英文摘要 |
To promote use of public transportation (PT) and relieve insufficient PT supply at peak hours, this paper designs a three-week gamification experiment (a specific incentive scheme is applied each week) with 50 invited participants to evaluate the effect of gamification incentives. Communication and competition among participants are real time posted at social media. Since two credited choices: to use public transportation and to depart at off-peak are responded at four degrees: no, low, medium, and high probability, this paper uses bivariate ordered probit to simultaneously model mode and departure time choice behaviors. The estimation results show that these two choice behaviors are not correlated and the variables of gender, occupation, income, number of accompanies and commuting distance are significantly tested. The gamification schemes with or without monetary rewards are all found effective. Additionally, gamification incentives are found to be more effective for departure time shift than mode shift. |