| Literature DB >> 36118476 |
Abstract
Eco-driving is a style of driving that minimizes energy consumption, while gamification refers to the use of game techniques to motivate user engagement in non-game contexts. This paper comprises a literature review assessing applying gamification to encourage eco-driving. The Web of Science Core Collection and EBSCO Host platforms were searched in February 2022. Qualifying sources included peer review journal articles, conference proceedings papers, academic book chapters and dissertation reports. The final sample comprised 39 unique publications, of which 34 described gamification adjunct systems used during driving. Most were designed as smartphone apps, but some ran on bespoke in-car feedback displays. Alternatively, using game-based learning, 5 studies described videogames designed to encourage eco-driving. Popular gamification elements were: an eco-driving score; self-comparisons or comparisons with others via leader boards; rewards; challenges, missions or levels; and emotive feedback (e.g., emojis). One system aimed to discourage driving at busy times. While 13 studies assessed the efficacy of the various systems, these were generally of poor quality. This developing literature contains many good ideas for applying gamification to promote eco-driving. However, evidence for efficacy is largely absent and researchers are encouraged to continue to evaluate a wide range of gamification approaches to promote eco-driving.Entities:
Keywords: eco-driving; enjoyment; flow; gamification; review
Year: 2022 PMID: 36118476 PMCID: PMC9479761 DOI: 10.3389/fpsyg.2022.970851
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1PRISMA diagram.
Details of adjunct systems (n = 25) and game-based learning systems (n = 5).
| Name of | References | Theoretical | Mode | During driving? | Common driving elements | Distinctive driving | Eco driving score | Leader board | Personal Best | Reward | Missions/ | Other |
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| GAFU/Eco driving assistant | - | Smartphone | Y | a,b,c,d,f | - | Abstract | Y | - | Non-fiscal | - | - | |
| Coastmaster; Brakemaster | Opportunity Cost Model | Smartphone | Y | a,c,e | - | - | - | - | - | Y | - | |
| - | User Centered Design | Bespoke screen | Y | a,b,c | - | Abstract | Y | - | Fiscal | Y | Happy/sad face; green/red light | |
| GamECAR | Octalysis Actionable Gamification Framework | Smartphone | Y | a,b,c,d,e | - | Abstract | Y | Y | Non-fiscal | Y | - | |
| Green Drive | Serious Games Community Building | Smartphone | Y | a,b,c,d,f | - | Energy use | Y | - | Fiscal | Y | Snakes and ladders | |
| - | - | Bespoke screen | Y | f,g | Cost per km | Energy use | Y | Y | - | Y | - | |
| - |
| - | Smartphone | N | f | - | Energy use | Y | - | Fiscal | - | - |
| - |
| - | Smartphone | N | b,c | - | Abstract | Y | - | - | - | - |
| Project Drive |
| - | Smartphone | Y | a,b | - | Abstract | - | - | Non-fiscal | - | User stories posted on a social feed |
| The Eco Service |
| - | Smartphone | N | a,b,c,f | Avoid idling time | Abstract | Y | Y | - | - | - |
| Driving Miss Daisy |
| - | Smartphone | Y | a,b,c | Abstract | Y | Y | - | Y | - | |
| I-GEAR |
| Persuasive gaming | Smartphone | N | - | Discourage driving altogether | - | - | - | Fiscal | - | |
| TEGA |
| - | Smartphone | Y | a,d,f,g | - | Abstract | Y | - | Non-fiscal | Y | - |
| GreenDriver |
| Gamification objects and mechanics | Smartphone | Y | b,c,f | - | Energy use | Y | - | Non-fiscal | Y | - |
| EcoChallenge |
| Persuasive games | Dashboard display | Y | a,b,c,d,e,f | - | Abstract | Y | Y | - | Y | - |
| Metaphors |
| Cognitive theory of multimedia learning | Dashboard display | Y | a,b,c,d,g | Avoid idling | CO2 | - | Y | - | - | - |
| - |
| - | Dashboard display | Y | f | - | Energy use | Y | - | - | - | - |
| - |
| Fogg Behavioral model | Smartphone/HUD/ | Y | a,c | - | Abstract | Y | - | Non-fiscal | - | - |
| ecoDriver |
| Value Orientation Theory | Bespoke screen | Y | a | - | Abstract | Y | - | - | Y | - |
| Social Driving App |
| - | Bespoke screen | Y | a,d,f | - | Abstract | Y | - | - | - | - |
| - |
| - | Bespoke screen | Y | b,c | - | - | - | - | - | - | Emotional car character |
| - |
| - | Dashboard display/Smartphone | Y | a,b,c,f,g | Cost per km | Abstract | Y | Y | - | - | Tree graphics |
| Autopet/Message-massage |
| - | Smartphone/massage pad | Y | a,b,c | - | - | - | - | - | - | Creature character depends on driving style/Seat massager relieves stress |
| - |
| - | Email and website | N | a,b,c,g | Avoid idling time, use of A/C, check tire pressure, minimise cargo | Abstract | Y | - | - | - | - |
| - |
| - | Website | N | a,b,c | - | CO2 | Y | - | Fiscal | - | - |
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| - |
| Game Based Learning | Video game | N | a | Abstract | - | - | - | - | - | |
| Streetwise |
| - | Video game | N | a,b | - | - | - | - | Y | - | |
| Meeco |
| - | Smartphone | N | - | Discourage driving altogether | - | - | - | Fiscal | Game people out of their cars altogether | |
| iCO2 | Games With a Purpose | Smartphone | N | a,b,c,f | Energy use | Y | - | Non-fiscal | Y | Time sensitive decisions | ||
Common driving elements: speed (a); acceleration (b); braking (c); RPM/gear changes (d); coasting (e); energy/fuel use (f); CO2 emissions (g).
