Improving Quality of Interaction with the Mobility Services Through the Gamification Approach

The evolution of mobility sector towards a multimodal and multi-service approach enables new possibilities of interaction for travellers. At once it creates a complex ecosystem where the final users are one of the main key components for the effectiveness and the success of the deployed mobility strategies and solutions. It implies that, both for academic and commercial purposes, a remarkable attention should be put on the design approaches focusing on human aspects in interactive systems. Moreover different methods aiming at enhancing the user experience should be exploited, in order to trigger desirable and worthy innovations. So in this paper we focus on gamification for improving the quality of interaction with the mobility services. In effect, mobility represents a more and more promising domain for the application of playful solutions, although in this field it is nowadays employed mostly for incentivizing smart and sustainable behaviours, also in combination with crowdsourcing. However we can suppose a wider use of this approach in the mobility services, e.g. to improve the overall traveller experience and to increase an active collaboration among the stakeholders. In detail, in this paper we will discuss three main variables to identify which possibilities can emerge in future mobility services by applying a gamification approach: the different stages of a journey, for better knowing the contexts of action and the needs of people potentially interested in; the devices to be exploited, for better accomplishing gamification purposes; the game components, for better understanding how they contribute to fulfill the traveller objectives.

[1]  K. Werbach,et al.  For the Win: How Game Thinking Can Revolutionize Your Business , 2012 .

[2]  Adriana de Souza e Silva,et al.  From Cyber to Hybrid , 2006 .

[3]  T. Garry,et al.  An investigation into gamification as a customer engagement experience environment , 2015 .

[4]  Scott Nicholson A User-Centered Theoretical Framework for Meaningful Gamification , 2012 .

[5]  Anne Aguiléra,et al.  Mobile ICTs and physical mobility: Review and research agenda , 2012 .

[6]  Juho Hamari,et al.  A definition for gamification: anchoring gamification in the service marketing literature , 2016, Electronic Markets.

[7]  J. Brug,et al.  Apps to promote physical activity among adults: a review and content analysis , 2014, International Journal of Behavioral Nutrition and Physical Activity.

[8]  Paul Dourish,et al.  Divining a Digital Future - Mess and Mythology in Ubiquitous Computing , 2011 .

[9]  I. Gabe Zichermann Ii. Joselin Linder,et al.  Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests , 2010 .

[10]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[11]  Vaninha Vieira,et al.  An Exploratory Study on the Use of Collaborative Riding Based on Gamification as a Support to Public Transportation , 2012, 2012 Brazilian Symposium on Collaborative Systems.

[12]  Deborah I. Fels,et al.  Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..

[13]  Ronald Schroeter,et al.  Opportunities of Public Transport Experience Enhancements with Mobile Services and Urban Screens , 2013, Int. J. Ambient Comput. Intell..

[14]  Christopher Cunningham,et al.  Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .

[15]  Vanessa De Luca,et al.  Exploring Design Seeds for Urban Transformation , 2014 .

[16]  John Montgomery,et al.  Making a city: Urbanity, vitality and urban design , 1998 .

[17]  David R. Flatla,et al.  Calibration games: making calibration tasks enjoyable by adding motivating game elements , 2011, UIST.

[18]  Alberto Castro,et al.  Development of an integrated set of indicators to measure the quality of the whole traveller experience , 2016 .

[19]  Stefan Gössling,et al.  ICT and transport behavior: A conceptual review , 2018 .

[20]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[21]  Benjamin Brauer,et al.  The Role of Goal Frames regarding the Impact of Gamified Persuasive Systems on Sustainable Mobility Behavior , 2016, ECIS.

[22]  Simon Scheider,et al.  Towards sustainable mobility behavior: research challenges for location-aware information and communication technology , 2016, GeoInformatica.

[23]  Bert van Wee,et al.  Peak car: The first signs of a shift towards ICT-based activities replacing travel? A discussion paper , 2015 .

[24]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[25]  B. J. Fogg,et al.  Persuasive technology: using computers to change what we think and do , 2002, UBIQ.

[26]  Lorenz M. Hilty,et al.  Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies , 2015, ICT Innovations for Sustainability.

[27]  Don Norman,et al.  Emotion and affect , 2002, UBIQ.

[28]  Yusak O. Susilo,et al.  Implementing a Behavioural Pilot Survey for the Stage-Based Study of the Whole Journey Traveler Experience , 2014 .

[29]  Luis de Marcos,et al.  Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..

[30]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[31]  Antti Jylhä,et al.  Towards an Applied Gamification Model for Tracking, Managing, & Encouraging Sustainable Travel Behaviours , 2014, EAI Endorsed Trans. Ambient Syst..

[32]  Vaninha Vieira,et al.  Towards a Framework for Gamification Design on Crowdsourcing Systems: The G.A.M.E. Approach , 2015, 2015 12th International Conference on Information Technology - New Generations.

[33]  Hilwadi Hindersah,et al.  Gamification design of traffic data collection through social reporting , 2015, 2015 4th International Conference on Interactive Digital Media (ICIDM).

[34]  Eran Ben-Elia,et al.  Response to Travel Information: A Behavioural Review , 2015 .

[35]  Kevin Werbach,et al.  (Re)Defining Gamification: A Process Approach , 2014, PERSUASIVE.

[36]  Jordan Frith,et al.  Turning life into a game: Foursquare, gamification, and personal mobility , 2013 .

[37]  Annapaola Marconi,et al.  Using gamification to incentivize sustainable urban mobility , 2015, 2015 IEEE First International Smart Cities Conference (ISC2).