‘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.
|State||Published - Nov 2016|
|Event||38th Australasian Transport Research Forum, ATRF 2016 - Melbourne, Australia|
Duration: 16 Nov 2016 → 18 Nov 2016
|Conference||38th Australasian Transport Research Forum, ATRF 2016|
|Period||16/11/16 → 18/11/16|