Gamification and sensory stimuli in eco-driving research: A field experiment to reduce energy consumption in electric vehicles

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  • Queensland University of Technology
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Original languageEnglish
Pages (from-to)266-282
Number of pages17
JournalTransportation Research Part F: Traffic Psychology and Behaviour
Volume92
Early online date12 Dec 2022
Publication statusPublished - Jan 2023

Abstract

Gamification can create meaningful engagement for users and foster desired behaviors. In gamification research, however, the importance of sensory stimuli often has been overlooked. We examine and discuss how the variation of visual and auditory stimuli in gamified driving influences users’ eco-driving behavior. We conducted a field experiment where eco-driving is the field of application and energy consumption the dependent variable. Participants performed test drives with a battery electric car whilst using a mobile application that supports participants to drive more eco-friendly. We varied the extent to which the application employs visual and auditory stimuli. Our results of an analysis of covariance (ANCOVA) and multivariate analysis of variance (MANOVA) show that, depending on the stimuli configuration, participants expose different levels of energy consumption and experience different levels of enjoyment as well as different intentions to actually use this mobile application. More specifically, through the ANCOVA, we find significant differences of the energy consumption between the control group, who drove without the gamified application, and the visual-auditory group, as well as between the visual-only and the visual-auditory group, both at a p-value of 0.02. Further, the MANOVA reveals significant differences between the visual-only and visual-auditory group at a p-value of 0.01 for both perceived enjoyment and intention to use. Due to the significant impact of the varied sensory stimuli on the outcomes, we conclude that the choice and design of sensory stimuli play an increasingly important role in real-time gamification in safety critical situations.

Keywords

    Eco-driving, Electric vehicles, Field experiment, Gamification, Mobile application, Sensory stimuli

ASJC Scopus subject areas

Sustainable Development Goals

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@article{b92e859c8c164c00aed4863b41a61b90,
title = "Gamification and sensory stimuli in eco-driving research: A field experiment to reduce energy consumption in electric vehicles",
abstract = "Gamification can create meaningful engagement for users and foster desired behaviors. In gamification research, however, the importance of sensory stimuli often has been overlooked. We examine and discuss how the variation of visual and auditory stimuli in gamified driving influences users{\textquoteright} eco-driving behavior. We conducted a field experiment where eco-driving is the field of application and energy consumption the dependent variable. Participants performed test drives with a battery electric car whilst using a mobile application that supports participants to drive more eco-friendly. We varied the extent to which the application employs visual and auditory stimuli. Our results of an analysis of covariance (ANCOVA) and multivariate analysis of variance (MANOVA) show that, depending on the stimuli configuration, participants expose different levels of energy consumption and experience different levels of enjoyment as well as different intentions to actually use this mobile application. More specifically, through the ANCOVA, we find significant differences of the energy consumption between the control group, who drove without the gamified application, and the visual-auditory group, as well as between the visual-only and the visual-auditory group, both at a p-value of 0.02. Further, the MANOVA reveals significant differences between the visual-only and visual-auditory group at a p-value of 0.01 for both perceived enjoyment and intention to use. Due to the significant impact of the varied sensory stimuli on the outcomes, we conclude that the choice and design of sensory stimuli play an increasingly important role in real-time gamification in safety critical situations.",
keywords = "Eco-driving, Electric vehicles, Field experiment, Gamification, Mobile application, Sensory stimuli",
author = "Kenan Degirmenci and Breitner, {Michael H.}",
note = "Funding Information: The authors are grateful for the constructive comments provided by the editors and reviewers. They would like to thank S{\"o}ren Meyer for his support in arranging the test drives, and Bernadette N{\"u}{\ss} for supervising and executing the test drives and survey completion. They also thank Professor Jan Recker for his invaluable support and advice to complete this paper. This research was funded by a grant provided by the German Federal Ministry for Economic Affairs and Energy (16SNI011B). Dr Degirmenci{\textquoteright}s contributions were supported by a grant from the Australian Research Council (DP150100163). ",
year = "2023",
month = jan,
doi = "10.1016/j.trf.2022.10.014",
language = "English",
volume = "92",
pages = "266--282",
journal = "Transportation Research Part F: Traffic Psychology and Behaviour",
issn = "1369-8478",
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TY - JOUR

T1 - Gamification and sensory stimuli in eco-driving research

T2 - A field experiment to reduce energy consumption in electric vehicles

AU - Degirmenci, Kenan

AU - Breitner, Michael H.

