Gamification als Instrument den ÖPNV attraktiver zu gestalten

Research output: Types of ThesisOther theses

Abstract

In terms of climate change it is important to raise awarenesse about the results of ones daily travel mode choice. With elements, that are borrowed from the game industry, smarthphone applications want to influence travel behaviour towards more sustainable travel modes, such as public transport. In this thesis psychological theories will be presented, that determine mode choice and behaviour change. It provides an overview of game-elements, such as points, leaderboards and challenges. It will be discussed why they should be designed in an personalised manner and why they should be adapted tot he context oft he user and the system to provide gameful experiences within gamification apps. Then five apps, that explicitly gamify the public transport sector will be presented and their game elements analised and compared, followed by the results and discussion of these apps. Gamification hast he potential to facilitate behaviour change towards more sustainable modes, such as public transport. The apps can help lifting the image of public transport. They can help provide better real-time infomartion and enhance the overall service. Also they can help to shift the peak-demand to non peak-times, so that public transport gets more attractive.

Details

Original languageGerman
Awarding Institution
Supervisors/Advisors
Publication statusPublished - 2020
No renderer: customAssociatesEventsRenderPortal,dk.atira.pure.api.shared.model.researchoutput.Thesis

Keywords

Keywords

  • gamification, travel mode, behaviour change, travel behaviour change