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Jag har arbetat med examensarbetet parallellt med detta designprojekt och mycket av det som mitt projekt baserats på finns dokumenterat i denna padlet. Kolla gärna in detta!

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The ultimate transport app - iPhone / Android / Web

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Commute Greener helps you to change your daily commuting pattern.

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Version 3.7.5

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Information

Compatibility

Requires iOS 7.0 or later. Compatible with iPhone, iPad, and iPod touch.

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Frequent/Intense Cartoon or Fantasy Violence

Copyright

© Pocketweb 2016

Family Sharing

With Family Sharing set up, up to six family members can use this app.

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‎Commute Greener helps you to change your daily commuting pattern. Supported by the European Union and used for traffic campaigns worldwide. Share it with others whenever you share a ride, use your bicycle or public transport - and leave your car at home. For every improvement you see the impact...

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Classic Blue is a timeless hue, elegant in its simplicity. This color is the response to our research for peace and tranquility for the next decade.

We predicted this in our color boards: jump below to see the color trends for 2020 starting from Pantone 2019

PANTONE 2019 is Living Coral 16-1546.

Living Coral is a warm, vibrant yet mellow color between orange and pink. This hue is associated with optimism, conviviality and joy. It was chosen by Pantone Color Institute as Color of the Year 2019 to represent also a reaction against digital world, towards authenticity and experiences that enable connection and intimacy. It also represents {of course} corals and more generally talking oceans. Consequently, it is a way to make us reflect about the "devastating" effect the society on the environment.

Personally, I really like Living Coral colour hue because it is not as bold as fluo, not as soft as pastels, and it also has a vintage allure. I just realized that seven years ago I choose to paint my bedroom in my parents' home in coral red. At that time it was absolutely out of fashion 😉

Living Coral è un colore caldo, vivace ma allo stesso tempo soft, a metà tra arancio e rosa. Si tratta di una tonalità associata all'ottimismo, alla convivialità e alla gioia, scelta da Pantone Color Institute come Colore dell'Anno 2019 in reazione al mondo digitale verso una realtà più autentica, essendo un colore che rimanda a concetti di convivialità e connessione con gli altri. Rappresenta anche {naturalmente} il corallo e più in generale gli oceani, ed è quindi un modo per riflettere sull'effetto "devastante" della società sull'ambiente.

Personalmente, mi piace molto questa tonalità di corallo Living Coral, che non è acceso come il fluo, non è soft come i colori pastello ed ha anche un'allure vintage. Mi sono anche ricordata che sette anni fa ho scelto di dipingere la mia camera da letto nella casa dei miei genitori proprio in rosso corallo...e a quel tempo era assolutamente fuori moda 😉

.

About Coral color and Living Coral in interiors

Did you know that there are many different hues of coral? This chart from Wikipedia shows which are these different variations of coral, depending on how much orange or pink you find inside it. PANTONE 16-1546 Living Coral actually is softer than coral, then easier to use in interiors too.

Pantone suggest to use Living Coral in interiors as a bold statement in settings and décor, such as pop-up installations and interactive spaces. The color is linked to tactility and human connection so it's perfect in shag rugs, cozy blankets and lush upholsteries to create a warm feeling in the home. Used as an accent on walls or furniture, living coral also adds a dramatic pop of color to any room setting.

Lo sapevate che ci sono molte tonalità diverse di corallo? Questo grafico da Wikipedia riporta le diverse varianti di corallo, a seconda di quanto arancione o rosa ci siano. PANTONE 16-1546 Living Coral in realtà è più tenue rispetto al corallo, quindi più facile da usare anche negli interni.

Pantone consiglia di utilizzare Living Coral negli interni come colore principale per installazioni pop-up e spazi interattivi. Essendo però un colore legato alla tattilità e alla connessione umana, è perfetto anche per essere integrato negli interni residenziali, ad esempio con tappeti shag, coperte soft e nei rivestimenti, per creare un'atmosfera accogliente e allo stesso tempo per aggiungere un tocco di colore originale.

Color Trends for 2020 starting from Pantone 2019 Living Coral

While in almost all magazines and websites we are all reading about Pantone 2019 (yes, that's a lot of marketing behind this!), let's try to be more original here at ITALIANBARK. To do this, we are exploring more color trends for interiors besides Pantone2019, by starting from it.

