Gamified Mobile Applications for Improving Driving Behavior: A Systematic Mapping Study
Open accessAbstract
Many research works and official reports approve that irresponsible driving behavior on the road is the main cause of accidents. Consequently, responsible driving behavior can significantly reduce accidents’ number and severity. Therefore, in the research area as well as in the industrial area, mobile technologies are widely exploited in assisting drivers in reducing accident rates and preventing accidents. For instance, several mobile apps are provided to assist drivers in improving their driving behavior. Recently and thanks to mobile cloud computing, smartphones can benefit from the computing power of servers in the cloud for executing machine learning algorithms. Therefore, many mobile applications of driving assistance and control are based on machine learning techniques to adjust their functioning automatically to driver history, context, and profile. Additionally, gamification is a key element in the design of these mobile applications that allow drivers to develop their engagement and motivation to improve their driving behavior. To have an overview concerning existing mobile apps that improve driving behavior, we have chosen to conduct a systematic mapping study about driving behavior mobile apps that exist in the most common mobile apps repositories or that were published as research works in digital libraries. In particular, we should explore their functionalities, the kinds of collected data, the used gamification elements, and the used machine learning techniques and algorithms. We have successfully identified 220 mobile apps that help to improve driving behavior. In this work, we will extract all the data that seem to be useful for the classification and analysis of the functionalities offered by these applications.
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Over-gamification, or the use of game elements without meaningful integration into the user experience, may lead to fatigue or disengagement.
“Over-gamification, or the use of game elements without meaningful integration into the user experience, may lead to fatigue or disengagement (El Hafidy et al., 2021).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as El Hafidy et al., 2021
Section 2.3 defines gamification and describes it as promoting engagement. A passage in Section 4.7 says users may disengage if rewards are removed, but neither passage addresses over-gamification, poorly integrated game elements, or fatigue. Searches for those terms and related negative effects found no passage supporting the attributed claim; page numbers were not available in our copy. (LLM, conf=0.74)
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- Authors
- El hafidy, A., Rachad, T., Idri, A., & Zellou, A.
- Affiliations
- Software Project Management Research Team, ENSIAS, Mohammed V University in Rabat, Rabat, Morocco
- Mohammed V University (MA)
- Corresponding author
- Rachad, Taoufik
- Venue
- Mobile Information Systems
- Publisher
- Wiley
- Published
- 2021-08-14
- Volume
- 2021
- Pages
- 1-24
- ISSN
- 1574-017X (ISSN-L)
- 1875-905X
- OpenAlex
- W3194770690
- Cited by
- 21
- References
- 124
- Citations by year
- 2025: 7 · 2024: 7 · 2023: 2 · 2022: 5
- FWCI
- 1.50
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Locations
- Mobile Information Systems (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Topics
- Physical Sciences › Engineering › Mechanical Engineering › IoT and GPS-based Vehicle Safety Systems
- Social Sciences › Psychology › Social Psychology › Human-Automation Interaction and Safety
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- gamification, mobile application, driver behavior, driver assistance, road safety, accident prevention, machine learning, driver engagement, driver motivation, mobile cloud computing
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