An Open Access Journal
From: Initiatives and challenges in using gamification in transportation: a systematic mapping
Challenges and difficulties | Number | Studies |
---|---|---|
Fascinating design | 10 | [S7], [S12], [S17], [S21], [S22], [S24], [S25], [S30], [S28], [S29] |
Recruiting and retaining users | 10 | [S2], [S4], [S5], [S14], [S15], [S16], [S30], [S26], [S27], [S28] |
Effectively motivating users | 8 | [S1], [S3], [S6], [S17], [S18], [S21], [S30], [S29] |
Interface design | 8 | [S1], [S2], [S4], [S7], [S8], [S14], [S23], [S26] |
Personalization level | 7 | [S3], [S10], [S12], [S17], [S25], [S30], [S27] |
Accuracy and reliability of information and feedback | 7 | [S1], [S3], [S7], [S12], [S17], [S19], [S20] |
Limited experimental time | 6 | [S4], [S5], [S15], [S30], [S27], [S28] |
Reducing interruptions and distractions | 4 | [S1], [S7], [S8], [S11] |
Privacy issues | 3 | [S3], [S9], [S16] |
Data collection | 2 | [S7], [S16] |
Avoiding high cognitive load | 2 | [S1], [S8] |
Difficulty of challenge should be appropriate | 2 | [S2], [S4] |
Classifying players | 2 | [S10], [S26] |
Integrating data and gamification | 1 | [S24] |