18 research outputs found

    Gamification in transport interventions: Another way to improve travel behavioural change

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    Gamification is dramatically transforming how behaviour change interventions are delivered. The design of gaming products in the field of transport, a field which is perceived as having derived demand, is largely underdeveloped. This paper explores gamification in the context of transport, proposes a conceptual theoretical framework that explains why and how gamification may be designed and evaluated, and synthesises current practice regarding the range of interventions offered thus far. The conclusions identify strategies and implications for the improvement to existing schemes as well as guidance for future research into gamification

    Workshop 2B report: Governance of relationships between authorities and operators with particular reference to situations of fundamental change

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    Contracting public transport services is one of the traditional topics in the Thredbo conference series. Nine papers were presented in this workshop, leading to in-depth discussions on a better contracting framework for informal sectors and on improving stakeholder relationships. The evidence from papers in this workshop fell broadly into three areas. The first considered contracting frameworks to formalise and better organise the informal passenger transport (IPT) sectors, the second discussed contracting issues on resource and pricing strategies, and the third looked at contracting issues for innovative services. In addition to the detail provided by the evidence in the papers, the workshop discussions identified a trade-off relationship between many aspects of the tendering processes and broadly defined stakeholder relationships. The workshop developed five areas for further research: review mechanisms across regions, settings, and disciplines; stakeholder relationships in contracting and concessions; the importance of social outcomes of contracted/concessioned services; quantifying the informal sector; and innovation

    How perceptions influence young drivers' intentions to participate in gamified schemes

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    This study investigates how perceptions may influence young drivers’ intentions to participate in a gamified scheme designed to encourage safer driving behaviours. In doing so, this study offers useful insights into how to design effective and appealing gamified interventions for young drivers. Specifically, the study analyses responses from a survey of young drivers in Queensland, Australia. In all, the key results indicate to researchers and practitioners seeking to implement gamified schemes that they should remain cognisant of satisfying an individual's perceptions of ease-of-use. Further, affecting behavioural intentions, distinct from attitudes, is crucial to an individual's adoption of a gamified scheme. Finally, while the findings reinforce the role of ‘practical’ decision making; they also reveal, that an absence of ‘fun’ or ‘joy’ can play a role in decision making. These findings indicate that nurturing joy and happiness is a worthy, useful and admirable endeavour for transport planners, economists and policy makers. It is a research agenda pertinent to the realisation of behavioural changes and to the promotion of societal welfare more broadly

    Dynamic fuzzy data envelopment analysis models: case of bus transport performance assessment

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    In the transport field, two characteristics–inter-temporal dependency and fuzziness–need to be considered when assessing transport performance. First, input and output levels are inter-temporal dependent due to heavy capital investment and because quasi-fixed input can influence output levels over multiple periods. Second, conventional Data Envelopment Analysis (DEA) models are, in nature, formulated with quantitative variables. However, qualitative measurements that are characterized with “vagueness” or “fuzziness” are as important as quantitative variables for multi-period transport performance assessment. To rectify these problems, the present study extends previous research by proposing a Dynamic Fuzzy Data Envelopment Analysis (DFDEA) method for assessing the comparative efficiency where inter-temporal dependence exists in operating production processes with some “fuzzy” variables. An case study was conducted to evaluate the performance of city bus transport companies in Taipei, Taiwan. Results showed the superiority of the proposed DFDEA model by comparing the results with static models

    Understanding the potential policy transfer of gamification schemes for behaviour change in public transport and road safety

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    There is a long history in transport of implementing travel demand management (TDM) to manage users\u27 behaviour. Recently, gamified interventions have been proposed as a better way to incentivise users to participate in TDM interventions. The concept of gamified design uses game design elements in non-game contexts. However, transport is complex and diverse and it is not clear whether gamified design is transferable between different transport applications such as increasing public transport use and improving road safety. The research question of this study is to investigate policy transfer effects of different gamified design applications. In order to explore this research question, this study designed two stated preference surveys with the same gamified design concepts but applied in two fields, including public transport with the aim to relieve congestion and for young drivers with the aim to improve road safety. Both surveys are held in Queensland, Australia. A multinomial logit modelling approach was used for both case studies. The marginal effect results were cross compared to draw out policy implications and potential policy transfer effects. The paper concludes that some users\u27 attitudes and perceptions are transferrable, and gamified schemes are not particularly favoured. In particular, it is clear that irrespective of transport field, the design of a scheme for vehicle users must understand participants’ intentions and that this is more important than capturing their beliefs