One easy way for doing this is exploring how to match the Pantone 2019 and which are its complimentary colors. I am quite sure that, among these colors, there are many other interesting hues we are going to see a lot in 2019 and maybe as a top color trend in 2020 too. We already saw some of the following in the blog this year, so you will find the link to the dedicated post, while we are exploring more the others in 2019.

|| Looking for more inspo on 2019 interior trends? Have a look at :

Le tendenze colore per il 2020 da Pantone 2019 Living Coral

In quasi tutte le riviste e siti web di settore ci sono già moltissimi articoli dedicati a Pantone 2019 (sì, c'è anche molto marketing dietro al "colore dell'anno"!), proviamo ad essere un po' più originali qui su ITALIANBARK, esplorando le tendenze di colore per interni al di là di Pantone2019, ma partendo proprio dal living coral.

Un modo semplice per farlo è cercare gli abbinamenti colore più efficaci e le tonalità complementari a Pantone 2019. Sono abbastanza sicura che, tra questi colori, ci siano molte tonalità interessanti che vedremo di sicuro nel 2019 e probabilmente anche come tendenza colore nel 2020. Alcuni di questi colori sono già stati approfonditi nel blog, quindi troverai il link al post dedicato, mentre rivedremo gli altri nel 2019.

starting from Pantone 2019 Living Coral

Collage ©ITALIANBARK | Sources :

1 | terzoPiano

2 | Budapest Café via

3 | Artem Tafy via

4 | Marcante Testa

Collage ©ITALIANBARK | Sources :

1 | Creative collage in Living Coral color di Efetova Anna

3 | Mosaic del Sur

4 | Reutov design via

5 | fresh watermelon slices by baibaz

Collage ©ITALIANBARK | Sources :

2 | cschoonover

3 | Missguided

6 | Breadway Bakery via

Collage ©ITALIANBARK | Sources :

1 | Breadway Bakery via

2 | Casa Horta by Guillermo Santomà via

3 | Clown fishes swimming near the cora l by Fabio Alcini

4 | Watermelon drink smoothie on blue table by Valeria Aksakova

5 | Luis Barragan house in Mexico City via

+ | Angela Woods

Collage ©ITALIANBARK | Sources :

1 | Sunset at Venice beach, California by chonka

2 | Monica Reyes

3 | Muralla Roja via

5 | Frank Benson via

Collage ©ITALIANBARK | Sources :

1 | Travys Owen

3 | Tram Corallo by Cristina Celestino

4 | Waterfront Nikis Apartment by Stamatios Giannikis via

Collage ©ITALIANBARK | Sources :

1 | Harro Home via

5 | Breadway Bakery via

Collage ©ITALIANBARK | Sources :

2 | Klunderbie

3 | Watermelon slice Isolated light blue background by Anastasia Turshina
If you have loved this post and would like to use our research, we kindly ask you to quote this article with link.
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Cool Color Trends for 2020 starting from Pantone 2019 Living Coral

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Classic Blue is a timeless hue, elegant in its simplicity. This color is the response to our research for peace and tranquility for the next decade. We predicted this in our color boards: jump below to see the color trends for 2020 starting from Pantone 2019 Living Coral is a warm, vibrant yet mellow color between orange and pink.

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Climate change opinion is the aggregate of public opinion held by the adult population. Cost constraints often restrict surveys to sample only one or two countries from each continent or focus on only one region. Because of differences among questions, wording, and methods-it is difficult to reliably compare results or to generalize them to opinions held worldwide.

In 2007-2008, the Gallup Poll surveyed individuals from 128 countries in the first comprehensive study of global opinions. The Gallup Organization aggregated opinion from the adult population fifteen years of age and older, either through the telephone or personal interviews, and in both rural and urban areas except in areas where the safety of interviewer was threatened and in scarcely populated islands. Personal interviews were stratified by population size or geography and cluster sampling was achieved through one or more stages. Although error bounds vary, they were all below ±6% with 95% confidence.

Weighting countries to a 2008 World Bank population estimate, 61% of individuals worldwide were aware of global warming, developed countries more aware than developing, with Africa the least aware. The median of people perceiving it as a threat was 47%. Latin America and developed countries in Asia led the belief that climate change was a result of human activities, while Africa, parts of Asia and the Middle East, and countries from the Former Soviet Union led in the opposite. Awareness often translates to concern, although of those aware, individuals in Europe and developed countries in Asia perceived global warming as a greater threat than others.

