=Paper= {{Paper |id=Vol-3405/paper4 |storemode=property |title= The use of gamification to change commuters mobility behavior: A literature review |pdfUrl=https://ceur-ws.org/Vol-3405/paper4.pdf |volume=Vol-3405 |authors=Andrea Reindl, Melanie Juppe, Philipp Graf, Lisa-Maria Putz-Egger,Wolfgang Schildorfer |dblpUrl=https://dblp.org/rec/conf/gamifin/ReindlJGPS23 }} == The use of gamification to change commuters mobility behavior: A literature review== https://ceur-ws.org/Vol-3405/paper4.pdf
The use of gamification to change commuters’ mobility
behavior: A literature review
Andrea Reindl 1, Melanie Juppe 1, Philipp Graf 1, Lisa-Maria Putz-Egger 1 and Wolfgang
Schildorfer 1
1
    University of Applied Sciences Upper Austria, Wehrgrabengasse 1-3, 4400 Steyr, Austria



                  Abstract
                  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 & 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.

                  Keywords 1
                  Gamification, behavioral change, smart and playful cities, mobility service, commuter,
                  systematic literature review


                                                                                                   problems. The term commute refers to a journey
1      Introduction                                                                                that is non-discretionary and undertaken frequent
                                                                                                   between home and work [6, 7]. Environmentally
                                                                                                   friendly solutions such as shared-use vehicle
   Transport emission account for one-fifth of the                                                 right-of-way lanes, bicycle infrastructure
global CO2 emissions and thereof 41% the                                                           improvements, downtown driving fees, and public
passenger car is accountable for [2]. Rapid growth                                                 transportation have been explored to significantly
of urban population and vehicle numbers has led                                                    improve the devastating congestion and emissions
to new requirements for solving congestion and
                                                                                                   problems in urban and catchment areas. These
emission problems [3–5]. Commuting to work                                                         approaches all have in common that they are
contributes to this congestion and emission                                                        costly, reduce comfort for motorists, and require

7th International GamiFIN Conference 2023 (GamiFIN 2023),
April 18-21, 2023, Lapland, Finland.
EMAIL: andrea.reindl@fh-steyr.at (A. 1); melanie.juppe@fh-
steyr.at    (A.    2);    philipp.graf@fh-steyr.at (A.  3);
wolfgang.schildorfer@fh-steyr.at (A. 4); lisa-maria.putz-
egger@fh-steyr.at (A. 5)
ORCID: 0000-0002-5325-9927 (A. 2); 0000-0002-0637-5810 (A.
4); 0000-0003-3659-2231 (A. 5)
              ©️ 2023 Copyright for this paper by its authors. Use permitted under Creative
              Commons License Attribution 4.0 International (CC BY 4.0).

              CEUR Workshop Proceedings (CEUR-WS.org)




