identifies through database searching (n=260)</title>
      </sec>
      <sec id="sec-2-2">
        <title>Records screened (n=223)</title>
      </sec>
      <sec id="sec-2-3">
        <title>Full text articles assessed for eligibility (n=29)</title>
      </sec>
      <sec id="sec-2-4">
        <title>Studies included in thematic analysis (n=23) Figure 1: Review procedure</title>
        <p>In this section the results of the 23 studies
related to gamification in the mobility sector are
discussed to answer the research question. The
title, authors, research or deployment project,
publication year and reference numbers given are
shown in Table 4. Research project refers to
projects based on literature and comparison
thereof whereas deployment projects are projects
realized and tested in real-life conditions.</p>
        <p>The following paragraphs explain the
categories used in Table 5, which compares the
literature findings. Private motorized individual
transport, public transport, active mobility, and
mobility sharing are the four major types of
transportation modes which were identified after
screening the 23 studies.</p>
        <p>Motorized (private) individual transport
contains all individual transportation systems
which are run by an internal engine e.g., car
(including e-car) or motorcycle. E-bikes and
Escooters are excluded and are part of the active
mobility transportation type.</p>
        <p>All sorts of transportation with which people
travel together on designated routes (e.g. buses,
trams, tubes) were clustered under the term public
transport.</p>
        <p>Active mobility refers to all kind of mobility
which requires an active physical input activity.
Though some e-bikes can drive without active
pedal they are still clustered under active mobility
due to the strong similarity with normal bikes.</p>
        <p>Mobility sharing covers all transportation
services and devices (e.g. cars or bikes) which are
shared among each other. It includes car sharing
schemes as well as ride sharing.</p>
        <p>Points &amp; Leaderboards, Badges and
quests/challenges are the main gamification
elements which are identified after screening the
23 papers. These elements refer to a gameplay
mechanism through which users should be
motivated to engage more with the system.</p>
        <p>
          Points indicate how successful a task, or a
prior defined quest has been completed. Users can
compare their score with the other users score on
leaderboards, which leads to competition
amongst users [
          <xref ref-type="bibr" rid="ref13">14</xref>
          ].
        </p>
        <p>
          Badges that are provided are mostly known in
advance to encourage the user to complete
personal goals without direct competition [
          <xref ref-type="bibr" rid="ref14">15</xref>
          ].
They have the same principle as medals and show
achievements which are usually received after a
series of tasks has been completed [
          <xref ref-type="bibr" rid="ref2">3</xref>
          ]. Badges are
used to further reward a player´s performance in
terms of achievements by providing a collective
visual representation [
          <xref ref-type="bibr" rid="ref15">16</xref>
          ].
        </p>
        <p>
          Quests/challenges: With a given challenge
users desired behavior can be accomplished plus
interest and participation is maintained over time.
[
          <xref ref-type="bibr" rid="ref2">3</xref>
          ]. To make challenges more effective in terms
of behavior change, quests and challenges tailored
to the participant turned out to be most engaging
and increased the user experience [
          <xref ref-type="bibr" rid="ref15">16</xref>
          ].
        </p>
        <p>
          Benefit/rewards/incentives: To achieve
changes in certain behavior, rewards through
incentive measures must be individual
performance related. Rewarding well performing
participants can increase the motivation to change
direction in a desired way. [
          <xref ref-type="bibr" rid="ref7">8</xref>
          ] Travel demand
management often adopts incentives as an
instrument for change in travel behavior e.g.
discount for public transport fares during off-peak
times [
          <xref ref-type="bibr" rid="ref7">8</xref>
          ].
        </p>
        <p>After screening the elected literature benefits
in the context with gamification can be classified
into direct tangible or indirect tangible benefits.
Direct tangible benefits are financial rewards,
discounts on products or points which can be
redeemed further for rewards.</p>
        <p>
          Indirect tangible benefits lead to money and
time savings through inclusion of information and
feedback from the application [
          <xref ref-type="bibr" rid="ref16">17</xref>
          ].
