A review of use cases of gamification in mobility systems and services

dc.contributor.authorBarreto, Luíspor
dc.contributor.authorAmaral, Antóniopor
dc.contributor.authorPereira, Teresapor
dc.contributor.authorPaiva, Sarapor
dc.date.accessioned2024-03-19T23:23:45Z
dc.date.embargo10000-01-01
dc.date.issued2023
dc.description.abstractNowadays, Mobility, in all its dimensions (transport mobility, sustainable mobility, active mobility, and Mobility as a Service (MaaS)), is an essential dimension in sustainable development goals, allowing to increase in the quality of life, the health, the social inclusion and to reduce climate action in any society. To increase the citizens’ awareness and promote a true behavioral change, the citizens need to feel part of the process. Gamification has proved to be effective in raising citizens’ awareness, encouraging their participation, and promoting a gradual but profound behavior change in various areas such as participatory governance, tourism, culture, education, etc. Gamification can also propel a Smart Living Society 5.0 among the younger groups of the society, especially in the context of academic communities that are more knowledgeable and eager to foster a healthier, more sustainable, and more inclusive society. Smart Living Society 5.0 is an activity in the scope of the TECH - Tecnologia, Ambiente, Criatividade e Saúde - a project of NORTE 2020, focusing on creating an Academic MaaS (AMaaS). At this stage, it is essential to know about gamification use cases related to new mobility solutions and practices. The paper presents successful cases of mobility systems and services that consider gamification to promote and incentivize their use concerning active mobility and sustainable mobility; it discusses the potential of gamified systems to achieve a gamification proposal approach to implement in the AMaaS under development.por
dc.description.sponsorshipERDF -European Regional Development Fund(Norte-01–0145-FEDER-000043)por
dc.distributioninternationalpor
dc.identifier.citationBarreto, L., Amaral, A., Pereira, T., Paiva, S. (2023). A Review of Use Cases of Gamification in Mobility Systems and Services. In: Nathanail, E.G., Gavanas, N., Adamos, G. (eds) Smart Energy for Smart Transport. CSUM 2022. Lecture Notes in Intelligent Transportation and Infrastructure. Springer, Cham. https://doi.org/10.1007/978-3-031-23721-8_29por
dc.identifier.doi10.1007/978-3-031-23721-8_29por
dc.identifier.eisbn978-3-031-23721-8
dc.identifier.isbn978-3-031-23720-1
dc.identifier.issn2523-3440por
dc.identifier.urihttps://hdl.handle.net/1822/89730
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherSpringer, Champor
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-031-23721-8_29por
dc.rightsrestrictedAccesspor
dc.subjectMobilitypor
dc.subjectMaaspor
dc.subjectAMaaSpor
dc.subjectGamificationpor
dc.subjectSmart livingpor
dc.subject.fosEngenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapor
dc.titleA review of use cases of gamification in mobility systems and servicespor
dc.typebookPartpor
dspace.entity.typePublicationen
oaire.citationEndPage347por
oaire.citationStartPage335por
oaire.citationVolumePart F1378por
oaire.versionVoRpor
sdum.journalLecture Notes in Intelligent Transportation and Infrastructure

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A Review of Use Cases of Gamification in Mobility Systems and Services