                                                                                              37
changes in commuters' work routines [8]. It would            the context of travelling shall occur, according to
be better to continue to provide mobility per se for         Yen et. al. ”gamification can be designed either to
everyone, but in a user- and environmentally                 impact on the derived demand itself and/or the end
friendly manner. Mobility is defined as the                  point activity for which transport is demanded“
potential for movement and the ability to get from           [8].
one place to another using one or more modes of                  Policymakers therefore have a choice in
transport to meet daily needs. As such, it differs           implementing gamification in the transportation
from accessibility, which refers to the ability to           context in practice. In a derived demand
access or reach a desired service or activity [9].           intervention for transportation, gamification can
One measure to reduce traffic congestion and                 either target activities required by the travel
emissions in urban areas is ridesharing. The term            behavior ( i.e., completing the trip) or attempt to
ride sharing is used for several concepts of shared          characterize transportation in that it is bundled
use of mobility in the literature. Ridesharing               including the goods or services that are consumed
means the sharing of a motor vehicle to share                only at the end of the trip.
costs (non-profit) or to compensate the driver (i.e.,            If the aim is to relieve congestion in the
paid service), with participant billing (for-profit)         transport network by political means, for
by the driver and one or more passengers [10]. It            example, two different concepts can be applied.
represents a useful complement to other forms of             First, as a substitute for the own car, a
mobility, but the behavioral changes required to             gamification system for public transport could be
do so generally take time. Gamification has been             developed. Here, a concentration of the game
considered one of the most popular persuasive                elements on variables related to the travel
technologies to change user behavior towards                 behavior, e.g. travel costs or travel modes, would
sustainability. Gamification is defined by Sgueo             be necessary. As a second option, gamification
as “the use of game-design elements (e.g.,                   could target the bundling of travel and
rankings, levels, and badges) into non-game                  consumption of goods or services at the end of the
contexts”, implying playful dynamics such as an              trip. Accordingly, the game structure would have
artificial conflict among users (competition), a set         to be geared towards the use of public transport as
of rules to govern such conflicts and quantifiable           access to, for example, soccer matches, enabling,
outcomes (rewards) [11]. With gamification an                for example, participation in a lottery for a ticket
environment is created in which intrinsic                    to the next soccer match. In both cases,
motivation encourages individuals to change their            gamification provides an incentive for car owners
behavior in a desired way. [12].                             to see public transportation as an experience and
    Moreover, mobile apps for ride sharing used              thus increase their use of it. In practice, this has
gamification to incentivize more environmentally             already been used successfully to achieve change
friendly travel modes such as public transport               [8]. The literature review aims to understand this
[13]. In recent years, Buningh et al. implemented            change and anwers the following research
a gamified system for stimulating company                    question:
employees to choose sustainable means of                     (RQ) What gamification elements and transport
commuting to work [7]. One major challenge is to                  modes are employed in studies on
encourage commuters to use alternative modes of                   gamification for commuter behavior?
transportation (than the private motorized
individual vehicle), while including them in the             2    Method
pervasive game. The building of a community of
traffic     participants   (including      motorists,
bicyclists, public transport users, etc.) via the use           We conducted a systematic literature review to
of a website and a mobile application is a key               identify what gamification elements and transport
aspect to make [8].                                          modes are used to aid behavioral change towards
    Transport policy is one of the most appropriate          sustainable commuting. The authors drew from
public areas suitable for gamification. It is                the four-phase model of the PRISMA statement
characterized as a derived demand because                    by Liberati et al. The model proposes structuring
transport is necessary to fullfill demands at the            information flow within an identification,
destination e.g., work, study, or leisure activity.          screening, eligibility, and inclusion phase, to
For the effective application of gamification in the         improve the reporting of the systematic review
mobility field transport must be incorpoated as a            [1]. This approach was used as it is a well-
                                                             established approach for systematic reviews. For
derived demand [8]. When behavioural change in



