‘Gamification’ in transport interventions

Tzu-Hui Yen*, Corinne Mulley, Matthew Burke, Simon Washington

*Corresponding author for this work

Research output: Contribution to conferencePaperpeer-review

Abstract

‘Gamification’ is transforming how behaviour change initiatives are delivered in health and physical activity, with interventions now appearing in the transport field. Gamification is defined as the “use of game design elements in non-game contexts” (Deterding et al., 2011a:1) and introduces competition and social activity into behavioural interventions. Gamification is often tied to new digital technologies, especially smart phone apps. Interventions that currently use gamification include road safety and travel demand management initiatives. This paper explores gamification in transport contexts, provides the underpinning theory as to why and how gamification may be most useful, and synthesizes current practice regarding the range of interventions offered thus far in public and active transport.

Original languageEnglish
StatePublished - Nov 2016
Event38th Australasian Transport Research Forum, ATRF 2016 - Melbourne, Australia
Duration: 16 Nov 201618 Nov 2016

Conference

Conference38th Australasian Transport Research Forum, ATRF 2016
Country/TerritoryAustralia
CityMelbourne
Period16/11/1618/11/16

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