[HTML][HTML] Gameful civic engagement: A review of the literature on gamification of e-participation

L Hassan, J Hamari - Government Information Quarterly, 2020 - Elsevier
With increased digitalization, governments and public institutes became potentially better
able to practice fuller and wider ranges of democratic governance through eg, e …

Internet-of-gamification: A review of literature on IoT-enabled gamification for user engagement

R Xiao, Z Wu, J Hamari - International Journal of Human–Computer …, 2022 - Taylor & Francis
Engagement is a common goal pursued by most social and technical systems, because of
its widely acknowledged effects on enhancing user acceptance and performance. Previous …

A gamification platform to analyze and influence citizens' daily transportation choices

R Kazhamiakin, E Loria, A Marconi… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
An effective, efficient, and ecological transport service needs a decision support system to
inform the administrations, while intelligently assisting citizens' daily transportation choices …

Digital technology-enabled transformative consumer responsibilisation: A case study

S Parth, B Manoharan, R Parthiban… - European Journal of …, 2021 - emerald.com
Purpose This paper aims to explore how a socio-digital platform can facilitate consumer
responsibilisation in food consumption to encourage sustained responsible consumption …

[HTML][HTML] Children, Young people and Mobility as a Service: Opportunities and barriers for future mobility

RG Casadó, D Golightly, K Laing, R Palacin… - Transportation research …, 2020 - Elsevier
The following paper examines the needs and perceptions of children and young people
(age 8–18) towards Mobility as a Service (MaaS). MaaS offers a new paradigm in the …

Gamification of e-participation: A literature review

L Hassan, J Hamari - 2019 - scholarspace.manoa.hawaii.edu
Gamification is one of the most commonly employed approaches for motivating individuals
to participate in several types of activities. One of its largest application areas has been e …

Changing the game: a case for gamifying knowledge management

A Shpakova, V Dörfler, J MacBryde - World Journal of Science …, 2017 - emerald.com
Purpose This exploratory paper investigates gamification as a medium for knowledge
workers to interact with each other. The purpose of this paper is to open the discussion …

Automatic generation and recommendation of personalized challenges for gamification

R Khoshkangini, G Valetto, A Marconi… - User Modeling and User …, 2021 - Springer
Gamification, that is, the usage of game content in non-game contexts, has been
successfully employed in several application domains to foster end users' engagement and …

A bike-sharing optimization framework combining dynamic rebalancing and user incentives

F Chiariotti, C Pielli, A Zanella, M Zorzi - ACM Transactions on …, 2020 - dl.acm.org
Bike-sharing systems have become an established reality in cities all across the world and
are a key component of the Smart City paradigm. However, the unbalanced traffic patterns …

Sustainable mobility learning: Technological acceptance model for gamified experience with ClassCraft in primary school

S Sipone, V Abella, M Rojo, JL Moura - Education and Information …, 2023 - Springer
The concept of sustainable mobility is related to the fulfilment of certain conditions that
consider environmental, economic and social factors when making decisions on transport …