People in Africa are relatively concerned about climate change compared to the Middle East and parts of Asia. However, they are less concerned than most of Latin America and Europe. Currently, 61% of people in Africa consider climate change to be a very serious problem, and 52% believe that climate change is harming people now. While 59% of Africans are worried about droughts or water shortages, only 16% are concerned about severe weather, and 3% are concerned about rising sea levels. Countries in Sub-Saharan Africa are especially troubled about increasing desertification even as they account for .04% of global carbon dioxide emissions. In Sub-Saharan Africa, the concern over climate change drops to only 34% of the population considering climate change to be a "very" or "somewhat serious issue". Even so, according to the Pew Research Center 2015 Global Attitudes Survey, some particular countries are more concerned than others. In Uganda 76% of people, 68% in Ghana, 45% in South Africa and 40% in Ethiopia consider climate change to be a very serious problem.

Latin America has a larger percentage of people concerned with climate change than other regions of the world. 74% consider climate change to be a serious problem and 77% say that it is harming people now which is 20 points higher than the global median according to the Pew Research Center. 63% of people in Latin America are very concerned that climate change will harm them personally. When looked at more specifically, Mexico and Central America are the most worried at 81.5% believing that climate change is a very serious issue. South America is slightly less anxious at 75% and the Caribbean, at the relatively high rate of 66.7%, is the least concerned. Brazil is an important country in global climate change politics because it is the eleventh largest emitter and unlike other large emitter countries, 86% consider global warming to be a very serious problem. Compared to the rest of the world, Latin America is more consistently concerned with high percentages of the population worried about climate change. Further, in Latin America, 67% believe in personal responsibility for climate change and say that people will have to make major lifestyle modifications.

Europeans have a tendency to be more concerned about climate change than much of the world, with the exception of Latin America. However there is a divide between Eastern Europe, where people are less worried about climate change, and Western Europe. In Europe, there is a range from 88% to 97% of people feeling that climate change is happening and similar ranges are present for agreeing that climate change is caused by human activity and that the impacts of it will be bad. Generally Eastern European countries are slightly less likely to believe in climate change, or the dangers of it, with 63% saying it is very serious, 24% considering it to be fairly serious and only 10% saying it is not a serious problem. When asked if they feel a personal responsibility to help reduce climate change, on a scale of 0, not at all, to 10, a great deal, Europeans respond with the average score of 5.6. When looked at more specifically, Western Europeans are closer to the response of 7 while Eastern European countries respond with an average of less than 4. When asked if Europeans are willing to pay more for climate change, 49% are willing, however only 9% of Europeans have already switched to a greener energy supply. Thus, while a large majority of Europeans believe in the dangers of climate change, their feelings of personal responsibility to deal with the issue are much more limited. Especially in terms of actions that could already have been taken - such as having already switched to greener energies discussed above - one can see Europeans' feelings of personal responsibility are limited.

Asia/Pacific

Asia and the Pacific have a tendency to be less concerned about climate change, except small island states, with developing countries in Asia being less concerned than developed countries. In Asia and the Pacific, around 45% of people believe that climate change is a very serious problem and similarly 48% believe that it is harming people now. Only 37% of people in Asia and the Pacific are very concerned that climate change will harm them personally. There is a large gap between developing Asia and developed Asia. Only 31% of developing Asia considers global warming to be a "very" or "somewhat" serious threat and 74% of developed Asia considers global warming to be a serious threat. It could be argued that one reason for this is that people in more developed countries in Asia are more educated on the issues, especially given that developing countries in Asia do face significant threats from climate change. The most relevant views on climate change are those of the citizens in the countries that are emitting the most. For example, in China, the world's largest emitter, 68% of Chinese people are satisfied with their government's efforts to preserve the environment. And in India, the world's third largest emitter, 77% of Indian people are satisfied with their country's efforts to preserve the environment.

While the increasing severity of droughts and other dangerous realities are and will continue to be a problem in the Middle East, the region has one of the smallest rates of concern in the world. 38% believe that climate change is a very serious problem and 26% believe that climate change is harming people now. Of the four Middle Eastern countries polled in a Pew Global Study, on what is their primary concern, Israel, Jordan, and Lebanon named ISIS, and Turkey stated United States encroachment. 38% of Israel considers climate change to be a major threat to their country, 40% of Jordan, 58% of Lebanon and 53% of Turkey. This is compared to relatively high numbers of residents who believe that ISIS is a major threat to their country ranging from 63% to 97%. In the poll, 38% of the Middle East are concerned about drought and 19% are concerned about long periods of unusually hot weather. 42% are satisfied with their own country's current efforts to preserve the environment.