                                                        38
the literature review, the database Scopus and the        as a service and other services related to mobility.
search engine Primo of the University of Applied          The search term mobility and commut* was used
Sciences Upper Austria were used. Primo covers            to include studies in relation to commuting,
the following databases: ACM, Belz Juventa,               commute and commuters and to narrow the results
EBSCO Business Source Elite, Emerald                      that mobility retrieves stand-alone. The keywords
Collections, Hanser E-books, IEEE/IEL, Nomos              chang* or behave* are included to include the
eLibrary, OECD, Sage Humanities and Social                topic of behavioral change and generally changes
Science Package, ScienceDirect College Edition,           induced by gamification.
SpringerLink Portal, Taylor and Francis, UTB-                 Having the search string defined we retrieved
Studi-E-Book, publishing house Austria E-                 260 studies. Table 2 shows the results of the
Library, and Wiley-Online Library. The titles of          literature search in each database. After the
the search were downloaded on the 24th of January         duplicates were removed 223 studies remained.
and the review was conducted between January              Inclusion and exclusion criteria were defined to
and February 2023. Table 1 shows the metadata             find relevant studies for our future research. The
and the search strings used in Primo and Scopus.          inclusion and exclusion criteria are shown in
Scopus covers peer-reviewed studies and in Primo          Table 3.
peer reviewed studies were included in the search
results.                                                  Table 3
                                                          Inclusion and exclusion criteria
Table 1                                                     Inclusion Criteria            Rationale
Databases and search string used                                                  Practitioner documents
            Searched                                           Publication in        that reflect current
 Database                   Search string
            Metadata                                          peer-reviewed     scientific status about the
                           TITLE ( gamif*)                         journal         use of gamification to
                         AND (mobility AND                                      change mobility behavior
                             (service OR                      Paper discusses
  SCOPUS     Title, All                                                         The focus of this research
                           commut*) AND                     and describes the
                             (chang* OR                                             is to identify effects
                                                                 effects of
                               behav*))                                             gamification has on
                                                              gamification on
                           TITLE ( gamif*)                                            changing mobility
                                                            changing mobility
                         AND (mobility AND                                                behaviors
                                                                 behaviors
                             (service OR                    Exclusion criteria            Rationale
  PRIMO      Title, All
                           commut*) AND                                           English is the language
                             (chang* OR                        Paper was not
                                                                                 that the author can read
                               behav*))                     written in English
                                                                                      and comprehend
                                                                                 Only if the full paper can
Table 2                                                      No access to full        be processed, the
Number of studies per database                                paper available    relevance of a paper can
                        Number                                                         be determined
             Search                   Exclusion
 Database                   of                                   Access to
               date                    criteria                                  Only if the full paper can
                         studies                             requested paper
                                                                                      be processed, the
  SCOPUS 24.01.23          160                               not granted/not
                                                                                 relevance of a paper can
                                      non peer-               granted in time
  PRIMO       24.01.23      100                                                        be determined
                                      reviewed                  for deadline

The search string includes the keyword gamif* in             After revising the title and abstract and
the title search to include the keywords                  applying the inclusion and exclusion criteria on
gamification and gamify. The remaining                    the 223 studies, 29 studies remained. These 29
keywords used are searched for in all the text            studies were full text analyzed. 6 studies were
passages of the publications. The combination of          excluded because they were missing contextual
the keywords mobility and service was used to             connections to the research topic. 23 studies were
include publications related to the topic mobility




                                                     39
identified as relevant for further thematic analysis.        thereof whereas deployment projects are projects
The review procedure is shown in Figure 1.                   realized and tested in real-life conditions.
   In the thematic analysis, we investigate the                  The following paragraphs explain the
distribution of the 23 relevant studies on the four          categories used in Table 5, which compares the
modes defined in the results section: motorized              literature findings. Private motorized individual
individual transport, public transport, active               transport, public transport, active mobility, and
mobility, and mobility sharing. The gamification             mobility sharing are the four major types of
elements that were evaluated within the relevant             transportation modes which were identified after
studies are categorized as well as the benefit,              screening the 23 studies.
incentive or reward that was offered to users is                 Motorized (private) individual transport
characterized. The transport modes, gamification             contains all individual transportation systems
elements and benefits, incentives and rewards are            which are run by an internal engine e.g., car
presented in the results section.                            (including e-car) or motorcycle. E-bikes and E-
                                                             scooters are excluded and are part of the active
    Records identifies                                       mobility transportation type.
                               Duplicates removed                All sorts of transportation with which people
    through database
                                     (n=37)                  travel together on designated routes (e.g. buses,
    searching (n=260)
                                                             trams, tubes) were clustered under the term public
                                                             transport.
                               Records excluded:                 Active mobility refers to all kind of mobility
                               not peer reviewed             which requires an active physical input activity.
                                      (n=0)                  Though some e-bikes can drive without active
                               not in English (n=1)          pedal they are still clustered under active mobility
                                  not related to             due to the strong similarity with normal bikes.
                                                                 Mobility sharing covers all transportation
    Records screened                effects of
                                                             services and devices (e.g. cars or bikes) which are
        (n=223)                  gamification on
                                                             shared among each other. It includes car sharing
                                changing mobility            schemes as well as ride sharing.
                                behavior (n=193)                 Points & Leaderboards, Badges and
                               not available as full         quests/challenges are the main gamification
                                   paper (n=0)               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.
                                 Full-text articles
    Full text articles                                           Points indicate how successful a task, or a
                                  excluded with
 assessed for eligibility                                    prior defined quest has been completed. Users can
                                      reasons                compare their score with the other users score on
          (n=29)
                                       (n= 6)                leaderboards, which leads to competition
                                                             amongst users [14].
                                                                 Badges that are provided are mostly known in
    Studies included in                                      advance to encourage the user to complete
     thematic analysis                                       personal goals without direct competition [15].
          (n=23)                                             They have the same principle as medals and show
                                                             achievements which are usually received after a
Figure 1: Review procedure
                                                             series of tasks has been completed [3]. Badges are
                                                             used to further reward a player´s performance in
3    Results                                                 terms of achievements by providing a collective
                                                             visual representation [16].
    In this section the results of the 23 studies                Quests/challenges: With a given challenge
related to gamification in the mobility sector are           users desired behavior can be accomplished plus
discussed to answer the research question. The               interest and participation is maintained over time.
title, authors, research or deployment project,              [3]. To make challenges more effective in terms
publication year and reference numbers given are             of behavior change, quests and challenges tailored
shown in Table 4. Research project refers to                 to the participant turned out to be most engaging
projects based on literature and comparison                  and increased the user experience [16].



