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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamified eco-driving: A systematic literature review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eetu Wallius</string-name>
          <email>eetu.wallius@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dicle Berfin Köse</string-name>
          <email>dicle.b.kose@bi.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>BI Norwegian Business School</institution>
          ,
          <addr-line>Nydalsveien 37, N-0484 Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Kalevantie 4, 33100 Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>184</fpage>
      <lpage>191</lpage>
      <abstract>
        <p>Due to the ongoing social turmoil and the climate crisis, passenger road vehicles face increasing pressure to improve energy-efficiency. A central aspect of this endeavor is to motivate drivers to adopt a more energy-efficient driving style. In that respect, the use of information systems (IS) can be a game changer. Among motivational IS, especially gamification is a promising approach to encourage eco-driving as it has the potential to direct user behavior by providing positive experiences like those experienced when playing games. However, despite the emerging interest on gamified eco-driving, there is a lack of comprehensive understanding on how gamification has been applied in the eco-driving domain, hindering the understanding of how it should be designed in this context and what areas need further research inquiries. Therefore, this study synthesizes existing research on gamified eco-driving (17 studies) through a systematic literature review. Based on the results, performance-based and social gamification are most applied, while they aim at encouraging a relatively comprehensive set of different ecodriving behaviors by addressing the motivational hurdles related to eco-driving. We encourage future research endeavors to consider a wider variety of gamification types and be more transparent about the goals of implementing gamification and evaluate the psychological effects accordingly.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Energy efficiency</kwd>
        <kwd>eco-driving</kwd>
        <kwd>gamification</kwd>
        <kwd>systematic literature review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Energy plays a deterministic role in world
history: its transmission and transformation have
sustained and delimited all living organisms big
and small and affected societies and civilizations
from prehistory to the modern era [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. However,
contemporary energy production and use pose
many environmental, health-related and social
problems. Most notably, energy-related CO2
emissions have grown to a record high in 2021 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
Accordingly, with the European Climate Law,
which came into effect in July 2021, the European
Union aims to reduce its greenhouse gas
emissions by 55% compared to 1990 levels [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>One of the main contributors of greenhouse
gas emissions is the global transportation sector.</p>
      <p>
        In 2020, transportation was the biggest
contributor (27%) of greenhouse gas emissions in
the US [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Similar data are seen in the EU as well:
transportation is responsible for nearly a quarter
of Europe’s greenhouse gas emissions, with road
transport being the biggest contributor (72.8%)
and having the highest energy demand (73.4%)
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This poses pressure to improve transportation
energy-efficiency, i.e., to develop processes,
products, and tasks so that they use lower amounts
of energy while maintaining their level of
performance [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The strategies for reducing these
levels include e.g., the electrification of
transportation [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. However, considering the fact
that passenger road vehicles are the biggest
contributor of CO2 emissions in the transportation
sector [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], road vehicle drivers can be the starting
point in efforts to induce energy efficiency.
      </p>
      <p>Given these points, vehicle drivers should be
inspired and encouraged to drive in a more
energy-efficient manner. In that respect, the use of
information systems (IS) in the transportation
domain can be a game changer, with its effects on
the behavior of road vehicle drivers. Through IS,
vehicle drivers can be provided with the right
incentives and motivation to improve their driving
behavior.</p>
      <p>
        Among motivational IS, gamification has
become the most prominent design approach due
to the rapidly increasing attention it has attracted
among practitioners and academia [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Gamification employs game-like design to
provide users with similar gameful experiences as
games do with the aim of directing their behaviors
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. To serve the environmental and social
sustainability goals related to energy efficiency,
gamification can transform driving in an
energyefficient manner to feel like playing a game.