North America has mixed perceptions on climate change ranging from Mexico and Canada that are both more concerned, and the United States, the world's second largest emitter, that is less concerned. Mexico is the most concerned about climate change of the three countries in North America. 90% consider climate change to be a very serious problem and 83% believe that climate change is harming people substantially right now. Canadians are also seriously concerned, 20% are extremely concerned, 30% are definitely concerned, 31% are somewhat concerned and only 19% are not very/not at all concerned about climate change. While the United States which is the largest emitter of CO2 in North America and the second largest emitter of CO2 in the world has the lowest degrees of concern about climate change in North America. While 61% of Americans say they are concerned about climate change, that is 30% lower than Mexico and 20% lower than Canada. 41% believe that climate change could impact them personally. Nonetheless, 70% of Americans believe that environmental protections are more important than economic growth according to a Yale climate opinion study.

While climate change will affect the entire world, opinion differences between regions of the world about these affects vary significantly. The Middle East has one of the smallest rates of concern in the world, especially compared to Latin America. Europe and Africa have mixed views on climate change but lean towards action by a significant degree. Europeans focus substantially on climate change when compared to United States residents, which are less concerned than the global median, even as the United States is the second biggest emitter in the world. Droughts/water shortages are one of the biggest fears about the impacts of climate change, especially in Latin America and Africa. Developed countries in Asia have levels of concern about climate change similar to Latin America which has one of the highest rates of concern. This is surprising as developing countries in Asia have levels of worry similar to the Middle East, one of the areas with the lowest levels of concern. Large emitters such as China usually ignore issues surrounding climate change as people in China have very low levels of concern about it. The only significant exception to this tendency by large emitters, is Brazil. Brazil is eleventh biggest emitter in the world and is a country that has high levels of concern about climate change, levels similar to much of Latin America.

Region

Climate change is a very serious problem

Climate change is harming people now

Very concerned that climate change will harm me personally

Source: Pew Research Center's Spring 2015 Global Attitudes Survey - Q32, Q41 & Q42

Source: Pew Research Center's Spring 2015 Global Attitudes Survey - Q32

Awareness about climate change is higher in developed countries than in developing countries. A large majority of people in Indonesia, Pakistan and Nigeria do not know about climate change, particularly in Muslim majority countries. There is often awareness about environmental changes in developing countries, but the framework for understanding it is limited. In developing and developed countries, people similarly believe that poor countries have a responsibility to act on climate change. Since the 2009 Copenhagen summit, concern over climate change in wealthy countries has gone down. In 2009, 63% of people in OECD member states considered climate change to be "very serious" but by 2015, it had gone down to 48%. Support for national leadership creating further action addressing climate change has also gone down. Of the 21 countries surveyed in GlobeScan's 2015 survey, Canada, France, Spain and the UK are the only ones that have the majority of the population desiring their leadership to take further action to meet the emission targets set by the Paris climate accord. While concern and desire for action has gone down in developed countries, awareness over it is higher. Since 2000, twice as many people will connect extreme weather events with human caused climate change.

Confidence on knowledge about global warming or climate change

Knowing "something" or a "great deal" about global warming when asked "How much do you know about global warming or climate change?"

Caused by human activity

Responding yes when asked, "Temperature rise is part of global warming or climate change. Do you think rising temperatures are [...] a result of human activities?" Note: the other answer option was "a result of natural causes," but respondents were also allowed to indicate "both" (or "no opinion"). People voting "both" are not included in the numbers.

Perceived as threat

Responding that global warming is a serious personal threat.

Unless referenced otherwise, all data is from the 2007-2008 Gallup poll mentioned earlier.

Erika Bolstad (March 1, 2017). "Maps Show Where Americans Care about Climate Change; The updated Yale Climate Opinion maps suggest Americans' opinions on climate change differ sharply from that of the president". ClimateWire - via Scientific American.

Pugliese, Anita; Ray, Julie (22 Sep 2009). "A Heated Debate: Global Attitudes Toward Climate Change". Harvard International Review. Archived from the original on 2 November 2012.

Pelham, Brett (22 Apr 2009). "Awareness, Opinions About Global Warming Vary Worldwide". Gallup.

Pugliese, Anita; Ray, Julie (7 Dec 2009). "Top-Emitting Countries Differ on Climate Change Threat". Gallup.

Pugliese, Anita; Ray, Julie (11 Dec 2009). "Awareness of Climate Change and Threat Vary by Region". Gallup.

World Development Indicators database (15 Sep 2009). "Population 2008" (PDF). World Bank.

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Climate change opinion is the aggregate of public opinion held by the adult population. Cost constraints often restrict surveys to sample only one or two countries from each continent or focus on only one region. Because of differences among questions, wording, and methods-it is difficult to reliably compare results or to generalize them to opinions held worldwide.

