=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==
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 [2] IEA, "Distribution of carbon dioxide 5 References emissions produced by the transportation sector worldwide in 2020, by subsector", 2020. [1] W Liberati, A., D.G. Altman, J. Tetzlaff, C. [3] Wang, W., H. Gan, X. Wang, H. Lu, and Y. Mulrow, P.C. Gøtzsche, J.P.A. Ioannidis, M. Huang, "Initiatives and challenges in using Clarke, P.J. Devereaux, J. Kleijnen, and D. gamification in transportation: a systematic Moher, "The PRISMA statement for mapping", European Transport Research reporting systematic reviews and meta- Review, 14(1), 2022. analyses of studies that evaluate health care [4] Ritz, T., C.I. Tello, and S. Damm, interventions: explanation and elaboration", "Connecting a pedelec to the cloud as basis Annals of internal medicine, 151(4), 2009, for gamification in multi modal mobility W65-94. planning", Proceedings - 2nd IEEE 44 International Conference on Mobile Cloud mapping study", Mobile Information Computing, Services, and Engineering, Systems, 2021, 2021. MobileCloud 2014, 2014. [16] Kazhamiakin, R., E. Loria, A. Marconi, and [5] Supriyanto, H. Hindersah, and A.S. M. Scanagatta, "A Gamification Platform to Prihatmanto, "Designing gamification for Analyze and Influence Citizens’ Daily taxi booking system (Case study: Bandung Transportation Choices", IEEE Transactions smart transportation system)", Proceedings on Intelligent Transportation Systems, 22(4), of the 2015 4th International Conference on 2021, pp. 2153–2167. Interactive Digital Media, ICIDM 2015, [17] Guo, Y., S. Peeta, S. Agrawal, and I. 2016. Benedyk, "Impacts of Pokémon GO on route [6] Allen, J., M. Palm, I. Tiznado-Aitken, and S. and mode choice decisions: exploring the Farber, "Inequalities of extreme commuting potential for integrating augmented reality, across Canada", Travel Behaviour and gamification, and social components in Society, 29, 2022, pp. 42–52. mobile apps to influence travel decisions", [7] Kazhamiakin, R., A. Marconi, M. Perillo, M. Transportation, 49(2), 2022, pp. 395–444. Pistore, G. Valetto, L. Piras, F. Avesani, and [18] McCall, R., V. Koenig, and M. Kracheel, N. Perri, "Using gamification to incentivize "Using Gamification and Metaphor to sustainable urban mobility", 2015 IEEE 1st Design a Mobility Platform for Commuters", International Smart Cities Conference, ISC2 International Journal of Mobile Human 2015, 2015. Computer Interaction, 5(1), 2013, pp. 1–15. [8] Yen, B., C. Mulley, and M. Burke, [19] Kracheel, M., R. McCall, and V. Koenig, "Gamification in transport interventions: "Playing with traffic: An emerging Another way to improve travel behavioural methodology for developing gamified change", Cities, 85, 2019, pp. 140–149. mobility applications", Emerging [9] Handy, S., "Accessibility- vs. Mobility- Perspectives on the Design, Use, and Enhancing Strategies for Addressing Evaluation of Mobile and Handheld Devices, Automobile Dependence in the U.S", 2015. Institute of Transportation Studies, UC [20] Kazhamiakin, R., A. Marconi, A. Martinelli, Davis, Institute of Transportation Studies, M. Pistore, and G. Valetto, "A gamification Working Paper Series, 2002. framework for the long-term engagement of [10] Chan, N.D. and S.A. Shaheen, "Ridesharing smart citizens", IEEE 2nd International in North America: Past, Present, and Future", Smart Cities Conference: Improving the Transport Reviews, 32(1), 2012, pp. 93–112. Citizens Quality of Life, ISC2 2016 - [11] Stephens, R., "A review of gamified Proceedings, 2016. approaches to encouraging