Driven to drive

  • designing gamification for a learner logbook smartphone application
  • Zachary Fitz-Walter, Peta Wyeth, Dian Tjondronegoro, Bridie Scott-Parker
  • January 2013, ACM (Association for Computing Machinery)
  • DOI: 10.1145/2583008.2583014

Driven to drive: Designing gamification for a learner logbook smartphone application

What is it about?

To minimise young driver risks, Queensland introduced a graduated driver licencing program in 2007, which requires young learner drivers to submit a logbook with a minimum of 100 hours supervised driving practice before they are eligible to take the practical driving test. This research investigated whether a gamified version of a logbook app was appealing to adolescents. We developed two different versions of the app, which were tested with 12 young drivers.

Why is it important?

In the gamified version of the app, the young driver mapped a route around the circumference of Australia and could earn tokens that could be used to pay for petrol and vehicle repairs (such as blown out tyres). The gamified version was found to be more engaging and motivating than the non gamified version in which participants simply logged driving practice. There were difficulties with the reliable operation of the gamified version of the app, therefore there was no prefererence in which app young drivers would use in the real world.

Perspectives

Dr Bridie Scott-Parker
University of the Sunshine Coast

Gamification isn’t necessarily the way to ensure that young drivers comply with the logbook requirement, however, the novelty and social appeal of gamification merits further investigation.

Read Publication

http://dx.doi.org/10.1145/2583008.2583014

The following have contributed to this page: Dr Bridie Scott-Parker