Simulation of Gamification Elements to Promote Carpooling in a Closed Community

Bruno-Miguel Pinto, R. Rossetti
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引用次数: 1

Abstract

In recent years, we have seen a wide spread of gamification as a tool to motivate individuals into following a considered action or set of actions. However, there are not so many methods of evaluating the effects of its implementation. This paper focuses on the particular case of promoting carpooling in a closed community. We show that the combination of contributions from a set of gamification elements can decrease CO2 emissions in about 11%. Additionally, the individual contributions of each element are ranked, showing which elements contribute more and less to the reduction of carbon emissions. Regarding this matter, statistics are considered the best element, with the potential to promote a reduction of CO2 emissions in about 1.515%.
模拟游戏化元素促进封闭社区拼车
近年来,我们看到游戏化作为一种激励个人采取行动或一系列行动的工具得到了广泛传播。然而,评价其实施效果的方法并不多。本文关注的是在一个封闭的社区中促进拼车的具体案例。我们表明,一系列游戏化因素的综合贡献可以减少约11%的二氧化碳排放。此外,对每个元素的个人贡献进行排名,显示哪些元素对减少碳排放的贡献更多和更少。关于这个问题,统计数据被认为是最好的因素,有可能促进减少约1.515%的二氧化碳排放。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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