FIGURE 2Eco-driving elements (A) and gamification elements (B) deployed across the 34 adjunct studies.
Evaluation studies.
| References | Name of system | Setting | Sample N | Sample info | Design | Control condition | Length of evaluation | Effects |
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| NA | Road | 108 | 28f 80 m | Within | Yes | 22 months (6 months with gamification) | Reduced average energy consumption (2.99 kwh/100 km) |
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| NA | Road | 50 | No details | Within | No | 18 weeks | No analysis carried out |
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| NA | Road | 42 | Varying age and sex | Within | Yes | 4 weeks (2 weeks with gamification) | No overall effect |
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| GAFU/Eco driving assistant | Road | 36 | No details | Between | Yes | 12 weeks | Average fuel consumption lower by 0.59 l/100 km |
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| Eco-Challenge | Road | 36 | Mostly male, aged 21–59 years | Within | Yes | 1 h | Higher eco score, lower braking force, greater coasting mode, more speed variability, higher acceleration. |
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| The eco service | Road | 16 | Mixed gender; age 21–65 | Between | Yes | 1 h | No effect for fuel consumption and no analyses for other dependent variables |
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| NA | Road | 7 | 1f 6 m, aged 26–57, drivers and motorcyclists | Within | No | Average 5.5 h driving per participant | No significant effects shown |
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| NA | Sim | 40 | 20f, aged 18–65 | Within | Yes | 1 h | Reduced fuel consumption, less variability in accelerator pedal position and lower mean speed in 60 km/h speed zones. |
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| Coast-master | Sim | 32 | Male, aged 18–25 | Within | Yes | 16 min | Reduced overall speed, reduced speeding, greater anticipation |
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| Coast-master | Sim | 24 | Male, aged 18–25 | Within | Yes | 20 min | Lower average speed |
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| NA | Sim | 29 | Mixed gender, young adult | Between | Yes | 15 min | No effects of gamification compared to training |
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| NA | Sim | 26 | 2f, mean age 51, truck drivers | Within | Yes | 1 h | No analysis carried out |
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| iCO2 | Sim (game) | 78 | No details | Correl-ational | No | 7–8 min | No analysis carried out. |
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| NA | Road | 46 | varying age and sex | Interview | N/A | 4 weeks (2 weeks with gamification) | Positive evaluations of eco score goals; negative evaluations of leader board; spontaneously expressed driving with instant energy feedback was “like playing a game” |
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| The eco service | Road | 16 | Mixed gender; age 21–65 | Interview | N/A | 1 h | Positive rating of eco driving score and tracking scores over time; some rated leader board negatively. |
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| Social Driving App | Road | 9 | male, age 23–26 | Questionnaire | N/A | 30 min | Positive ratings of audio and visual feedback; System rated as usable and desirable overall |
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| Project Drive | Road | 6 | age 20–30 | Questionnaire | N/A | 2 weeks (1 week with gamification) | Universal positive rating of badges/social feed (leader board) and fiscal rewards; majority positive rating for retrospective feedback. |
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| NA | Sim | 26 | 2f, mean age 51 years, truck drivers | Questionnaire | N/A | 1 h | Positive ratings of eco-speed range, eco-driving performance score and live leader board |
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| NA | Attitude survey | 34 | mixed gender, age 19–61 | Focus groups | N/A | N/A | Preference for personalized eco-driving feedback rather than a leader board; evidence of individual differences in preferences |
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| Streetwise | Sim (game) | 19 | if 15 m, aged 15 to 17 years | Questionnaire and focus groups. | N/A | 50 min | Mixed attitude to game; perception of driving risk increased after playing |
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| NA | Sim | 15 | 2f 13 m, aged 19–36 years | Questionnaire | N/A | 6–10 min | Overall satisfaction high: usefulness, visual quality, ease of learning, ease of use, interactivity, fatigue, entertainment, effectiveness, presence, satisfaction. |