The Impact of Using Gamification on the Eco-driving Learning

  • Víctor Corcoba Magaña
  • Mario Muñoz Organero
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 291)


This paper analyses and validates the impact of using gamification techniques for improving eco-driving learning. The proposal uses game mechanisms such as the score and achievements systems in order to encourage the driver to drive efficiently. The score is calculated using fuzzy logic techniques that allow us to evaluate the driver in a similar way as a human being would do. We also define the eco-driving tips that are issued while driving in order to help the driver to improve the fuel consumption. Every time the system detects an inefficient action of the driver to a previously known situation such as a bad reaction to a detected traffic sign or a detected traffic accident, it warns the user. The proposal is validated using 14 different drivers performing more than 300 drives with 5 different models of vehicles on 4 different regions of Spain. The conclusions show a positive correlation in the use of gamification techniques and the application of the proposed of eco-driving tips, especially for aggressive drivers. Furthermore, these techniques contribute to avoid drivers coming back to their previous driving habits.


Eco-driving learning Fuel Consumption Optimization Gamification Help systems ITS Intelligent Vehicle Systems & Telematics Intelligent systems User experiments 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Ericsson, E., Larsson, H., Brundell-Freij, K.: Optimizing route choice for lowest fuel consumption – Potential effects of a new driver support tool. Transportation Research Part C: Emerging Technologies 14(6), 369–383 (2006) ISSN 0968-090X,
  2. 2.
    Statistical Office of the European Communities, (last access February 2013)
  3. 3.
    Barbé, J., Boy, G.: On-board system design to optimize energy management. In: Proceedings of the European Annual Conference on Human Decision-Making and Manual Control (EAM 2006), Valenciennes, France, September 27-29 (2006)Google Scholar
  4. 4.
    Koskinen, O.H.: Improving vehicle fuel economy and reducing emissions by driving technique. In: Proceedings of the15th ITS World Congress, New York, November 15-20 (2008)Google Scholar
  5. 5.
    Erenli, K.: The impact of gamification: A recommendation of scenarios for education. In: 2012 15th International Conference on Interactive Collaborative Learning (ICL), September 26-28, pp. 1–8 (2012), doi:10.1109/ICL.2012.6402106Google Scholar
  6. 6.
    Berengueres, J., Alsuwairi, F., Zaki, N., Ng, T.: Emo-bin: How to recycle more by using emoticons. In: 2013 8th ACM/IEEE International Conference on Human-Robot Interaction (HRI), March 3-6, pp. 397–397 (2013)Google Scholar
  7. 7.
    Law, F.L., Mohd Kasirun, Z., Gan, C.K.: Gamification towards sustainable mobile application. In: 2011 5th Malaysian Conference in Software Engineering (MySEC), December 13-14, pp. 349–353 (2011), doi:10.1109/MySEC.2011.6140696Google Scholar
  8. 8.
    Godavarty, R., et al.: Interfacing to the on-board diagnostic system. In: 52nd Vehicular Technology Conference, IEEE VTS-Fall VTC 2000, vol. 4, pp. 2000–2004 (2000)Google Scholar
  9. 9.
    OBDLink Adapter, (last access June 3, 2014)

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Víctor Corcoba Magaña
    • 1
  • Mario Muñoz Organero
    • 1
  1. 1.Dpto. de Ingeniería TelemáticaUniversidad Carlos III de Madrid LeganésMadridSpain

Personalised recommendations