eco-driving", [21] Ebermann, C. and B. Brauer, "The role of Frontiers in Psychology, 13, 2022. goal frames regarding the impact of gamified [12] Douglas, B.D. and M. Brauer, "Gamification persuasive systems on sustainable mobility to prevent climate change: a review of games behavior", 24th European Conference on and apps for sustainability", Current Opinion Information Systems, ECIS 2016, 2016. in Psychology, 42, 2021, pp. 89–94. [22] Wunsch, M., A. Stibe, A. Millonig, S. Seer, [13] Shaheen, S., A. Cohen, N. Chan, and A. R. Chin, and K. Schechtner, "Gamification Bansal, "Sharing strategies: carsharing, and social dynamics: Insights from a shared micromobility (bikesharing and corporate cycling campaign", Lecture Notes scooter sharing), transportation network in Computer Science (including subseries companies, microtransit, and other Lecture Notes in Artificial Intelligence and innovative mobility modes", in Lecture Notes in Bioinformatics), 9749, Transportation, Land Use, and 2016, pp. 494–503. Environmental Planning. 2020. Elsevier. [23] Vlahogianni, E.I. and E.N. Barmpounakis, [14] Cardoso, B., M. Ribeiro, C. Prandi, and N. "Gamification and sustainable mobility: Nunes, "When Gamification Meets Challenges and opportunities in a changing Sustainability", pp. 3–8. transportation landscape", Low Carbon [15] El Hafidy, A., T. Rachad, A. Idri, and A. Mobility for Future Cities, 2017. Zellou, "Gamified mobile applications for [24] Lieberoth, A., N. Holm Jensen, and T. improving driving behavior: A systematic Bredahl, "Selective psychological effects of nudging, gamification and rational 45 information in converting commuters from cars to buses: A controlled field experiment", Transportation Research Part F: Traffic Psychology and Behaviour, 55, 2018, pp. 246–261. [25] Drakoulis, R., F. Bellotti, I. Bakas, R. Berta, P.K. Paranthaman, G.R. Dange, P. Lytrivis, K. Pagle, A. de Gloria, and A. Amditis, "A Gamified Flexible Transportation Service for On-Demand Public Transport", IEEE Transactions on Intelligent Transportation Systems, 19(3), 2018, pp. 921–933. [26] Olszewski, R., P. Pałka, and A. Turek, "Solving “smart city” transport problems by designing carpooling gamification schemes with multi-agent systems: The case of the so- called “mordor of Warsaw”", Sensors (Switzerland), 18(1), 2018. [27] Volpi, V., G.A. Parente, G. Pifferi, A. Opromolla, and C.M. Medaglia, "Improving quality of interaction with the mobility services through the gamification approach", Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10903 LNCS, 2018, pp. 488–502. [28] Dodi, I.A., "Biregional cooperation for advancing Gamification in Transport Policies and Infrastructure in the European Union and Latin America and the Caribbean", Europolity : continuity and change in European governance, 14(2), 2020. [29] Pinto, B.-M. and R. Rossetti, "Simulation of Gamification Elements to Promote Carpooling in a Closed Community", 2020 IEEE International Smart Cities Conference, ISC2 2020, 2020. [30] Pasca, M.G., R. Guglielmetti Mugion, M. Toni, L. Di Pietro, and M.F. Renzi, "Gamification and service quality in bike sharing: an empirical study in Italy", TQM Journal, 33(6), 2021, pp. 1222–1244. [31] Luger-Bazinger, C. and V. Hornung- Prähauser, "Innovation for Sustainable Cities: The Effects of Nudging and Gamification Methods on Urban Mobility and Sustainability Behaviour", GI_Forum, 9(2), 2021, pp. 251–258. [32] Minnich, A., "Gamification in the transport sector: Quasi-experimental evidence from a bicycle navigation app", Transportation Research Part A: Policy and Practice, 167, 2023. 46