      </p>
      <p>
        Gamification, however, is not a homogenous
type of design or a ‘one size fits all’ solution. The
experiences induced by gameplay are diverse,
ranging from a sense of achievement after
overcoming in-game challenges, to becoming
immersed in a virtual world, among others. This
diversity is also reflected in gamification design,
which is an umbrella for elements such as
leaderboards, social networking, narratives, and
goalsetting that draw inspiration from games [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
To determine how gamification should be
designed and implemented, it is necessary to
consider users’ individual differences, targeted
behaviors, and other contextual factors, as they
influence what types of strategies might work best
in achieving a sustained behavioral change [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>While gamification has been increasingly
investigated in the driving context, the corpus
lacks comprehensive understanding of how
gamification has been applied to encourage
energy-efficient driving. Moreover, there exists
no understanding of which aspects of gamified
energy-efficient driving require further
investigation. Therefore, in this study, we
synthesize existing research investigating the use
of gamification to encourage energy-efficient
driving to provide an overview and identify
avenues for future research.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. Eco-driving behaviors</title>
      <p>
        Eco-driving is the process of operational
decisions regarding vehicle driving that reduces
energy consumption and increases mileage per
unit of consumed energy [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Eco-driving can
also include strategic (e.g., vehicle choice and
maintenance) and tactical decisions (e.g., route
choice, vehicle load) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. However, for the
purpose of this study we only focus on the
operational decisions, in other words, driver
behavior. The operational decisions that affect
mileage are idling, speeding, use of cruise control,
use of air conditioner, and aggressive driving [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
It was shown by several investigations that
operational decisions can reduce fuel
consumption by 5-30% [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        Governments started to require
energyefficient driving for driver’s license; however,
several studies show that energy-efficient driving
deteriorates in time [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Accordingly, the number
of driver assistance systems are increasing. For
example, State Farm and DriveSmart encourage
eco-driving by providing feedback on
acceleration, braking, cornering, and speeding
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Previous research shows the benefits of
these systems in inducing eco-driving practices,
particularly of gamification in helping drivers
retain their energy efficient driving habits (e.g.,
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]).
2.2.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Gamification</title>
      <p>
        To systematically analyze and find future
research directions, we analyzed the existing
studies considering two gamification
perspectives: gamification taxonomy [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] and the
gamification affordances [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        Gamification was conceptualized to comprise
three levels - affordances, psychological
outcomes, and behavioral outcomes, all of which
are situated in a certain context [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Affordances
are the perceived or actual elements and
mechanisms commonly used in games [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
Psychological outcomes are the psychological
experiences gamification aims to induce and can
be in the form of feelings of mastery and
competence, relatedness, autonomy, and
enjoyment. Behavioral outcomes are the activities
and behaviors that the gamification supports.
      </p>
      <p>
        Gamification taxonomy classifies
gamification elements into five groups:
performance, ecological, social, personal, and
fictional [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Performance elements are used to
provide feedback to the users and comprise point,
progression, level, stats, and acknowledgement
elements. Ecological elements are the properties
of the gamification context and comprise chance,
imposed choice, economy, rarity, and time
pressure. Social elements enable users to interact
with others and comprise competition,
cooperation, reputation, and social pressure.
Personal elements are related to the users and
make their experience more meaningful. This
group comprises elements of sensation, objective,
puzzle, novelty, and renovation. Fictional
elements tie user experience with the context
through the elements of narrative and storytelling.