        </p>
        <p>Having defined the categories used in this
paper, Table 5 shows the results of our research
about gamification in the field of the different
transport modes and which different gamification
elements have been mentioned in the publications.</p>
        <p>Active mobility was the most examined
transportation mode with a total of 15 paper
covering the topic. 11 articles had references to
public transportation. With 10 references mobility
sharing and 9 references motorized individual
transport are the least mentioned transportation
modes.</p>
        <p>The three main gamification elements points &amp;
leaderboards, badges and quests were identified in
the literature. From 23 screened papers 9 covered
a topic including badges and 12 referred to a
point-based gamification system, some having
both. Only 3 covered a quest-based gamification
element. Direct tangible benefits have been
addressed by 15 publications, indirect tangible
benefits by 17.
4</p>
        <p>Discussion and conclusion</p>
        <p>
          The goal of this literature review was to
identify what gamification elements and transport
modes are employed in studies on commuter
behavior. We investigated how gamification
influences mobility behavior and choices made by
the users. Overall, it can be concluded that using
gamification elements had a positive effect e.g.
increased bike sharing users [
          <xref ref-type="bibr" rid="ref29">30</xref>
          ], behavioral
change towards more eco-friendly transport
choices [
          <xref ref-type="bibr" rid="ref15 ref16 ref2 ref7">3, 8, 16, 17</xref>
          ], a more eco-friendly driving
behavior [
          <xref ref-type="bibr" rid="ref14">15</xref>
          ] or an improved quality of
interaction with the mobility service used [
          <xref ref-type="bibr" rid="ref26">27</xref>
          ].
The effects of gamification were never stated as
having a negative influence, yet measurable data
are scarce.
        </p>
        <p>
          Through our review process we discovered
that within the peer-reviewed articles only few
studies present measurable results on the impact
of gamification on commuter mobility behavior
e.g. decreased CO2 emissions or quantifying the
impact of direct tangible rewards on application
usage. For instance, Kracheel et al. identified and
quantified which gamification elements users
respond by testing through mock-up games [
          <xref ref-type="bibr" rid="ref18">19</xref>
          ].
Minnich measured the impact of gamification on
new customer numbers [
          <xref ref-type="bibr" rid="ref31">32</xref>
          ] or Ebermann et al.
measures the influence of specific functions
within a persuasive system [
          <xref ref-type="bibr" rid="ref20">21</xref>
          ]. Yet, a research
gap exists, further research could investigate and
define indicators for making the effects of
gamification on mobility behavior tangible or
focus on making impacts measurable.
        </p>
        <p>Another limitation of this review is that
nonpeer-reviewed literature was excluded in the
search. Projects, experiments, and applications
that were not scientifically published are therefore
not covered. Further research could include
project data bases e.g. of EU-Projects and thus
contribute to real-life experiences and as well as
found data.</p>
        <p>
          Rewards for sustainable mobility behavior
makes travel more interesting [
          <xref ref-type="bibr" rid="ref2">3</xref>
          ].