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Hitta billiga flyg hos Flygresor.se

PC för Alla: En testvinnare

"Flygresor är i särklass bäst på att leta upp det lägsta priset."

Jämför pris på flygbiljetter till hela världen. En sökning på Flygresor.se visar resor från över 35 resebyråer och över 900 flygbolag. Vi hjälper dig att hitta den billigaste flygbiljetten till lägsta pris så att du kan boka en billig flygstol till din resa.

Ett incheckat bagage per passagerare

Inkl. klimatkompensation

Visa bara priser inklusive klimatkompensation

Vänligen kontrollera att du har internet och försök igen

Corona-info Läs mer Vad vi vet om Covid-19. Här hittar du den senaste informationen om det nya coronaviruset.

Senaste sökningar Nedan finner du en lista av de senaste flygsökningarna

Billigast Här nedan ser du våra billigaste resor just nu

Mest sökta De mesta sökta destinationerna.

Sista minuten Billiga flygstolar till sol och bad inom kort.

Spara tid och pengar Bli först med att ta del av de senaste billiga resorna.
Prenumerera på vårt nyhetsbrev!

Nyhetsbrev Prenumerera på nyhetsbrev

Flygresor.se är Sveriges största prisjämförelsetjänst för flygpriser. Vi hjälper dig att jämföra priser mellan alla flygbolag och resebyråer med en enda sökning. Din väg till att boka en billig resa online börjar med en sökning hos Flygresor.se.

Att söka efter resor på nätet kan vara tidsödande. Därför erbjuder vi en heltäckande tjänst där du som resenär kan söka och jämföra flygpriser på en minut.

Du kan även filtrera resorna efter bland annat restid, pris, antal byten och även flygresornas klimatpåverkan.

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Billiga Flyg - Jämför miljoner resor på Flygresor.se

# data[].attributes.attachment_link.description
Ett incheckat bagage per passagerare Inkl. klimatkompensation Visa bara priser inklusive klimatkompensation Vänligen kontrollera att du har internet och försök igen Corona-info Läs mer Vad vi vet om Covid-19. Här hittar du den senaste informationen om det nya coronaviruset.

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Kort idé om hur appen fungerar.

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1. Vad är fördelen med appen?
2. Vart är appens Fokus
3. Vad hjälper appen?
4. Hur kan appen raffineras?
5. Potentiella intressenter som kan hjälpa till i arbetet?

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-  Dämpar reseångest
- Dämpar stress inför klimathot genom att ge kontrollen till konsumenten
- Hjälper konsumenten att navigera bland alla transportval på ett enkelt sätt
- Ger insitament för klimatförnekare då appen fokuserar på billigast pris/kortast tid.

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Fokus ligger på att samla information från andra hemsidor under ett paraplyprogram som ger kunden information kring:
1. vilka transportmedel som är tillgängliga för en rutt.
2. Vilka transportmedel som är billigast för en rutt.
3. Vilka transportmedel som är klimatsmartast för en rutt.

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Appen hjälper användaren att välja hållbara val för användarens behov.

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Projektet handlar om att skapa ett internetbaserat paraplyprogram som samlar information från sökmotorer som Google för att hitta den billigaste resan med 5 olika transportmedel: Bil, tåg, flyg, buss, uber/bil. Programmet innehåller även information kring vilket alternativ som är miljövänligast samt varför detta transportmedel är bäst.

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Se delprov 1:3

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1. Miljökunnig.
2. Generalla potentiella användare.
3. Forums deltagare.
4. Transport organisationer

Ju mer undersökningar med intressenter och i fält kan man få en bild av verkligheten som liknar en objektiv sanning (Nelson & Stolteman, s.119).

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Företag gör det, flygresenärer gör det - ja, även festivaler gör det. Klimatkompenserar. Men vad är det egentligen? Och fungerar det?

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Incentives for innovation and adoption of new technology under emissions trading 2009 (English) Report (Other academic)

Abstract [en]

A common claim in both the public and academic debate is that a tradable emission permits scheme does not provide sufficient incentives for R&D investments. The present paper addresses R&D investments and penetration rates of new technology focusing on the specific characteristics of a tradable permits market. It is showed that a complex dependency between the emissions cap, the market price for emission permits, the price for technology once it is developed and the R&D investment decision add an additional layer to the 'traditional' market failures associated with R&D. Even though the cap and how it is calibrated in response to the introduction of new technology is shown to be of importance both for the level of R&D investment and the technology's penetration rate, we argue that the policy maker's ability to use the cap to counter market failures in the R&D stage is limited. This is due to a dynamic inconsistency problem where the policy maker is unable to credibly commit to a future policy that is more stringent than motivated by efficiency concerns given the then existing technology. Such a policy may not be stringent enough to cover the necessary R&D investments.