N1 - Funding Information: The authors are grateful for the constructive comments provided by the editors and reviewers. They would like to thank Sören Meyer for his support in arranging the test drives, and Bernadette Nüß for supervising and executing the test drives and survey completion. They also thank Professor Jan Recker for his invaluable support and advice to complete this paper. This research was funded by a grant provided by the German Federal Ministry for Economic Affairs and Energy (16SNI011B). Dr Degirmenci’s contributions were supported by a grant from the Australian Research Council (DP150100163).

PY - 2023/1

Y1 - 2023/1

N2 - Gamification can create meaningful engagement for users and foster desired behaviors. In gamification research, however, the importance of sensory stimuli often has been overlooked. We examine and discuss how the variation of visual and auditory stimuli in gamified driving influences users’ eco-driving behavior. We conducted a field experiment where eco-driving is the field of application and energy consumption the dependent variable. Participants performed test drives with a battery electric car whilst using a mobile application that supports participants to drive more eco-friendly. We varied the extent to which the application employs visual and auditory stimuli. Our results of an analysis of covariance (ANCOVA) and multivariate analysis of variance (MANOVA) show that, depending on the stimuli configuration, participants expose different levels of energy consumption and experience different levels of enjoyment as well as different intentions to actually use this mobile application. More specifically, through the ANCOVA, we find significant differences of the energy consumption between the control group, who drove without the gamified application, and the visual-auditory group, as well as between the visual-only and the visual-auditory group, both at a p-value of 0.02. Further, the MANOVA reveals significant differences between the visual-only and visual-auditory group at a p-value of 0.01 for both perceived enjoyment and intention to use. Due to the significant impact of the varied sensory stimuli on the outcomes, we conclude that the choice and design of sensory stimuli play an increasingly important role in real-time gamification in safety critical situations.

AB - Gamification can create meaningful engagement for users and foster desired behaviors. In gamification research, however, the importance of sensory stimuli often has been overlooked. We examine and discuss how the variation of visual and auditory stimuli in gamified driving influences users’ eco-driving behavior. We conducted a field experiment where eco-driving is the field of application and energy consumption the dependent variable. Participants performed test drives with a battery electric car whilst using a mobile application that supports participants to drive more eco-friendly. We varied the extent to which the application employs visual and auditory stimuli. Our results of an analysis of covariance (ANCOVA) and multivariate analysis of variance (MANOVA) show that, depending on the stimuli configuration, participants expose different levels of energy consumption and experience different levels of enjoyment as well as different intentions to actually use this mobile application. More specifically, through the ANCOVA, we find significant differences of the energy consumption between the control group, who drove without the gamified application, and the visual-auditory group, as well as between the visual-only and the visual-auditory group, both at a p-value of 0.02. Further, the MANOVA reveals significant differences between the visual-only and visual-auditory group at a p-value of 0.01 for both perceived enjoyment and intention to use. Due to the significant impact of the varied sensory stimuli on the outcomes, we conclude that the choice and design of sensory stimuli play an increasingly important role in real-time gamification in safety critical situations.

KW - Eco-driving

KW - Electric vehicles

KW - Field experiment

KW - Gamification

KW - Mobile application

KW - Sensory stimuli

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U2 - 10.1016/j.trf.2022.10.014

DO - 10.1016/j.trf.2022.10.014

M3 - Article

AN - SCOPUS:85143759409

VL - 92

SP - 266

EP - 282

JO - Transportation Research Part F: Traffic Psychology and Behaviour

JF - Transportation Research Part F: Traffic Psychology and Behaviour

SN - 1369-8478

ER -

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