Many of these ingredients can be transferred to a context of public transport and mobility. Chromaroma comes a long way in that direction, but I think it can go a step further. And above all: that such a gamification initiative can be deployed more effectively. That it can be deployed and linked to an objective such as less travel during rush hour. A game can be the way to get people out of their daily routine. But then we come to the core problem of the story. The above ingredients have the potential to make the game more fun. How these ingredients interact and whether the system as a whole will contribute to your objectives is still the question. That question must be answered in a thorough design process.
Game designers use a so-called second-order design process. That is to say: they formulate their objectives at the level of gameplay : the behavior and experience they want to see in players. But they also realize that this cannot be designed directly. They therefore deviate to the rules of the game, which can be designed directly. Through an iterative process of paper prototypes (a provisional paper version of the game) and playtesting (testing the paper prototype with future users) they then refine the ruleset until it results in the desired gameplay .
A are good sources to learn more about the game brother cell phone list design process. I have found that it is also possible to go through this process – albeit with some adjustments – for designing a gamification solution. It is beyond the scope of this article to describe it in detail, but if you are interested, you can find an example in this paper . If you go through such a process in the right way and with the right people, it will result in the design of a game that is both fun to play and contributes to the goal you want to achieve. Moreover, along the way you will undoubtedly gain new insights into the system you are trying to influence and you will be able to filter out the notorious perverse incentives .
A world to win
More and more data is becoming available about the behaviour of travellers and motorists. In addition to the OV chip card, smartphones are also a new source of data. Based on information from the sensors that are now standard in a smartphone, we not only know where someone is, but we can even estimate with reasonable accuracy which means of transport he or she is in (as is done in the I-Zone project , for example ). The next step is to use this data to steer people's behaviour towards more sustainability and better accessibility. With gamification - if tackled properly - there is still a world to be won in this area.
Thanks to Paul Rooijmans of Purple-Orange for contributing his knowledge of the public transport sector to this article.