Place, publisher, year, edition, pages

Stockholm: Centre for Transport Studies , 2009. , p. 21

Series
CTS Working Paper ; 2009:10
Keywords [en]

Emission, Trade, Emission control National Category Economics Research subject Road: Transport, society, policy and planning, Road: Environment; Road: General works, surveys, comprehensive works, Road: Economics

Identifiers

URN: DiVA, id: urn:nbn:se:vti:diva-707 OAI: oai:DiVA.org:vti-707 diva2:669407

2013-12-032013-12-032014-09-25 Bibliographically approved

Open Access in DiVA

fulltext (223 kB) 212 downloads

File information

fulltext application/pdf

Authority records BETA

Mandell, Svante

Search in DiVA

By author/editor

Mandell, Svante

By organisation

Transport economics Stockholm

On the subject

Search outside of DiVA

Total: 212 downloads

The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

Total: 30 hits

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Incentives for innovation and adoption of new technology under emissions trading

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Incentives for innovation and adoption of new technology under emissions trading 2009 (English) Report (Other academic) Abstract [en] A common claim in both the public and academic debate is that a tradable emission permits scheme does not provide sufficient incentives for R&D investments.

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Study of differences in plant data between the Energy Statistics and the EU Emission Trading Scheme

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Study of differences in plant data between the Energy Statistics and the EU Emission Trading Scheme

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Study of differences in plant data between the Energy Statistics and the EU Emission Trading Scheme

Responsible organisation

2007 (English) Report (Other academic)

Abstract [sv]

EU's utsläppshandel för koldioxid (CO2) inleddes 1 januari 2005 och omfattar drygt 700 anläggningar i Sverige. Naturvårdsverket ansvarar för att samla in och granska rapporterade data.

För rapportering av utsläpp till UNFCCC, EU Monitoring Mechanism, CLRTAP och EU:s Takdirektiv 1990-2005, används i huvudsak SCB:s kvartalsvisa bränsle-statistik som aktivitetsdata. I vissa fall används kompletterande källor som SCB:s industristatistik, miljörapporter och data från direktkontakter med företagen.

Under 2006 genomförde SMED ett projekt där anläggningsspecifika data från kvartalsstatistiken jämfördes med data från utsläppshandelssystemet. En av slutsat-serna var att man i en kommande studie behöver fördjupa jämförelsen för ett antal anläggningar, vilket nu gjorts och resultaten från studien redovisas i denna rapport.

I projektet har den fossila energimängden från 19 anläggningar beräknats i ut-släppshandelsdata och sedan jämförts med energimängderna i kvartalsstatistiken. I de fall energimängderna skiljde sig åt gjordes analyser genom att jämföra energi- och bränsleförbrukning på bränsleslagsnivå. Ett antal anläggningar har kontaktats för att bättre förstå skillnaderna mellan datakällorna. Avfallsförbränning ingår inte i utsläppshandelssystemet och resultaten visar relativt god överensstämmelse mel-lan datakällorna efter det att avfallsförbränning räknats bort från kvartalsstatistiken.

I kvartalsstatistiken och de beräkningar som görs baserat på dessa data finns en rad brister. För det första så skiljer sig de rapporterade bränslemängderna något för många av anläggningarna och med tanke på att handelsdata data är verifierade bör de anses som mer korrekta. På anläggningsnivå kommer dessutom de nationella värmevärden och emissionsfaktorer som användas inte att vara helt korrekta. En annan brist med kvartalsstatistiken är att ovanliga bränslen grupperas i bränsle-grupper som "övriga icke specificerade". För dessa bränslegrupper används mycket osäkra emissionsfaktorer eftersom de inte är anpassade för ett specifikt bränsle eller anläggning. Ett ytterligare problem är att vissa av dessa ovanliga bränslen är felklassade. I utsläppshandelsdata är ofta dessa bränslen delvis biogena och borde således klassas som "Övriga biobränslen".

För att få bättre överensstämmelse mellan kvartalsstatistiken och utsläppshandels-data bör dessa brister ses över.

Abstract [en]

In Sweden, about 700 plants are included in the European Union Emission Trading Scheme (ETS) for carbon dioxide (CO2), which was launched on the 1st of January 2005. The Swedish Environmental Protection Agency (EPA) is responsible for collecting and reviewing the data.