      </p>
      <p>The resulting framework adopted for this study
is presented in Figure 1. The framework
comprises two dimensions. The first dimension
presented in the horizontal axis stands for the
affordances that induce psychological and
behavioral outcomes. In the vertical axis,
affordances and their effects are grouped into
gamification types. Accordingly, affordances that
belong to different gamification types may induce
different types of psychological and behavioral
outcomes.</p>
    </sec>
    <sec id="sec-5">
      <title>3. Methods</title>
      <p>
        To provide an overview of the corpus
investigating gamified eco-driving, and identify
avenues for future research, we conducted a
systematic literature review. As the main aim is to
identify trends in existing research, the review can
be considered as descriptive [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
      </p>
      <p>To comprehensively identify studies relevant
to our research aims, we used the Scopus indexing
and citation database in the literature search. We
considered keywords related to eco-driving (e.g.,
eco-driving, fuel consumption, fuel saving), and
gamification (e.g., gamification, reality-enhanced
games, game element). After conducting pilot
searches to identify the suitable search terms, we
used the search string (gamif* OR “persuasive
interface” OR “persuasive smartphone
application” OR “persuasive strategy” OR
“persuasive technolog*” OR “reality-enhanced
gam*” OR “serious gam*” OR “game element”)
AND (“eco-driv*” OR “eco driv*” OR ecodriv*
OR “eco-efficient driv*” OR “fuel consumption”
OR “fuel efficiency” OR “environmentally
friendly driv*” OR “fuel saving”) in the titles,
abstracts and keywords, while limiting the search
to include articles, conference publications and
book chapters.</p>
      <p>A total of 39 studies were retrieved with the
search string. The following inclusion criteria
were used to filter out studies not relevant to our
analysis: (1) The manuscript is written in English
(0 excluded), (2) The manuscript reports a
peerreviewed study (0 excluded), (3) The manuscript
proposes a design or implementation related to
insitu gamification (17 excluded), (4) The
manuscript is related to eco-driving (2 excluded),
(5) The study is available to the authors (3
excluded). Two researchers independently
screened all the studies for inclusion and
discussed on the disagreed studies. Finally, 17
manuscripts met all the inclusion criteria, as
depicted in figure 2.</p>
      <p>Each of the 17 manuscripts that met the
inclusion criteria were analyzed by a single
researcher. The following information was
extracted from each manuscript: implemented or
considered gameful motivational affordances
(e.g., points, storytelling), psychological
outcomes, and targeted eco-driving behaviors.</p>
    </sec>
    <sec id="sec-6">
      <title>4. Results</title>
      <p>Overall, the analyzed
interventions belonging
to
corpus
all
proposed
the five
gamification categories (Table 1). Despite the
relatively small number of studies, these
implementations were evaluated in terms of
diverse psychological outcomes, as well as a
rather comprehensive set of different eco-driving
behaviors.</p>
      <p>
        Performance-based gamification features
(n=13, [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]–[
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]) were the most used,
followed by social gamification (n=12, [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ],
[
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]–[
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]–[
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]), while personal
(n=4, [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ], [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]), ecological (n=2, [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ],
[
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]), and fictional (n=1, [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]) were much less
common.
      </p>
      <p>
        In terms of psychological outcomes,
implementations using performance-based
gamification were mostly evaluated in terms of
usefulness (n=3, [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ], [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] and fun or joy
(n=2, [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]), while other psychological
outcomes were only evaluated by a single study
(i.e., engagement [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], attitude [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], perceived
clarity [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], perceived effectiveness [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ],
efficiency [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], perceived pressure [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ],
perceived distraction [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], perceived influence on
eco-driving [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], system acceptance [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], ease of
use [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], satisfaction [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], usability [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]). The
most evaluated behavioral outcomes in studies
implementing performance-based gamification
were driving speed (n=4, [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ])
followed by fuel or energy consumption (n=3,
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]), braking (n=2, [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]), and
acceleration (n=2, [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]). Other behavioral
outcomes were only evaluated by a single study
each (i.e., coasting [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], even driving [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], engine
speed [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], driving aggressiveness [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], coasting
[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]).
      </p>
      <p>
        The most evaluated psychological outcomes
resulting from implementations using social
gamification were usefulness (n=2, [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]) and
fun or joy (n=2, [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]), while the rest were
only evaluated by a single study each (i.e., system
acceptance [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], usefulness [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], ease of use [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ],
engagement [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], attitude [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], perceived clarity
[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], information value [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], usability [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ],
perceived efficiency [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], perceived pressure
[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], perceived distraction [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]). The most
common behavioral outcomes among studies
implementing social gamification were driving
speed (n=3, [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ], [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]), average energy or
fuel consumption (n=3, [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]), and
braking (n=2 [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]). Outcomes evaluated by
a single study each were coasting [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], even
driving [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], acceleration [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], and driving
aggressiveness [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
      </p>
      <p>
        Implementations using personal, ecological,
and fictional gamification were only evaluated in
terms of psychological outcomes. For personal
gamification, the outcomes were usability [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ],
usefulness [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ], perceived clarity [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ],
engagement [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], attitude [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], and perceived
effectiveness [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], while both ecological and
fictional were evaluated in terms of perceived
clarity [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], engagement [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], and attitude [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
    </sec>
    <sec id="sec-7">
      <title>5. Discussion and future avenues</title>
      <p>Overall, the corpus focused on
performancebased and social gamification, while the
implementations mainly aimed at improving
ecodriving by encouraging drivers to adopt optimal
driving speed or by encouraging an overall
ecofriendly driving to decrease fuel consumption.