                                                        40
    Benefit/rewards/incentives:      To     achieve        interaction with the mobility service used [27].
changes in certain behavior, rewards through               The effects of gamification were never stated as
incentive measures must be individual                      having a negative influence, yet measurable data
performance related. Rewarding well performing             are scarce.
participants can increase the motivation to change             Through our review process we discovered
direction in a desired way. [8] Travel demand              that within the peer-reviewed articles only few
management often adopts incentives as an                   studies present measurable results on the impact
instrument for change in travel behavior e.g.              of gamification on commuter mobility behavior
discount for public transport fares during off-peak        e.g. decreased CO2 emissions or quantifying the
times [8].                                                 impact of direct tangible rewards on application
    After screening the elected literature benefits        usage. For instance, Kracheel et al. identified and
in the context with gamification can be classified         quantified which gamification elements users
into direct tangible or indirect tangible benefits.        respond by testing through mock-up games [19].
Direct tangible benefits are financial rewards,            Minnich measured the impact of gamification on
discounts on products or points which can be               new customer numbers [32] or Ebermann et al.
redeemed further for rewards.                              measures the influence of specific functions
    Indirect tangible benefits lead to money and           within a persuasive system [21]. Yet, a research
time savings through inclusion of information and          gap exists, further research could investigate and
feedback from the application [17].                        define indicators for making the effects of
    Having defined the categories used in this             gamification on mobility behavior tangible or
paper, Table 5 shows the results of our research           focus on making impacts measurable.
about gamification in the field of the different               Another limitation of this review is that non-
transport modes and which different gamification           peer-reviewed literature was excluded in the
elements have been mentioned in the publications.          search. Projects, experiments, and applications
    Active mobility was the most examined                  that were not scientifically published are therefore
transportation mode with a total of 15 paper               not covered. Further research could include
covering the topic. 11 articles had references to          project data bases e.g. of EU-Projects and thus
public transportation. With 10 references mobility         contribute to real-life experiences and as well as
sharing and 9 references motorized individual              found data.
transport are the least mentioned transportation               Rewards for sustainable mobility behavior
modes.                                                     makes travel more interesting [3].
    The three main gamification elements points &              For further research the search string should
leaderboards, badges and quests were identified in         also include GAME* as in this review the search
the literature. From 23 screened papers 9 covered          was limited to GAMIF* and thus important
a topic including badges and 12 referred to a              publications might have been missed. In this
point-based gamification system, some having               review it was not included due to capacity reasons
both. Only 3 covered a quest-based gamification            as the retrieved studies are significantly higher
element. Direct tangible benefits have been                including game in the search string. The review
addressed by 15 publications, indirect tangible            shows that benefits/rewards/ incentives, no matter
benefits by 17.                                            if direct tangible, indirect tangible, or their
                                                           combination are vital elements when gamifying
4    Discussion and conclusion                             commutes or other travels.

