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THE USE OF GAMIFICATION TO DRIVE BEHAVIOURAL CHANGE- LESSONS FROM THE STRATEGIC PLATFORM FOR ITS (SPITS) AND SCANIA

机译:利用驯化来驱动其(斯皮特)和斯堪尼亚的战略平台的行为变化

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In 2009 the Netherlands Council of Economic Affairs initiated a support programme for thetechnology sector. This led to the key ITS project, SPITS (Strategic Platform for IntelligentTransport Systems). The lessons learned from this project were used in one of the follow upprojects, an assignment with Scania Benelux where the business and the customer applicationtrack were brought together. This paper describes the process where Scania, supported byLogica, Levi9 and other partners, personalised fleet goals towards drivers? goals, making useof gamification. Scania created a portal game for truck drivers that promotes fun (individualgoal) and fuel savings (fleet goal) at the same time. Currently, many of Scania?s customers inthe Netherlands are interested and Scania is now working to roll this out to other countries.
机译:2009年,荷兰经济事务委员会启动了一项针对 技术部门。这导致了关键的ITS项目SPITS(智能战略平台) 运输系统)。从该项目中学到的教训被用于后续行动之一 项目,由Scania Benelux负责业务和客户应用程序 轨道汇集在一起​​。本文介绍了Scania在以下方面的支持过程: Logica,Levi9和其他合作伙伴是否针对驾驶员制定了个性化的车队目标?目标,利用 游戏化。斯堪尼亚(Scania)为卡车司机创建了一个门户游戏,以促进娱乐(个人 目标)和燃油节省(车队目标)。目前,斯堪尼亚的许多客户都在 荷兰对此很感兴趣,斯堪尼亚现在正在努力将其推广到其他国家。

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