    Equity in financing public transport infrastructure: Evaluating funding options

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    Funding of new public transport infrastructure is challenging because of the typically large up front costs. Funding bodies are keen to find new ways of delivering new infrastructure and several funding schemes have been implemented which are based on the way in which better public transport from new infrastructure improves accessibility and raises land values have been implemented. Value capture, the term for a funding mechanism whereby the increase in land value following new infrastructure, has been widely viewed as an alternative funding tool for future public transport infrastructure and has been practiced in a number of forms (e.g., Tax increment financing (TIF)). However, few studies have addressed the equity implications in relation to value capture funding schemes. This study investigates the equity implications using Gold Coast Light Rail Transit (GCLRT) stage one in Gold Coast, Australia as the case study. This case study is used to evaluate four different funding schemes based on previous and existing value capture strategies, such as land value tax, value capture strategies (e.g., TIF and special assessments), and a public transport levy. The paper considers vertical and horizontal equity. There is some evidence of high levy for low income households in the GCLRT catchment areas for value uplift based schemes. The conclusions of the paper contribute to implementation of value capture scheme for many cities in Australia and elsewhere wanting to implement similar funding schemes to fund transport infrastructure

    How do soft factors influence take-up of gamified travel demand management schemes in public transport: An investigation in Gold Coast, Australia

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    There are various factors that have impact on the effects of the Travel Demand Management (TDM) schemes. This paper investigates the role of soft factors (e.g., participants\u27 perceptions and attitudes) in travellers\u27 intentions to participate in a public transport orientated TDM scheme. A multinominal logit model is analysed giving a key result suggesting that successful implementation of gamified and incentive based TDM schemes must pay attention to satisfy a traveller\u27s perceptions of enjoyment and usefulness. While the findings reinforce the role of ‘practical’ decision making (i.e., ease-of-use and usefulness) for the traveller in participating in a gamified TDM scheme, they also reveal that ‘fun’ or ‘exciting’ (i.e., enjoyment) also play an important role to make the scheme more attractive, particularly for public transport users. Model results also reveal that how easy the game is remains critical to the participant\u27s intention to join and play. In particular, an easy game increases the intention to join for educational users. In concluding, the results show that participants\u27 perceptions and attitudes are critical not only in the design of an effective gamified scheme but also in identifying the target groups (e.g., students or commuters) for the proposed schemes

    Different Stories from Different Approaches in Evaluating Property Value Uplift: Evidence from the Gold Coast Light Rail System in Australia

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    Increases in land value, known as value uplift, follow from improvements in accessibility arising from new transport infrastructure. This paper investigates how different approaches in evaluating property value uplift could lead to different results. The case study of the light rail transit system in the Gold Coast, Queensland, Australia, is the context for this study. This paper addresses two of the critical aspects of the value uplift literature—how many of the results are determined by the method adopted and, perhaps more importantly, if there is a method which provides the best results. Historical data on private property sales are used to evaluate the timing, shape, and conditions for increases in land value or value uplift employing two of the most widely used modeling approaches: difference-in-differences and multilevel regression models. The more recent literature has also identified that the choice of control area is pertinent and so this study uses two different approaches for the selection of catchment areas: conventional distance-based methods and propensity score matching. The model results do confirm the increases in property prices because of better accessibility to Gold Coast light rail transit, but the amount of uplift does appear to depend both on the model approach and the method to select catchment and control areas. The paper discusses the implications of this for literature which has a variety of different methods established for research

    The Value of Green Infrastructure: Evidence from the Gold Coast, Queensland, Australia

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    Green infrastructure is important to underpin residential choice, provide sustainable transport and contribute to a liveable neighbourhood. This study investigates the value of green infrastructure to property owners where green infrastructure is defined as including built environment features (e.g., green spaces, beach), facilities (e.g., fitness equipment in parks) and infrastructure (e.g., heavy rail, light rail). Gold Coast, Queensland, Australia is the case study. To capture geographical differences across the city, a multi-level regression modelling approach is used to measure the implicit value of green infrastructure in the property price. The results suggest only those elements of green infrastructure that can provide a service (e.g., fitness equipment) are positively valued. Importantly from a sustainable transport perspective, the current public transport network and services make a negative contribution to property price suggesting these might not meet with residents’ expectation. The conclusions of the paper discuss the implications of this for literature and policy in respect of green infrastructure

    Exploring the attitudes and perceptions influencing user participation in gamification schemes for TDM

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    Travel demand management (TDM) strategies and behaviour change initiatives aim to improve travel conditions by reducing or redistribute demand where the transport system is most congested. TDM strategies with gamified design can provide positive incentives in the form of playing a game and providing rewards. Gamified design has recently been implemented for TDM strategies in the public transport field with some success. However, before implementing a TDM strategy with a gamified design, it is critical to understand how participants or users value the proposed strategy. This study explores which attitudes and perceptions make a gamified scheme successful in attracting users to participate. This study surveyed 160 participants in Taipei City and used structural equation modelling (SEM) with an extended technology acceptance model (extended TAM) to identify which user attitudes and perceptions are critical to influence respondents\u27 intention to join the gamified scheme. This study finds the key element of ‘to capture the fun and joy’ of the gamified scheme or perceived enjoyment is positively related to perceived ease of use that is key in convincing people to participate as being perceived as easy to use means the target demographic feels no burden in “giving it a try”. The results of this study may aid policy makers in designing gamification schemes that are more tailored for the specific purpose and thus more effective
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