User Preferences for a Serious Game to Improve Driving

  • Pratheep Kumar Paranthaman
  • Francesco BellottiEmail author
  • Riccardo Berta
  • Gautam Dange
  • Alessandro De Gloria
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11385)


As automotive games are gaining interest, there is a lack in literature on specifications, user needs and requirements. We collected information from potential users on some basic features about two types of games for improving the driver performance: driver games and passenger games. In a survey with 18 respondents, both the typologies have been considered appealing, with drivers more interested in assessing performance and having suggestions, passengers in having fun. The greatest difference involves the requirement that a driver game should avoid distraction. Thus, the set-up phase should be doable when the vehicle is stopped, the visual feedback, if any, should be very limited (e.g., color spots), and most of the feedback should be provided through the audio channel. Passenger games might have more complex plots, with chance factors, and also support social interaction, for instance with passengers of other vehicles.


Serious games Mobile computing Usability survey User interfaces Internet of Things Games and infotainment Smart cars Vehicle safety 


  1. 1.
    Krome, S., Walz, S.P., Greuter, S., Holopainen, J., Gerlicher, A., Schleehauf, M.: Exploring game ideas for stresslessness in the automotive domain. In: Proceedings of the 2014 Conference on Interactive Entertainment, pp. 36:1–36:3 (2014)Google Scholar
  2. 2.
    Bellotti, F., et al.: TEAM applications for collaborative road mobility. IEEE Trans. Ind. Inform. (in press).
  3. 3.
    Broy, N., et al.: A cooperative in-car game for heterogeneous players. In: Proceedings of the 3rd International Conference on Automotive User Interfaces and Interactive Vehicular Applications, pp. 167–176. ACM, New York (2011)Google Scholar
  4. 4.
    Dange, G.R., et al.: Deployment of serious gaming approach for safe and sustainable mobility. In: IEEE Intelligent Vehicles Symposium (IV) (2017)Google Scholar
  5. 5.
    McCall, R., Koenig, V.: Gaming concepts and incentives to change driver behaviour. In: The 11th Annual Mediterranean Ad Hoc Networking Workshop (Med-Hoc-Net) (2012)Google Scholar
  6. 6.
    Road accidents, stabbings, and car racing: Pokemon Go is madness redefined. Accessed 17 Nov 2017
  7. 7.
  8. 8.
    Car2Go’s EcoScore and the Gamification of Driving – Jay Goldman. Accessed 16 Nov 2017

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Pratheep Kumar Paranthaman
    • 1
  • Francesco Bellotti
    • 1
    Email author
  • Riccardo Berta
    • 1
  • Gautam Dange
    • 1
  • Alessandro De Gloria
    • 1
  1. 1.DITENUniversity of GenoaGenoaItaly

Personalised recommendations