Redirigiendo al acceso original de articulo en 23 segundos...
ARTÍCULO
TITULO

Gamification and Social Dynamics Behind Corporate Cycling Campaigns

Alexandra Millonig    
Matthias Wunsch    
Agnis Stibe    
Stefan Seer    
... Ryan C.C. Chin    

Resumen

The promotion of cycling is of great importance for fostering sustainable and healthy modes of transport in urban areas. For this reason, many cities around the world organize biking competitions in order to motivate citizens to commute by bike. The success of such campaigns appears to demonstrate the positive effects of using playful settings for encouraging a specific type of behavior; however, the actual determinants of behavior changes have yet to be thoroughly investigated. This paper presents the results of an experimental bike commuting challenge among 14 companies, which has been conducted in Boston, MA. This six week study involved 239 participants using a socially influencing system for reporting commutes and displaying the rankings. The results revealed a variety of different motivation strategies developed by the companies. Social dynamics (motivating others or being motivated by others) had a very strong effect on the participants, suggesting that emotional aspects (team spirit, fun) have higher potential than more rational factors like health or environment.

 Artículos similares

       
 
Oriol Borrás-Gené, Margarita Martínez-Núñez and Luis Martín-Fernández    
Massive Open Online Courses (MOOCs), regardless of their topic, are a perfect space to generate, through virtual learning communities associated with them, very valuable resources for their participants and, in general, anyone interested in the topic cov... ver más
Revista: Informatics

 
Revista: Energies

 
Daniel Tolks, Michael Sailer, Kevin Dadaczynski, Claudia Lampert, Julia Huberty, Peter Paulus and David Horstmann    
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users join teams and can create team events to work together ... ver más
Revista: Information

 
Alessandra Antonaci, Roland Klemke and Marcus Specht    
Gamification has recently been presented as a successful strategy to engage users, with potential for online education. However, while the number of publications on gamification has been increasing in recent years, a classification of its empirical effec... ver más
Revista: Informatics

 
Teresa Rojo, Myriam González-Limón and Asunción Rodríguez-Ramos    
Incorporating gamification into training?learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance thei... ver más
Revista: Informatics