Gamification as a tool to promote sustainable transport modes: Introduction to gamification for professionals among the field of transport
Sjögren, Jussi (2024)
Sjögren, Jussi
2024
Rakennustekniikan DI-ohjelma - Master's Programme in Civil Engineering
Rakennetun ympäristön tiedekunta - Faculty of Built Environment
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Hyväksymispäivämäärä
2024-02-23
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202402142279
https://urn.fi/URN:NBN:fi:tuni-202402142279
Tiivistelmä
This thesis examines how gamification could be used in various kinds of transport interventions and measures to enable a modal shift towards more sustainable transport system. Goal of the thesis is to function as an introduction to gamification for professionals working in the transport sector. Value of this thesis arise from the new possibilities gamification provides for transport sector to enhance existing and new measures and interventions to achieve the goal of more sustainable transport system.
The first research questions of this thesis set the aim to find linkages between gamification and transport. With the second research question the aim was to form a framework for professionals in the transport sector to ease the design or evaluation process of transport measures and interventions that use gamification. After forming a framework, and assessing it with five case studies, the third research question examined what these case studies taught about gamification in the field of transport.
This thesis consists of a literature review which had a goal to form the framework, and of an evaluation of five case studies where the previously formed framework is used with real world examples. The literature review was a thematic analysis which was based on the themes found with the chosen definition of gamification which was “a process of enhancing a service with affordances for gameful experiences in order to support user’s overall value creation”. This definition was broken into key areas, which were used as the steps of the framework.
Key areas that were found in the literature review are easy to understand, and thus enables the reader to easily approach the framework. Found key areas could also be valuable information as standalone data points to explain gamefulness in the transport system.
The framework was found to be a helpful and easy to use tool to examine gamification among transport sector’s solutions. It may lack in its depth of analysis and detail, which is acceptable considering the introductory nature of the framework, which fulfils goals of this thesis.
Case studies presented different transport related solutions and situations, which were analysed for their gamefulness. Main findings with case studies were about the usage of the framework, and how gamification can be used in the transport context.
Limitations were recognised with both literature review and case studies. Literature review was limited with the methodology choice of thematic analysis compared to a broader perspective that a thorough systematic review could have provided. Limitations with case studies were with the depth of analysis that was conducted. A more in-depth analysis could have provided more information and perspectives about examined case studies, but this approach was chosen to fit the aims and goals of the thesis. These limitations could be examined in the future research.
The first research questions of this thesis set the aim to find linkages between gamification and transport. With the second research question the aim was to form a framework for professionals in the transport sector to ease the design or evaluation process of transport measures and interventions that use gamification. After forming a framework, and assessing it with five case studies, the third research question examined what these case studies taught about gamification in the field of transport.
This thesis consists of a literature review which had a goal to form the framework, and of an evaluation of five case studies where the previously formed framework is used with real world examples. The literature review was a thematic analysis which was based on the themes found with the chosen definition of gamification which was “a process of enhancing a service with affordances for gameful experiences in order to support user’s overall value creation”. This definition was broken into key areas, which were used as the steps of the framework.
Key areas that were found in the literature review are easy to understand, and thus enables the reader to easily approach the framework. Found key areas could also be valuable information as standalone data points to explain gamefulness in the transport system.
The framework was found to be a helpful and easy to use tool to examine gamification among transport sector’s solutions. It may lack in its depth of analysis and detail, which is acceptable considering the introductory nature of the framework, which fulfils goals of this thesis.
Case studies presented different transport related solutions and situations, which were analysed for their gamefulness. Main findings with case studies were about the usage of the framework, and how gamification can be used in the transport context.
Limitations were recognised with both literature review and case studies. Literature review was limited with the methodology choice of thematic analysis compared to a broader perspective that a thorough systematic review could have provided. Limitations with case studies were with the depth of analysis that was conducted. A more in-depth analysis could have provided more information and perspectives about examined case studies, but this approach was chosen to fit the aims and goals of the thesis. These limitations could be examined in the future research.