Review Article

Gamified Mobile Applications for Improving Driving Behavior: A Systematic Mapping Study

Table 20

Evaluation of the hypothesis H6.1 and H6.2

HypothesisEvaluation

(H6.1) There is no significant difference between the use of gamification elements in selected mobile apps.Results showed that the majority of the studied apps used “Points or scoring,” “Levels or progress feedback,” and Socialization element as principal gamification elements in the design of a gamified mobile app for driving behavior improvement. This finding was sufficient to confirm the validity of hypothesis H6.1.
(H6.2) All the selected mobile apps use a combination of several gamification elements to ensure driver engagement and motivation.As shown in Figure 6 and as described above, several gamification elements were used together in many mobile apps. This finding was sufficient to confirm the validity of hypothesis H6.2.