Abstract
Several projects have been done over the last years to support more sustainable urban mobility and address pressing environmental and health concerns. Play-based approaches such as gamification have been explored to invite citizens to change existing behaviour towards healthier and environmentally friendlier commute habits, to various degrees of success. This chapter performs a literature review on digital applications that use play-based approaches in their design and that were built for the purpose of enabling and supporting sustainable urban commute. From this review, game elements and mechanics are listed and analysed in their success in supporting behaviour change towards sustainable urban mobility. Based on such analysis, a summary is given containing recommendations on how to use gamification to such purpose that works and is preferred by citizens. This chapter also enumerates (1) several key factors that have not been truly considered in past research but are potentially substantial to the success of these applications and (2) factors that have effectively blocked the mass adoption of these applications by citizens and that must be addressed in the future. Both contributions of this chapter inform the designs and influence the success of future projects on sustainable urban mobility.
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Notes
- 1.
https://sdgs.un.org/goals, The 17 goals from the United Nations, last visited on 14 Feb. 23.
- 2.
https://www.geographynotes.com/articles/7-problems-of-urban-transport-explained-with-diagram/185, Problems of urban transportation, visited on 14 Feb. 23.
- 3.
https://maas-alliance.eu/homepage/what-is-maas/, What is MaaS?, last visited on 14 Feb. 23.
- 4.
https://www.muvgame.com/en/, MUV, last visited on 14 Feb. 23.
- 5.
https://www.ceiia.com/ayr, CEiiA AYR platform, last visited on 14 Feb. 23.
- 6.
https://www.fokus.fraunhofer.de/go/en_streetlife, Streetlife, last visited on 14 Feb. 23.
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This work is funded by the European Regional Development Fund (ERDF) through the Regional Operational Program North 2020, within the scope of Project TECH – Technology, Environment, Creativity and Health – Norte-01-0145-FEDER-000043.
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Fonseca, X. (2023). Sustainable Mobility: How to Gamify and Factors to Better Success. In: da Silva Portela, C.F. (eds) Sustainable, Innovative and Intelligent Societies and Cities. EAI/Springer Innovations in Communication and Computing. Springer, Cham. https://doi.org/10.1007/978-3-031-30514-6_6
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