Year: 2016
Type: conference-paper
Abstract: ‘Gamification’ is transforming how behaviour change initiatives are delivered in health and\nphysical activity, with interventions now appearing in the transport field. Gamification is\ndefined as the “use of game design elements in non-game contexts” (Deterding et al.,\n2011a:1) and introduces competition and social activity into behavioural interventions.\nGamification is often tied to new digital technologies, especially smart phone apps.\nInterventions that currently use gamification include road safety and travel demand\nmanagement initiatives. This paper explores gamification in transport contexts, provides the\nunderpinning theory as to why and how gamification may be most useful, and synthesizes\ncurrent practice regarding the range of interventions offered thus far in public and active\ntransport.
Source: Griffith Research Online
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W2618417563