For reporting of emissions to the UNFCCC, EU Monitoring Mechanism, CLRTAP and the EU NEC Directive 1990-2005, activity data is mainly based on energy statistics from Statistics Sweden's quarterly fuel surveys (QS) and the industrial energy survey. In some cases, additional data sources, such as companies' envi-ronmental reports or direct information from the companies, are used as a comple-ment.

In 2006, a study was performed by SMED to verify plant specific data from the quarterly fuels statistics with data from the ETS. One recommendation in the study was to carry out an in-depth study focussing on a few plants with large differences between their QS and ETS data , which has now been carried out and the results are presented in this report.

In this study the fossil energy amounts from 19 plants have been calculated in the ETS and compared with the energy amounts in the QS. Where differences were found the reasons were analysed comparing the levels of energy and fuel consump-tion by fuel type. Contacts have been made with a few plants to better understand the differences. Waste combustion is not included in the ETS and results show that the coherence is relatively good after waste combustion was excluded from the QS.

The QS and the emission estimations that are made based on those data have a number of deficiencies. First of all, the reported fuel amount differs slightly be-tween the data sets and since ETS data are verified, they are likely to be more cor-rect. Besides, on plant level, the national thermal values and emission factors that are used for the GHG inventory is not totally correct. An other deficiency in the QS is that unconventional fuels are grouped in the QS into for instance "Other not specified fuels". The emission factors of these fuels are associated with very large uncertainties, since they are not specific for the current fuel and plant. Finally, another problem is that some of those unconventional fuels are incorrectly classi-fied. In the ETS some of these fuels are often partly biogenic and should hence be classified as "Other biomass".

The deficiencies identified should be considered to be revised if a better coherence between the QS and the ETS is desired.

Place, publisher, year, edition, pages

Norrköping: SMHI , 2007. , p. 16

Series
SMED Rapport, ISSN 1653-8102 ; SMED Report No 79 2007 National Category Environmental Sciences Research subject SMED (Svenska MiljöEmissionsData); SMED (Svenska MiljöEmissionsData), Hazardous substances
Identifiers

URN: DiVA, id: urn:nbn:se:naturvardsverket:diva-7609 OAI: oai:DiVA.org:naturvardsverket-7609 diva2:1183830

2018-02-192018-02-19 Bibliographically approved

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# data[].attributes.attachment_link.title
Study of differences in plant data between the Energy Statistics and the EU Emission Trading Scheme

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Study of differences in plant data between the Energy Statistics and the EU Emission Trading Scheme Responsible organisation 2007 (English) Report (Other academic) Abstract [sv] EU's utsläppshandel för koldioxid (CO2) inleddes 1 januari 2005 och omfattar drygt 700 anläggningar i Sverige. Naturvårdsverket ansvarar för att samla in och granska rapporterade data.

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Including International Aviation in the EU Emissions Trading Scheme 

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Including International Aviation in the EU Emissions Trading Scheme 

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QC 201105232011-05-232011-05-232012-02-22 Bibliographically approved

Open this publication in new window or tab >> 2012 (English) In: Energy Policy, ISSN 0301-4215, E-ISSN 1873-6777, Vol. 49, p. 770-773 Article in journal (Refereed) Published

Abstract [en]

Keywords
aviation, tradable permits, system design, policy
National Category
Other Civil Engineering Economics and Business
Designing an emissions trading scheme requires in-depth knowledge regarding several aspects. This paper attempts to clarify some important design points of the forthcoming emissions trading scheme for aviation under the EU ETS. Five general key points of system design are acknowledged and comparisons are made to previous and current emission trading schemes. While it is not meant to be exhaustive it helps to create an understanding of what design elements should be handled with caution. Discussion is provided in regard to the recent implementation of aviation in the EU ETS. Above all, it is argued that initial allocations of emission permits and the trade barrier between the aviation sector and EU ETS need to be carefully examined.

