Integrated Digital Nudge in Gamification for Public Transportation Applications

A shift from private to mass transportation is one of the main goals of many governments. In this context, integrating digital nudges into gamification on digital platforms is a promising approach to influencing and changing user behavior. This study emphasizes the importance of understanding user needs and design requirements in developing effective solutions. A mixed-methods approach combined user interviews, expert interviews, thematic analysis, HEXAD questionnaires, and gamification workshops to collect and analyze needs. These methods comprehensively understand user expectations, gamification elements, and appropriate digital nudges. Based on these findings, a prototype was developed, which was then evaluated through a preliminary evaluation in the form of usability testing using questionnaires and interviews. The study results indicate that the design of digital nudges in the context of gamification can be effectively applied to public transportation applications and can potentially change user behavior in a more positive direction.

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Published
2025-06-24
DOI
https://doi.org/10.3390/info16070530
Primary Topic
Educational Games and Gamification
Type
article
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article

Integrated Digital Nudge in Gamification for Public Transportation Applications

Edi Abdurachman, Dyah Wahyu Sukmaningsih, Betty Purwandari, Agung Trisetyarso
Information
Educational Games and Gamification
article

Integrated Digital Nudge in Gamification for Public Transportation Applications

Edi Abdurachman, Dyah Wahyu Sukmaningsih, Betty Purwandari, Agung Trisetyarso
article en

Abstract

A shift from private to mass transportation is one of the main goals of many governments. In this context, integrating digital nudges into gamification on digital platforms is a promising approach to influencing and changing user behavior. This study emphasizes the importance of understanding user needs and design requirements in developing effective solutions. A mixed-methods approach combined user interviews, expert interviews, thematic analysis, HEXAD questionnaires, and gamification workshops to collect and analyze needs. These methods comprehensively understand user expectations, gamification elements, and appropriate digital nudges. Based on these findings, a prototype was developed, which was then evaluated through a preliminary evaluation in the form of usability testing using questionnaires and interviews. The study results indicate that the design of digital nudges in the context of gamification can be effectively applied to public transportation applications and can potentially change user behavior in a more positive direction.

InformationVol. 16(7)
Binus University (ID), University of Indonesia (ID), Institute of Transportation and Logistic Trisakti (ID)
Openalex Percentile: Top 85%
Educational Games and Gamification
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