Sustainable urban mobility is an important dimension in a Smart City and one of the key issues in National and International Programmes. However, innovative and often costly mobility policies and solutions introduced by cities are liable to fail, if not combined with initiatives aimed at increasing the awareness of citizens, and promoting their behavioural change. This paper explores the potential of gamification mechanisms to incentivize voluntary behavioural changes towards sustainable mobility solutions. We present a service-based gamification framework, developed within the STREETLIFE EU Project, which can be used to develop games on top of existing services and systems within a Smart City, and discuss the empirical findings of an experiment conducted in the city of Rovereto on the effectiveness of gamification to promote sustainable urban mobility.
Gamification refers to the exploitation of gaming mechanisms for serious purposes, like learning hard-to-train skills such as modeling. We present a gamified version of Papyrus, the well-known open source modeling tool. Instructors can use it to easily create new modeling games (including the tasks, solutions, levels, rewards...) to help students learning any specific modeling aspect. The evaluation of the game components is delegated to the GDF gamification framework that bidirectionally communicates with the Papyrus core via API calls. Our gamified Papyrus includes as well a game dashboard component implemented with HTML/CSS/-Javascript and displayed thanks to the integration of a web browser embedded in an Eclipse view. CCS CONCEPTS • Software and its engineering → Software design engineering; • Applied computing → Education;
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