    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 [30], behavioral
change towards more eco-friendly transport
choices [3, 8, 16, 17], a more eco-friendly driving
behavior [15] or an improved quality of




                                                      41
Table 4
Relevant literature used within the review including designated study ID, author, title, journal, research or deployment project and year

                                                                                                                        Research (R) or
 Study
                     Authors                                           Title                               Journal       Deployment         Year   Reference
   ID
                                                                                                                          Project (D)
                                              Using gamification and metaphor to design a mobility
  S01     McCall R,Koenig V,Kracheel M                                                                     JMHCI               R            2013     [18]
                                                            platform for commuters
             Kazhamiakin R,Marconi
                                               Using gamification to incentivize sustainable urban
  S02     A,Perillo M,Pistore M,Valetto                                                                     ISC2               D            2015      [7]
                                                                    mobility
           G,Piras L,Avesani F,Perri N
                                                Playing with traffic: An emerging methodology for
  S03     Kracheel M,McCall R,Koenig V                                                                    IGI Gobal            R            2015     [19]
                                                    developing gamified mobility applications
             Kazhamiakin R,Marconi
                                            A gamification framework for the long-term engagement
  S04     A,Perillo M,Pistore M,Valetto                                                                     ISC2               D            2016     [20]
                                                               of smart citizens
           G,Piras L,Avesani F,Perri N
                                            The role of goal frames regarding the impact of gamified
  S05         Ebermann C,Brauer B                                                                         ECIS 2016            R            2016     [21]
                                              persuasive systems on sustainable mobility behavior.
           Wunsch M,Stibe A,Millonig            Gamification and social dynamics: Insights from a
  S06                                                                                                       LNCS               D            2016     [22]
          A,Seer S,Chin RC,Schechtner K                     corporate cycling campaign
          Vlahogianni EI,Barmpounakis        Gamification and sustainable mobility: Challenges and
  S07                                                                                                        IET               R            2017     [23]
                        EN                    opportunities in a changing transportation landscape
                                             Selective psychological effects of nudging, gamification
             Lieberoth A,Holm Jensen
  S08                                       and rational information in converting commuters from            TRF               D            2018     [24]
                   N,Bredahl T
                                                   cars to buses: A controlled field experiment
            Drakoulis R,Bellotti F,Bakas
              I,Berta R,Paranthaman             A Gamified Flexible Transportation Service for On-
  S09                                                                                                        ITS               R            2018     [25]
           PK,Dange GR,Lytrivis P,Pagle                     Demand Public Transport
             K,De Gloria A,Amditis A
                                              Solving “smart city” transport problems by designing
  S10      Olszewski R,Pałka P,Turek A          carpooling gamification schemes with multi-agent           Sensors             D            2018     [26]
                                             systems: The case of the so-called “mordor of Warsaw”
            Volpi V,Parente GA,Pifferi          Improving quality of interaction with the mobility
  S11                                                                                                       LNCS               R            2018     [27]
           G,Opromolla A,Medaglia CM               services through the gamification approach


