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Introducing a Mobility on Demand System to Prospective Users With the Help of a Serious Game

König, Alexandra und Kowala, Niels und Wegener, Jan und Grippenkoven, Jan Daniel (2019) Introducing a Mobility on Demand System to Prospective Users With the Help of a Serious Game. Transportation Research Interdisciplinary Perspectives, 3. Elsevier. doi: 10.1016/j.trip.2019.100079. ISSN 2590-1982.

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Offizielle URL: https://doi.org/10.1016/j.trip.2019.100079

Kurzfassung

Sustainable mobility concepts are challenged to create a positive users' attitude and a high willingness-to-use to be adopted and survive on the market. Prospective users must not merely be informed about the service but become involved and feel affected. The contribution introduces a digital learning game, a so called serious game, to improve players' knowledge, attitude and willingness to use mobility on demand systems (MODS). The goal of an evaluation study in a high school (N = 71) was to compare the serious game and an online research according to the proposed effects on knowledge, attitude and usage intention. The study demonstrates that pupils' level of knowledge about the operational concepts of MODS increased after playing the game and the retention rate was higher. Playing the game furthermore resulted in a more positive appraisal of MODS concerning their usefulness. No significant effect of the serious game on the later usage behaviour was found. The paper points out the benefits of a gamified approach for introducing mobility services to prospective users and derives recommendations for the application of gamified approaches to facilitate the adoption of new technology or services.

elib-URL des Eintrags:https://elib.dlr.de/129793/
Dokumentart:Zeitschriftenbeitrag
Titel:Introducing a Mobility on Demand System to Prospective Users With the Help of a Serious Game
Autoren:
AutorenInstitution oder E-Mail-AdresseAutoren-ORCID-iDORCID Put Code
König, AlexandraAlexandra.Koenig (at) dlr.dehttps://orcid.org/0000-0001-6332-3817NICHT SPEZIFIZIERT
Kowala, Nielsniels_kowala (at) web.deNICHT SPEZIFIZIERTNICHT SPEZIFIZIERT
Wegener, JanJan.Wegener (at) dlr.dehttps://orcid.org/0000-0003-2883-8334NICHT SPEZIFIZIERT
Grippenkoven, Jan DanielJan.Grippenkoven (at) dlr.dehttps://orcid.org/0000-0001-9898-7437NICHT SPEZIFIZIERT
Datum:4 Dezember 2019
Erschienen in:Transportation Research Interdisciplinary Perspectives
Referierte Publikation:Ja
Open Access:Ja
Gold Open Access:Nein
In SCOPUS:Ja
In ISI Web of Science:Ja
Band:3
DOI:10.1016/j.trip.2019.100079
Verlag:Elsevier
ISSN:2590-1982
Status:veröffentlicht
Stichwörter:Serious game; Gamified learning; Knowledge transfer; Mobility on demand; Diffusion of Innovation Model; Technology Acceptance Model; User acceptance; Interdisciplinarity
HGF - Forschungsbereich:Luftfahrt, Raumfahrt und Verkehr
HGF - Programm:Verkehr
HGF - Programmthema:Verkehrssystem
DLR - Schwerpunkt:Verkehr
DLR - Forschungsgebiet:V VS - Verkehrssystem
DLR - Teilgebiet (Projekt, Vorhaben):V - Movement (alt)
Standort: Braunschweig
Institute & Einrichtungen:Institut für Verkehrssystemtechnik > Human Factors
Hinterlegt von: König, Alexandra
Hinterlegt am:08 Jan 2020 08:52
Letzte Änderung:21 Nov 2023 07:02

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