A Review of Use Cases of Gamification in Mobility Systems and Services

dc.contributor.author Barreto, L.
dc.contributor.author Amaral. A.
dc.contributor.author Pereira, T.
dc.contributor.author Paiva, S.
dc.date.accessioned 2023-08-10T14:27:21Z
dc.date.available 2023-08-10T14:27:21Z
dc.date.issued 2023
dc.description [Policy Implication] Gamification has proved to be effective in raising citizens’ awareness, encouraging their participation, and promoting a gradual but profound behavior change in various areas such as participatory governance, tourism, culture, education, etc. Gamification can also propel a Smart Living Society among the younger groups of the society. Gamification use cases relates to new mobility solutions and practices. The paper presents successful cases of mobility systems and services that consider gamification to promote and incentivize their use concerning active mobility and sustainable mobility; it discusses the potential of gamified systems to achieve a gamification proposal approach to implement in the AMaaS under development.
dc.description.abstract Nowadays, Mobility, in all its dimensions (transport mobility, sustainable mobility, active mobility, and Mobility as a Service (MaaS)), is an essential dimension in sustainable development goals, allowing to increase in the quality of life, the health, the social inclusion and to reduce climate action in any society. To increase the citizens’ awareness and promote a true behavioral change, the citizens need to feel part of the process. Gamification has proved to be effective in raising citizens’ awareness, encouraging their participation, and promoting a gradual but profound behavior change in various areas such as participatory governance, tourism, culture, education, etc. Gamification can also propel a Smart Living Society 5.0 among the younger groups of the society, especially in the context of academic communities that are more knowledgeable and eager to foster a healthier, more sustainable, and more inclusive society. Smart Living Society 5.0 is an activity in the scope of the TECH - Tecnologia, Ambiente, Criatividade e Saúde - a project of NORTE 2020, focusing on creating an Academic MaaS (AMaaS). At this stage, it is essential to know about gamification use cases related to new mobility solutions and practices. The paper presents successful cases of mobility systems and services that consider gamification to promote and incentivize their use concerning active mobility and sustainable mobility; it discusses the potential of gamified systems to achieve a gamification proposal approach to implement in the AMaaS under development.
dc.identifier.other https://doi.org/10.1007/978-3-031-23721-8_29
dc.identifier.uri https://repositorio.inesctec.pt/handle/123456789/14332
dc.language.iso en
dc.publisher Smart Energy for Smart Transport
dc.title A Review of Use Cases of Gamification in Mobility Systems and Services
dc.type Article
dspace.entity.type
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