Mobility/Demand management

Gamification (CIV05)


Description
“Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty. Gamification takes the data-driven techniques that game designers use to engage players, and applies them to non-game experiences to motivate actions that add value to your business.”
Gamification is used in more and more in the transport sector to influence choice behaviour.
Content
  • Course introduction
  • Block 1: Defining gamification
  • Introduction Block 1
  • History of gamification
  • Common misconceptions
  • Defining gamification
  • Relevance to mobility
  • Test Block 1
  • Block 2: The Players: Who are they and what do they want?
  • Introduction Block 2
  • Types of players
  • Designing for players
  • Understanding the Socializer: The Social Connection
  • Test Block 2
  • Block 3: Behavior: Emotion and Motivation
  • Introduction Block 3
  • Play: the Underlying Force of Gamification
  • Happiness: An Interaction of Emotions
  • Skill: Providing the Right Challenge
  • Sustaining Flow: the key to keeping things fun
  • Test Block 3
  • Block 4: Game elements and how to use them
  • Introduction Block 4
  • Rewards: Catering to the different types of players
  • On-boarding
  • SoCAR-model
  • Test Block 4
  • Block 5: Applying gamification in mobility
  • Introduction Block 5
  • Behavioural Change, Gamification and Mobility
  • Insight into the traveller
  • Test Block 5
  • BLOCK 6: Examples of gamified mobility solutions
  • Introduction Block 6
  • TravelSmart
  • Speed Camera Lottery
  • NuRide
  • From5to4
  • Waze
  • Test Block 6
  • Block 7: Final test
  • Introduction Block 7
  • Final test
  • The End
Completion rules
  • You must complete the test "Final test"
  • Leads to a certificate with a duration: Forever