Project: Engagement and Gamification of Tourists in Public Transport
In the last decade, gamification and persuasive games have been investigated in different contexts as tools to influence people behavior and induce behavior change. Considering in particular the importance to develop a sustainable mobility in tourist destinations, it becomes clear that gamification (and gameful experiences) can be exploited to engage not only citizens, but also tourists in using more sustainable means of transportation, towards a more sustainable behavior.
With this in mind, the idea behind this project is to design and develop a gamified solution, including a mobile app, to engage tourists in using public transportation, exploiting short-range communication technologies (as RFD, iBeacon, etc.) and the Beanstalk infrastructure, to validate data and provide contents. The Beanstalk infrastructure is a passive wi-fi low-cost infrastructure, already deployed in 60 points of interest around the Madeira islands and in 20 buses in Funchal).
An interesting solution can be the creation of a gamified location-based application that allow tourists to discover peculiarity of the destination, investigating the concepts behind treasure hunts and/or geocaching gameplay.
The project involves:
(a) designing/implementing a mobile application able to communicate with short-range communication technologies and protocols;
(b) implementing a web interface to facilitate the creation and customization of challenges/campaigns and visualized the collected data;
(c) deploying and testing the system in a pilot campaign.
Some challenges can be envisioned in developing the system, as:
(i) correlating the data gathered from different sources to check and validate the mean of transportation used by the player to reach the location;
(ii) designing the system as a framework to allow the creation of different campaigns considering various contents (for example, text, audio, augmented reality elements, etc.), locations and targets.
This project is the result of a partnership among the Madeira Interactive Technologies Institute (PT), ARDITI (PT), and the Instituto Superior Técnico de Lisboa (PT).
I am currently enrolled on my last 2 non-thesis related courses. one of them is MCP - Multimedia Content Production. The other one is IVC - Interactive Visual Communication.
Apart from these 2, I am enrolled on the Master Project in Information and Software Engineering. For the next semester, the one missing will be the Master Thesis in Information and Software Engineering, where I will be able to submit the final thesis.
(Explain the Plan and Calendar)
I am currently writing a report on the current state of the tech. With this, I am looking for the different alternatives on where to develop the final aplication, the different types of application, and the available platforms for the final deployment.
The first meeting is scheduled for the 21st February, 1600, at the North Tower.
The State of the Tech Report is now available. This week, I did further research on React Native, making sure that it indeed was a good choice. Now, focus is turning into the gamification concept, further developing the core ideas, and connecting all the dots.
There was also an opportunity to check on some Bluetooth Beacons, to incorporate in the project. (More on this later on)
A skype meeting is scheduled for next Tuesday, 6th March.
State of the Tech Report
Last tuesday, there was a meeting with Prof. Cátia, where we did discuss a couple different ideas regarding the project, and also the use of different hardware for the project.
There was also time to discuss on what I should be doing next, and what to read. These resources were delivered by email, and are now my night-time reading.
Now, it is time to read about gamification, react native, javascript, and other documents on the topic, such as former thesis.
Planning on starting a react native application next week, during easter.
Also, "related work" springs to mind.
This week was "less productive" than I expected it to be.
What I did mostly this week was reading some papers. Not all of the following list, only 3 to 4, but the following list includes all papers I am planning on reading/am reading right now:
-> Gamification is Simply Bells and Whistles
-> From Game Design Elements to Gamefulness: Defining "gamification"
-> A User-Centered Theoretical Framework for Meaningful Gamification
-> Strategies for Meaningful Gamification: Concepts behind Transformative Play and Participatory Museums
-> Improving Participation and Learning with Gamification
-> Defining Gamification - A Service Marketing Perspective
-> The Ethics of Gamification
-> Gamification and Customer Loyalty
-> Gamification Aware: Users Perception about Game Elements on Non-Game Context
Got back to work on the project. I am currently writing the related work part of the project.
My approach to this will be to give a high-level explanation about games/gaming, and to further ellaborate on a more detailed approach to games using "For the Win: How Game Thinking Can Revolutionize Your Business".
I am also giving some examples of applications that already use gamification techniques. Related work is starting to develop properly.
Now, in regard to the react native application, I will be starting it between this week and next week, with a tutorial.
