通过叙事游戏化改变旅行模式:新加坡校本项目的证据

IF 2.4 Q3 TRANSPORTATION Case Studies on Transport Policy Pub Date : 2024-04-15 DOI:10.1016/j.cstp.2024.101198
Wai Yan Leong, Wen Wei Chong, Melvin Kwok
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引用次数: 0

摘要

特别是考虑到当今许多城市的汽车使用量呈增长趋势,鼓励年幼学童(及其家长)更多地采用积极的出行方式上学,减少使用汽车,越来越受到交通政策制定者的关注。在这项研究中,新加坡的三所小学通过为期三周的 "OneEarth 挑战 "项目,采用游戏化作为行为干预手段,以促进学生 "无车 "出行。在这项干预措施中,学生们通过 "无车 "上学来获得积分,并通过团队间的竞赛使这项活动变得有趣、引人入胜并具有社交性。除了此类计划通常采用的以个人为重点的奖励措施外,学生们还集体努力实现团队和学校的目标。在活动期间,所有学校的 "无车 "出行率平均提高了 28.5 个百分点,这种提高至少持续到挑战赛结束后 8 周。我们还发现,虚构游戏叙事的加入与 "无车 "行为内在动机的增加有关,而这反过来又导致行为改变的持续性增强。本文讨论了这些结果的政策影响和可推广性。
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Shifting travel patterns through narrative gamification: Evidence from a school-based program in Singapore

Encouraging young school children (and their parents) to travel to school more by active modes and less by car is of growing interest to transportation policymakers, especially considering the growing trend of car use in many cities today. In this study, gamification was employed as a behavioral intervention to promote “car-free” travel among students of 3 elementary schools in Singapore, through a 3-week program called the OneEarth Challenge. In this intervention, students earned points for going “car-free” to school, and the activity was made fun, engaging, and social, through inter-team competitions. Beyond individual-focused rewards typically employed for such programs, students also collectively worked towards team and school goals. During the program, there was an average 28.5 percentage-point increase in “car-free” travel across all schools, and this increase largely persisted at least up to 8 weeks after the Challenge. We also found that the inclusion of a fictional game narrative was associated with increased intrinsic motivation for “car-free” behavior which in turn led to greater persistence in behavior change. The policy implications and generalizability of these results are discussed.

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CiteScore
5.00
自引率
12.00%
发文量
222
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