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When Gamification Meets Sustainability: A Pervasive Approach to Foster Sustainable Mobility in Madeira

Published: 04 October 2019 Publication History

Abstract

In this paper, an approach to increase the use of public transportation by tourists, exploiting pervasive technologies and a smart objects infrastructure, is presented. The idea behind our platform is to take advantage of gamification and smart technologies (such as iBeacons technologies and smartphones) to engage users and persuade them to use (more) sustainable means of transport. The Beacons, in fact, acts as a provider of authentic contents related to the story of Madeira, assisting and locating the user in his/her adventure. We carried out a case study on the Madeira island, a well-known touristic destination where several bus lines allow tourists to reach the different sight-seeing places. Moreover, a preliminary usability test and a SUS questionnaire were performed to assess the usability and facility of use of the application.

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  • (2024)A Systematic Literature Review of Gamification in Public Transportation2024 IEEE 14th Symposium on Computer Applications & Industrial Electronics (ISCAIE)10.1109/ISCAIE61308.2024.10576373(407-412)Online publication date: 24-May-2024
  • (2024)Gamification in the Transport and Mobility Sector: A Systematic ReviewTransportation Research Part F: Traffic Psychology and Behaviour10.1016/j.trf.2024.06.004104(286-302)Online publication date: Jul-2024
  • (2024)Unveiling the role of gamification in shared mobility servicesEnvironment, Development and Sustainability10.1007/s10668-024-04465-0Online publication date: 29-Jan-2024
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      cover image ACM Conferences
      SMAS '19: Proceedings of the 1st ACM Workshop on Emerging Smart Technologies and Infrastructures for Smart Mobility and Sustainability
      October 2019
      50 pages
      ISBN:9781450369305
      DOI:10.1145/3349622
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 04 October 2019

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      Author Tags

      1. gamification
      2. mobility
      3. smart objects
      4. sustainability

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      View all
      • (2024)A Systematic Literature Review of Gamification in Public Transportation2024 IEEE 14th Symposium on Computer Applications & Industrial Electronics (ISCAIE)10.1109/ISCAIE61308.2024.10576373(407-412)Online publication date: 24-May-2024
      • (2024)Gamification in the Transport and Mobility Sector: A Systematic ReviewTransportation Research Part F: Traffic Psychology and Behaviour10.1016/j.trf.2024.06.004104(286-302)Online publication date: Jul-2024
      • (2024)Unveiling the role of gamification in shared mobility servicesEnvironment, Development and Sustainability10.1007/s10668-024-04465-0Online publication date: 29-Jan-2024
      • (2024)Nudging und Gamification als Anreize zu nachhaltigem DienstleistungskonsumSustainable Service Management10.1007/978-3-658-45146-2_16(457-486)Online publication date: 29-Jun-2024
      • (2023)Gamification in tourism research: A systematic review, current insights, and future research avenuesJournal of Vacation Marketing10.1177/13567667231188879Online publication date: 28-Jul-2023
      • (2023)Fostering sustainable development goals through gamificationJournal of Management & Organization10.1017/jmo.2023.54(1-22)Online publication date: 19-Oct-2023
      • (2023)Is Gamification an Enabler of the Sustainable Urban Transition Process?Sustainable Urban Transitions10.1007/978-981-99-2695-4_12(201-217)Online publication date: 19-Jul-2023
      • (2023)Sustainable Mobility: How to Gamify and Factors to Better SuccessSustainable, Innovative and Intelligent Societies and Cities10.1007/978-3-031-30514-6_6(115-134)Online publication date: 10-Jun-2023
      • (2022)Initiatives and challenges in using gamification in transportation: a systematic mappingEuropean Transport Research Review10.1186/s12544-022-00567-w14:1Online publication date: 13-Sep-2022
      • (2022)Redycler: Daily Outfit Texture Fabrication Appliance Using Re-Programmable DyesProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3502424(1-4)Online publication date: 13-Feb-2022
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