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OnMove : gamified mobility as a service

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Detalhes bibliográficos
Resumo:As urban transport systems face challenges in providing adequate services, new approaches to transportation are emerging. One such approach to address this challenge is using shared mobility services (such as bike sharing, ride-sharing, among others), especially in combination with traditional public transport, so this combination of transport systems is a substitute for private vehicles. This is particularly relevant amongst academic campus users (students, teachers and other workers). It is, thus, important to create mechanisms and services that promote a more sustainable and active mobility among such users. Gamification has been an expanding area of development during the last couple of years, intending to explore new and practical ways to improve user adoption and activity on several platforms. One of the most agreed-upon definitions is that gamification represents “the use of game design elements in non-game contexts” [1], and it is based on this definition that the developments in this work were made. The topic has gained significant attention recently for its potential to motivate and engage individuals in various domains. These domains can vary from education and healthcare to marketing and business. By integrating game design principles such as points, badges, and leaderboards, gamification aims to make tasks more enjoyable, increase motivation, and encourage positive behaviours. We examined several frameworks, such as the Octalysis, the Gameful Design Heuristics and the RECIPE framework, analyzing the player taxonomy or motivational theory they utilize. The research methodology follows a Design Science Research (DSR) approach, involving iterative design, development, and evaluation cycles. Key findings suggest that gamification can significantly enhance user motivation and long-term commitment to sustainable mobility practices. The OnMove app was subjected to usability tests using the Attrakdiff tool, which confirmed its pragmatic quality and attractiveness, indicating a positive user experience. The dissertation concludes that gamification, when applied thoughtfully, can drive behavioral change towards more sustainable transportation. Future work will focus on implementing the identified gamification elements and conducting further empirical studies to measure their impact on user engagement and mobility patterns. This research contributes to the growing body of knowledge on MaaS and gamification, offering practical insights for developing more effective and engaging mobility solutions.
Autores principais:Pinheiro, Luís Alonso
Assunto:Mobility as a service Academic mobility as a service Gamification Gamified mobility Active mobility Sustainable mobility Mobilidade como um serviço Mobilidade académica como um serviço Gamificação Mobilidade gamificada Mobilidade ativa Mobilidade sustentável
Ano:2025
País:Portugal
Tipo de documento:dissertação de mestrado
Tipo de acesso:acesso aberto
Instituição associada:Instituto Politécnico de Viana do Castelo
Idioma:inglês
Origem:Repositório Científico IPVC
Descrição
Resumo:As urban transport systems face challenges in providing adequate services, new approaches to transportation are emerging. One such approach to address this challenge is using shared mobility services (such as bike sharing, ride-sharing, among others), especially in combination with traditional public transport, so this combination of transport systems is a substitute for private vehicles. This is particularly relevant amongst academic campus users (students, teachers and other workers). It is, thus, important to create mechanisms and services that promote a more sustainable and active mobility among such users. Gamification has been an expanding area of development during the last couple of years, intending to explore new and practical ways to improve user adoption and activity on several platforms. One of the most agreed-upon definitions is that gamification represents “the use of game design elements in non-game contexts” [1], and it is based on this definition that the developments in this work were made. The topic has gained significant attention recently for its potential to motivate and engage individuals in various domains. These domains can vary from education and healthcare to marketing and business. By integrating game design principles such as points, badges, and leaderboards, gamification aims to make tasks more enjoyable, increase motivation, and encourage positive behaviours. We examined several frameworks, such as the Octalysis, the Gameful Design Heuristics and the RECIPE framework, analyzing the player taxonomy or motivational theory they utilize. The research methodology follows a Design Science Research (DSR) approach, involving iterative design, development, and evaluation cycles. Key findings suggest that gamification can significantly enhance user motivation and long-term commitment to sustainable mobility practices. The OnMove app was subjected to usability tests using the Attrakdiff tool, which confirmed its pragmatic quality and attractiveness, indicating a positive user experience. The dissertation concludes that gamification, when applied thoughtfully, can drive behavioral change towards more sustainable transportation. Future work will focus on implementing the identified gamification elements and conducting further empirical studies to measure their impact on user engagement and mobility patterns. This research contributes to the growing body of knowledge on MaaS and gamification, offering practical insights for developing more effective and engaging mobility solutions.

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