Stand Up, Heroes! : Gamification for Standing People on Crowded Public Transportation
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Kuramoto et al. (2013) found evidence for increased motivation to stand with an avatar that grew stronger the longer users stood instead of sitting on public transport.
“Kuramoto et al. (2013) developed an application with an avatar that ‘grew stronger’ the longer users were standing instead of sitting on public transport. They found evidence for increased motivation to stand.”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Kuramoto et al. (2013)
Cites
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- Authors
- Kuramoto, I., Ishibashi, T., Yamamoto, K., & Tsujino, Y.
- Affiliations
- Kyoto Institute of Technology (JP)
- Corresponding author
- Kuramoto, Itaru
- ORCID
- Yamamoto, Keiko
- Venue
- Lecture Notes in Computer Science
- Publisher
- Springer Berlin Heidelberg
- Published
- 2013
- Pages
- 538-547
- ISSN
- 0302-9743 (ISSN-L)
- 1611-3349
- OpenAlex
- W67424421
- Cited by
- 33
- References
- 12
- Citations by year
- 2025: 4 · 2024: 4 · 2023: 2 · 2022: 2 · 2021: 2 · 2020: 3 · 2019: 5 · 2018: 3 · 2017: 3 · 2016: 1 · 2015: 2 · 2014: 2
- FWCI
- 3.61
- Type
- conference paper
- Language
- en
- Open access
- closed
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Lecture notes in computer science (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- gamification, motivation, commuter behavior
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