The psychological outcomes derived from
gamification implementations related to both
utilitarian and hedonic aspects of gamification,
most common being usefulness, and fun or joy.
Overall, this implies that performance and social
gamification features support eco-driving
behaviors by both providing the driver with
information that they can use to adapt their
behaviors as well as motivating eco-driving by
providing hedonic pleasure.</p>
      <p>
        Eco-driving behaviors typically lack any form
of direct feedback, or the possibility to reliably
monitor one’s performance, which might become
a motivational hurdle for engaging in eco-driving.
Thus, the prevalence of performance-based
features suggests that most studies use
gamification to imbue eco-driving with feedback
that supports drivers’ decision-making, while
providing a sense of acknowledgement for
behaving in a desired manner [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. However,
another possible reason for performance-based
gamification being the most common category is
that features such as points or feedback are easily
implemented onto the driving tasks without
compromising driving safety due to e.g.,
distraction [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ].
      </p>
      <p>
        On the other hand, social features were also
commonly applied. The aim of social
gamification is to provide interaction among
gamification users – another feature that is
inherently absent in eco-driving, during which
individuals are confined to their vehicles,
allowing limited possibilities to interact with and
compare one’s behavior to others [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ].
      </p>
      <p>Personal, ecological, and fictional
gamification types were less prevalent, and were</p>
      <sec id="sec-7-1">
        <title>Psychological</title>
        <p>Outcomes</p>
      </sec>
      <sec id="sec-7-2">
        <title>Behavioral Outcomes</title>
        <p>Driving speed (n=4)
Average energy or fuel
consumption (n=3)
Braking (n=2)
Acceleration (n=2)
Coasting (n=1)
Even driving (n=1)
Engine speed (n=1)
Driving aggressiveness
(n=1)
Coasting (n=1)
Driving speed (n=3)
Average energy or fuel
consumption (n=3)
Braking (n=2)
Coasting (n=1)
Even driving (n=1)
Acceleration (n=1)
Driving aggressiveness
(n=1)
only evaluated in terms of psychological
outcomes. While the lack of personal and
ecological gamification features is surprising, as
they can provide meaning to the user for example
by providing them with clear eco-driving
objectives, which is a feature that is easily
implemented onto the driving task, the relative
absence of fictional features might be explained
by the risks they involve. For example, by
immersing the user into a gameful world using
narrativization might cause them to become
detached and distracted from the driving task, thus
compromising safety which is to be considered
when designing such gamification.</p>
        <p>
          Nevertheless, based on the review, we
encourage future research to consider
gamification types beyond the performance and
social. Especially fictional elements, such as
narratives could be an effective way to support
motivation towards eco-driving when accounting
for the safety risks, as narrativization and
storytelling is arguably a promising way to
promote sustainable behaviors [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]. Additionally,
we encourage ecological gamification
implementations, as they foster sustained interest,
potentially leading long-term effects on
ecodriving behaviors [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
        </p>
        <p>
          Furthermore, we encourage future research
endeavors to be more transparent about the goals
of implementing gamification and evaluate the
psychological effects accordingly. For example,
while many studies implemented social
gamification features, whose goal is to primarily
foster connectedness, competitiveness or social
pressure [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ], the evaluated psychological
outcomes were mainly related to perceptions of
utility, such as usefulness, or to more abstract
hedonic outcomes, such as joy. Thus, the corpus
provides little evidence of how gamification
implementations reach the goals related to
imbuing eco-driving with a gameful experience,
and what types of gameful experiences might be
the most effective in promoting eco-driving.
        </p>
        <p>The limitations of this study include the
relatively small number of analyzed studies which
hinders the understanding of what types of
gamification strategies are the most suitable for
encouraging eco-driving. Moreover, while we
conducted pilot searches to identify relevant
keywords, it is possible that relevant keywords
were missed, especially in relation to alternatives
to fuel-driven vehicles.</p>
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