                                                                               42
                                                                                                                      Research (R) or
Study
                   Authors                                         Title                                Journal        Deployment       Year   Reference
  ID
                                                                                                                        Project (D)
         Cardoso B,Ribeiro M,Prandi        When gamification meets sustainability: A pervasive
S12                                                                                                      ACM                D           2019     [14]
                 C,Nunes N                  approach to foster sustainable mobility in Madeira
                                         Gamification in transport interventions: Another way to
S13       Yen BT,Mulley C,Burke M                                                                        Cities             R           2019      [8]
                                                      improve travel behavioural change
                                           Biregional cooperation for advancing Gamification in
S14                Dodi IA                 Transport Policies and Infrastructure in the European       Europolity           R           2020     [28]
                                                Union and Latin America and the Caribbean
                                              Simulation of Gamification Elements to Promote
S15          Pinto BM,Rossetti RJ                                                                        ISC2               R           2020     [29]
                                                      Carpooling in a Closed Community
                                            Gamification to prevent climate change: a review of         Current
S16         Douglas BD,Brauer M                                                                                             R           2021     [12]
                                                       games and apps for sustainability               opinion in
        Pasca MG,Guglielmetti Mugion        Gamification and service quality in bike sharing: an
S17                                                                                                      TQM                R           2021     [30]
         R,Toni M,Di Pietro L,Renzi MF                      empirical study in Italy
        Kazhamiakin R,Loria E,Marconi        A Gamification Platform to Analyze and Influence
S18                                                                                                       ITS               D           2021     [16]
                A,Scanagatta M                      Citizens' Daily Transportation Choices
                                         Innovation for Sustainable Cities: The Effects of Nudging
          Luger-Bazinger C,Hornung-
S19                                          and Gamification Methods on Urban Mobility and              AGIF               D           2021     [31]
                 Prähauser V
                                                           Sustainability Behaviour
          El Hafidy A,Rachad T,Idri         Gamified mobile applications for improving driving
S20                                                                                                       MIS               R           2021     [15]
                  A,Zellou A                       behavior: A systematic mapping study
          Wang W,Gan H,Wang X,Lu             Initiatives and challenges in using gamification in
S21                                                                                                      ETRR               R           2022      [3]
                  H,Huang Y                         transportation: a systematic mapping
                                            Impacts of Pokémon GO on route and mode choice
                                              decisions: exploring the potential for integrating
            Guo Y,Peeta S,Agrawal
S22                                      augmented reality, gamification, and social components      Transportation         R           2022     [17]
                 S,Benedyk I
                                                in mobile apps to influence travel decisions.
                                                                Transportation
                                         Gamification in the transport sector: Quasi-experimental    Transportation
S23               Minnich A                                                                                                 D           2023     [32]
                                                   evidence from a bicycle navigation app               research



                                                                           43
Table 5
Output table comparing the applied transport modes and gamification elements per study

                                 Transport mode                                                                          Gamification elements




                                                                                                 Points & leaderboards
          Motorized individual




                                                                                                                                    Quest / challenges


                                                                                                                                                         Indirect tangible
                                                                        Mobility sharing
                                   Public transport



                                                      Active mobility




                                                                                                                                                                             Direct tangible
              transport




                                                                                                                                                              benefit


                                                                                                                                                                                 benefit
                                                                                                                           Badge
    S01          x                                                                                                                                                                x
    S02                                                 x                                            x                     x                                   x                  x
    S03          x                   x                  x                  x                         x                                                                            x
    S04                              x                  x                                            x                     x                                   x                  x
    S05                                                 x
    S06                                                 x                                                                              x                       x
    S07          x                   x                  x                  x                         x                     x                                   x                  x
    S08          x                   x                                                               x                                                         x                  x
    S09                              x                                                                                                                         x                  x
    S10          x                                                         x                                                                                   x                  x
    S11                              x                                     x                                                                                   x                  x
    S12                              x                                                                                                                         x
    S13                              x                  x                                                                                                      x                  x
    S14          x                   x                  x                  x                         x                                                         x                  x
    S15                                                                    x                         x                     x
    S16                                                 x                  x
    S17                                                 x                  x                         x                     x                                   x
    S18          x                   x                  x                  x                         x                     x           x                       x                  x
    S19                                                 x                                            x                                                         x
    S20          x                                                                                                                                             x                  x
    S21                                                x                                             x                     x           x
    S22          x                   x                 x                   x                         x                     x           x                     x                   x
    S23                                                x                                                                   x                                 x                   x
    Sum         9                 11                  15                10                       12                        9          4                     17                  15


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