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Beiträge in Tagungsbänden:

M. Berger, T. Wernbacher, A. Pfeifer, M. Platzer et al.:
"Traces: A Pervasive app for Changing Behavioural Patterns";
in: "Traces: A Pervasive app for Changing Behavioural Patterns", Academic Conferences and Publishing International Limited, Reading, UK, 2015, ISBN: 978-1-910810-58-3, S. 589 - 597.



Kurzfassung englisch:
The ability to travel long and short distances at any time enables a high degree of individual flexibility on the one hand, but it also results in a number of adverse effects, including massive impacts on traffic flow and a constantly growing lack of space. Increasing emission levels (CO2, NO2) and the associated fine dust pollution are to be considered serious barriers for meeting internationally agreed targets on environmental preservation; they
will also negatively affect the health of city residents. As a result these factors will increase community and state expenditure (through accidents, parking tickets and so on) as a direct result of insufficient sustainable and future-oriented individual traffic behaviour. In course of the state funded project "Traces" we aim to tackle these challenges by promoting sustainable mobility in the urban area using a contextual gamification framework. During the past year behavioural theories have been combined with state-of-the-art ICT technologies in order to create an immersive playing experience. During the game players will be motivated to choose from a variety of inter- and multimodal mobility options. The gamification framework uses a pervasive gaming approach with location-based elements for changing behavioural patterns surrounding individual mobility choices. The main goal is to achieve a change in long established behavioural patterns, demonstrate feasible alternatives and establish an authentic gaming experience, creating an incentive to use inter- and multimodal mobility forms (persuasive design). Through the integration of modern ICT technologies target groups will be addressed in real life conditions. The bi-directional transfer between the virtual and real game world will be additionally enhanced by offline-campaigns in urban space (pervasive design). In order to achieve our objectives, the game concept as well as the mobile application demo will be developed within living laboratories (labs) in order to stay as close as possible to the end-users´ needs. The basic game mechanics, functionality and usability of the game framework are optimized following an iterative design process. Additionally, experts will be involved in dedicated workshops
for enabling a professional integration of best-practice experiences. The project results are constantly evaluated and will lead to an action plan for promoting and enhancing inter- and multimodal mobility as well as an impact analysis of the behavioural and cognitive effects.

Schlagworte:
gamification, pervasive games, behaviour change, sustainable mobility

Erstellt aus der Publikationsdatenbank der Technischen Universität Wien.