        </p>
        <p>For further research the search string should
also include GAME* as in this review the search
was limited to GAMIF* and thus important
publications might have been missed. In this
review it was not included due to capacity reasons
as the retrieved studies are significantly higher
including game in the search string. The review
shows that benefits/rewards/ incentives, no matter
if direct tangible, indirect tangible, or their
combination are vital elements when gamifying
commutes or other travels.</p>
      </sec>
      <sec id="sec-2-5">
        <title>Using gamification and metaphor to design a mobility platform for commuters</title>
      </sec>
      <sec id="sec-2-6">
        <title>Using gamification to incentivize sustainable urban mobility</title>
      </sec>
      <sec id="sec-2-7">
        <title>Playing with traffic: An emerging methodology for developing gamified mobility applications A gamification framework for the long-term engagement of smart citizens</title>
        <p>The role of goal frames regarding the impact of gamified
persuasive systems on sustainable mobility behavior.</p>
      </sec>
      <sec id="sec-2-8">
        <title>Gamification and social dynamics: Insights from a corporate cycling campaign</title>
      </sec>
      <sec id="sec-2-9">
        <title>Gamification and sustainable mobility: Challenges and</title>
        <p>opportunities in a changing transportation landscape</p>
      </sec>
      <sec id="sec-2-10">
        <title>Selective psychological effects of nudging, gamification and rational information in converting commuters from cars to buses: A controlled field experiment</title>
      </sec>
      <sec id="sec-2-11">
        <title>A Gamified Flexible Transportation Service for On</title>
      </sec>
      <sec id="sec-2-12">
        <title>Demand Public Transport</title>
        <p>Solving “smart city” transport problems by designing
carpooling gamification schemes with multi-agent
systems: The case of the so-called “mordor of Warsaw”</p>
      </sec>
      <sec id="sec-2-13">
        <title>Improving quality of interaction with the mobility services through the gamification approach</title>
      </sec>
      <sec id="sec-2-14">
        <title>JMHCI ISC2</title>
      </sec>
      <sec id="sec-2-15">
        <title>IGI Gobal</title>
        <p>ISC2
ECIS 2016</p>
      </sec>
      <sec id="sec-2-16">
        <title>LNCS IET TRF ITS</title>
      </sec>
      <sec id="sec-2-17">
        <title>Sensors</title>
      </sec>
      <sec id="sec-2-18">
        <title>LNCS</title>
        <p>S12
S13
S14
S15
S16
S17
S18
S19
S20
S21
S22
S23</p>
        <p>Waphpernogaacmhtifoicfaotsiotenr msuesettasinsaubstleaimnaobbiliiltityy: iAnpMearvdaesiirvae ACM
Gamificati oimn pinrotvraentsrpaovertl binethearvveionutiroanlcs:hAanngoether way to Cities</p>
      </sec>
      <sec id="sec-2-19">
        <title>Biregional cooperation for advancing Gamification in</title>
        <p>Transport Policies and Infrastructure in the European Europolity</p>
      </sec>
      <sec id="sec-2-20">
        <title>Union and Latin America and the Caribbean</title>
        <p>SimulatCioanrpoofoGlianmgiinficaaCtiloonseEdleCmoemnmtsutnoitPyromote ISC2
Gamification to prevent climate change: a review of Current
games and apps for sustainability opinion in
Gamification aenmdpseirricvaiclestquudayliitny Iitnablyike sharing: an TQM
A GamCiiftiiczaetniosn'DPalailtyfoTrrmantsopoArntaatlyiozne aCnhdoiIcnefsluence ITS
Innovation for Sustainable Cities: The Effects of Nudging
and Gamification Methods on Urban Mobility and AGIF</p>
      </sec>
      <sec id="sec-2-21">
        <title>Sustainability Behaviour</title>
        <p>Gamifibeedhmavoiboirl:eAapsypslticeamtiaotnics mfoarpimpipnrgosvtiundgydriving MIS
Initiattivraenssapnodrtcahtaiollne:nagesyssitneumsaintgicgmamapifpiicnagtion in ETRR</p>
      </sec>
      <sec id="sec-2-22">
        <title>Impacts of Pokémon GO on route and mode choice</title>
        <p>decisions: exploring the potential for integrating
augmented reality, gamification, and social components Transportation
in mobile apps to influence travel decisions.</p>
      </sec>
      <sec id="sec-2-23">
        <title>Transportation Gamification in the transport sector: Quasi-experimental Transportation evidence from a bicycle navigation app research</title>
        <p>D
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      </sec>
    </sec>
    <sec id="sec-3">
      <title>5 References</title>
      <p>[1] W Liberati, A., D.G. Altman, J. Tetzlaff, C.</p>
      <p>Mulrow, P.C. Gøtzsche, J.P.A. Ioannidis, M.
Clarke, P.J. Devereaux, J. Kleijnen, and D.
Moher, "The PRISMA statement for
reporting systematic reviews and
metaanalyses of studies that evaluate health care
interventions: explanation and elaboration",
Annals of internal medicine, 151(4), 2009,
W65-94.
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17</p>
    </sec>
  </body>
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