Related work took more time than I was expecting, but it is done. Also began the introduction, and started writing on the final latex format.
Also, while at madeira (26th April), we had a meeting at M-ITI with Prof. Nuno, Claudia, and Dr. Lucio.
This week, the idea is to finish joining every different latex file that has been developed over the last weeks. The final result should be a very basic draft of the thesis.
Also, the deadline has been published for the 30th May.
Introduction
With cities becoming more and more congested, there is a need to reduce the number of private cars driving on the road. For this, the solution is to maximise the potential for local public transport, by making it attractive, and a convenient alternative, but also by integrating the public transport system with people's lives, creating an appealing means of transportation, improving the urban environment.
According to Eurostat, more than 80\% of inland passenger transport in Europe is in passenger cars. Statistics confirm that, although public transport networks are efficient, and tend to become cleaner and more ecological, there still is a lack of interest in using them daily.
To be more specific, only 9.1\% of Europe is using the bus on regular usage.
(http://ec.europa.eu/eurostat/statistics-explained/index.php/Passenger_transport_statistics)
The relative importance of passenger cars was highest in Portugal, in 2014, where people chose this means of transportation 89.4\%, while other member states vary between 80\% and 85\%, and some of them are even below the 67\% mark.
According to (https://www.sciencedirect.com/science/article/pii/S0967070X07000820), should we understand Transport as a derived demand or as a valued activity?
The new paradigm regarding conventional transport analysis is "based on the premise that travel is a cost, and that travel times should be as short as possible. But this is changing as the new technology allows much greater travel time flexibility, including mobile working. It provides tremendous opportunity and choice in leisure activities, whether this means time spent online in the home, or taking the opportunity to book a last minute holiday overseas, or adapting existing activities (such as shopping)."
What this is confirming is that we can introduce new mechanisms to induce behavioural change in mobility, by creating engagement to this means of transportation, but also by developing secondary activities.
From 2010 onwards, there was a revolution in informatics, making technology cheaper and more user-friendly. It is common to have the transport network connected via GSM devices, sharing information that can be worked and delivered to the final user, or even to evaluate the current state of the system. When combined with mobile devices, these advanced are most valuable for the users, as they can schedule their lives knowing precisely at what time should they expect their transport. This adds value to the product, by keeping users informed at no cost, but also by making them adhere to the system.
The current mobile phone "fever" made everyone have its mobile phone. As such, there is a new standard where there are 2 to 3 operative systems around, and, while these might have several hardware combinations, they mostly share the same interfaces and software, creating an opportunity to develop mobile solutions that everyone can use.
Public transport companies are already using this regularly, yet, although keeping the user informed, this fails to create engagement with the user and the transport, especially in regards to customer fidelisation.
Collective Mobility
Urban Mobility is one of the most critical factors in a city's life. The new demand for sustainable towns requires for policies that reduce pollution levels, by reducing the number of cars driving in the city, replacing those with collective transportation. There is a need to create strategies that work as an incentive for the use of mass transportation. There are different solutions available, from encouraging the reduction of pollution level by replacing individual cars for collective transit to the increase in benefits of using them. In regards to Tourism, and especially in Madeira, there are several bus lines to the different sightseeing places, making it the best choice regarding mobility. The benefits of using this type of movement are several, but, it might be difficult to transmit that idea to the end user. There is the need to create mechanisms that will create engagement with the user, to persuade it to use a particular service. Among several different options, this project explores a reasonably recent approach called gamification. The idea is to deliver information, to engage users in joint mobility, and also to retrieve new experiences out of this. With this in mind, it is required to create a solution that is sufficiently mobile, but that can deliver a roleplay, with different guidelines, to engage the user into exploring the public transportation network, including the sightseeing places, but also the "regular" bus destinations. With this in mind, the project will include a mobile application, for iOS and Android, developed using cross-platform solutions. This application will also work with a backend server, to store each user's progress within the app, and even with dedicated hardware, that will support the app, to better locate the user. The idea is to add gamification to a collections app. The user is required to proceed to a particular place, by taking a specific bus line. When reaching its destination, a couple of challenges will engage the user, and the final award will be a collectable. Also, while all this happens, the user is exploring the different sightseeing locations.TBD
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