Can we promote sustainable travel behavior through mobile apps? Evaluation and review of evidence

V Sunio, JD Schmöcker - International journal of sustainable …, 2017 - Taylor & Francis
Mobile phone applications to monitor and influence one's behavior are numerous. Most
developed appear to be health applications, but in the past decade,“persuasive technology” …

Key elements of mobility apps for improving urban travel patterns: A literature review

D Casquero, A Monzon, M García, O Martinez - Future transportation, 2022 - mdpi.com
In recent decades cities have applied a number of policy measures aimed at reducing car
use and increasing public transportation (PT) patronage. Persuasive strategies to change …

Design challenges in motivating change for sustainable urban mobility

S Gabrielli, P Forbes, A Jylhä, S Wells, M Sirén… - Computers in Human …, 2014 - Elsevier
In recent years, the design and deployment of persuasive interventions for inducing
sustainable urban mobility behaviors has become a very active research field, leveraging on …

[HTML][HTML] A detour for snacks and beverages? A cross-sectional assessment of selective daily mobility bias in food outlet exposure along the commuting route and …

L Wei, JD Mackenbach, MP Poelman, R Vermeulen… - Health & place, 2023 - Elsevier
The evidence of selective daily mobility bias distorting exposure-health associations is
limited. Using 7-day smartphone-based global positioning system (GPS) tracking data for 67 …

Impacts of Pokémon GO on route and mode choice decisions: exploring the potential for integrating augmented reality, gamification, and social components in mobile …

Y Guo, S Peeta, S Agrawal, I Benedyk - Transportation, 2022 - Springer
This study aims to understand the impacts of Pokémon GO, a popular location-based
augmented reality (AR) mobile gaming app, on route and mode choices. Pokémon GO …

Automatic generation and recommendation of personalized challenges for gamification

R Khoshkangini, G Valetto, A Marconi… - User Modeling and User …, 2021 - Springer
Gamification, that is, the usage of game content in non-game contexts, has been
successfully employed in several application domains to foster end users' engagement and …

The Baquara2 knowledge-based framework for semantic enrichment and analysis of movement data

R Fileto, C May, C Renso, N Pelekis, D Klein… - Data & Knowledge …, 2015 - Elsevier
The analysis of movements frequently requires more than just spatio-temporal data. Thus,
despite recent progresses in trajectory handling, there is still a gap between movement data …

When gamification meets sustainability: A pervasive approach to foster sustainable mobility in madeira

B Cardoso, M Ribeiro, C Prandi, N Nunes - … of the 1st ACM workshop on …, 2019 - dl.acm.org
In this paper, an approach to increase the use of public transportation by tourists, exploiting
pervasive technologies and a smart objects infrastructure, is presented. The idea behind our …

Apps, activities and travel: an conceptual exploration based on activity theory

D Ettema - Transportation, 2018 - Springer
With the continuous advancement of (mobile) ICT devices and applications, their impact on
travel, activities and time use becomes more diverse. This holds in particular for apps …

Designing for sustainable urban mobility behaviour: A systematic review of the literature

L Klecha, F Gianni - Citizen, Territory and Technologies: Smart Learning …, 2018 - Springer
Urban mobility is a challenge in cities undergoing growing urbanisation, requiring a shift in
behaviour towards more sustainable means of transportation. To investigate how technology …