amsys 14(4): e2

Research Article

Towards an Applied Gamification Model for Tracking, Managing, & Encouraging Sustainable Travel Behaviours

Download326 downloads
  • @ARTICLE{10.4108/amsys.1.4.e2,
        author={Simon Wells and Henri Kotkanen and Michael Schlafli and Silvia Gabrielli and Judith Masthoff and Antti Jylh\aa{} and Paula Forbes},
        title={Towards an Applied Gamification Model for Tracking, Managing, \& Encouraging Sustainable Travel Behaviours},
        journal={EAI Endorsed Transactions on Ambient Systems},
        volume={1},
        number={4},
        publisher={ICST},
        journal_a={AMSYS},
        year={2014},
        month={10},
        keywords={gamification, sustainable mobility, behaviour change},
        doi={10.4108/amsys.1.4.e2}
    }
    
  • Simon Wells
    Henri Kotkanen
    Michael Schlafli
    Silvia Gabrielli
    Judith Masthoff
    Antti Jylhä
    Paula Forbes
    Year: 2014
    Towards an Applied Gamification Model for Tracking, Managing, & Encouraging Sustainable Travel Behaviours
    AMSYS
    ICST
    DOI: 10.4108/amsys.1.4.e2
Simon Wells1,*, Henri Kotkanen2, Michael Schlafli1, Silvia Gabrielli3, Judith Masthoff1, Antti Jylhä2, Paula Forbes1
  • 1: University of Aberdeen, Computing Science, Meston building, Meston Walk, Aberdeen, AB24 3UE, UK
  • 2: University of Helsinki, Department of Computer Science, P.O. 68 (Gustaf HÃdllstrÃumin katu 2b), FI-00014 University of Helsinki, Finland
  • 3: CREATE-NET - Via alla Cascata 56/D Povo - 38123 Trento - Italy
*Contact email: simon.wells@abdn.ac.uk

Abstract

In this paper we introduce a gamification model for encouraging sustainable multi-modal urban travel in modern European cities. Our aim is to provide a mechanism that encourages users to reflect on their current travel behaviours and to engage in more environmentally friendly activities that lead to the formation of sustainable, long-term travel behaviours. To achieve this our users track their own behaviours, set goals, manage their progress towards those goals, and respond to challenges. Our approach uses a point accumulation and level achievement metaphor to abstract from the underlying specifics of individual behaviours and goals to allow an extensible and flexible platform for behaviour management. We present our model within the context of the SUPERHUB project and platform.