Identifiers
urn:nbn:se:kth:diva-34025 (URN) 10.1016/j.enpol.2012.07.023 (DOI) 000309493900081 () 2-s2.0-84865602990 (Scopus ID)
Note

QC 20121112. Updated from manuscript to article in journal.
2011-05-232011-05-232017-12-11 Bibliographically approved

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Abstract [en]

Keywords
aviation, elesticity, transport, demand
The aim of this study is to estimate the price elasticity of demand for domestic air travel in Sweden. Using national aggregated data on passenger quantities and fares, price elasticities of demand are estimated with an unbalanced, in terms of stationarity, yet well performing model. The analysis also includes estimates of cross-price elasticities for the main transport substitutes to air travel, rail and road. The robustness of the results is enforced by a primitive division of business and leisure travellers. The results indicate that aggregated demand for domestic air travel in Sweden is fairly elastic (-.84) in the short-run and more elastic (-1.13) in the long-run. The robustness test of the model show that leisure travellers, as defined in the data, are more sensitive to price changes than are business travellers. Furthermore, the cross price elasticity between rail and air travel is found to be .44.

National Category
Other Civil Engineering Economics and Business
Identifiers
urn:nbn:se:kth:diva-34028 (URN) 2011-05-232011-05-232013-10-24 Bibliographically approved

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Abstract [en]

Keywords
aviation, climate change, emissions trading, gateway, policy
Starting on January 1 st, 2012, the international aviation sector will be included into the already existing EU ETS. All air crafts departing and arriving within the European Union will be obliged to hold permits corresponding to their total emissions of CO 2for those routes. Since emissions from the international aviation sector are not included under the Kyoto Protocol, the European Commission has decided to introduce a trading barrier between the sectors in order not to jeopardize the Kyoto targets. The purpose of this paper is to analyse the potential loss in cost-effectiveness of introducing such a trading barrier between two sectors taking into account that damage from emissions is not necessarily uniform. A theoretical model is developed to address the question and it is found that, at least for the case with linking the international aviation sector to the stationary sources within the EU ETS, the trading barrier might be unwarranted as it might lead to higher damage from emissions as compared to alternative ways to link the trading sectors. However, it should be stressed that this finding is not general and caution should be taken in the future when linking emission trading schemes as, depending on the heterogeneity of emission damage, a trading barrier might very well be justified.

National Category
Other Civil Engineering Economics and Business
Identifiers
urn:nbn:se:kth:diva-34029 (URN) 2011-05-232011-05-232013-10-24 Bibliographically approved

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Including International Aviation in the EU Emissions Trading Scheme

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QC 201105232011-05-232011-05-232012-02-22 Bibliographically approved Open this publication in new window or tab >> 2012 (English) In: Energy Policy, ISSN 0301-4215, E-ISSN 1873-6777, Vol. 49, p. 770-773 Article in journal (Refereed) Published Abstract [en] Keywordsaviation, tradable permits, system design, policy National CategoryOther Civil Engineering Economics and Business Designing an emissions trading scheme requires in-depth knowledge regarding several aspects.

# data[].attributes.headline
Deliverable 5 How to manage barriers to formation and implementation of policy packages in transport: Grant Agreement No:No TREN/FP7TR/233681/"OPTIC”

# data[].attributes.subject
Deliverable 5 How to manage barriers to formation and implementation of policy packages in transport: Grant Agreement No:No TREN/FP7TR/233681/"OPTIC”

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Show others and affiliations

2011 (English) Report (Other academic)

Abstract [en]

The aim of this study has been to explore success factors and barriers to the formation and implementation of single policy measures and policy packages in transport, and to identify strategies to manage such barriers. As a first step, we developed a typology of barriers and success factors for policy formation and implementation. Secondly, we carried out an empirical analysis of barriers and success factors in four cases of policy packaging: Urban Congestion Charging; National Heavy Vehicle Fees; Aviation in the European Emissions Trading System and The EU's First Railway Package. The third and final task was to identify more general strategies to manage barriers in policy formation and implementation. A main conclusion in this report is that a conscious application of these strategies may contribute significantly to successful formation and implementation of even controversial policies or policy packages.

Place, publisher, year, edition, pages

European Commission, 2011. , p. 73

Keywords [en]

Transport, policy, packages, barriers, acceptance, effectiveness National Category Political Science

Identifiers

URN: DiVA, id: urn:nbn:se:kth:diva-111847 OAI: oai:DiVA.org:kth-111847 diva2:587347

Projects

OPTIC - Optimal Policies for Transport in Combination, Grant Agreement No:No TREN/FP7TR/233681/"OPTIC"

Funder

EU, FP7, Seventh Framework Programme, TREN/FP7TR/233681/"OPTIC"

Note

QC 20130115

2013-01-152013-01-142013-01-15 Bibliographically approved

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Deliverable 5 How to manage barriers to formation and implementation of policy packages in transport: Grant Agreement No:No TREN/FP7TR/233681/"OPTIC"

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Show others and affiliations 2011 (English) Report (Other academic) Abstract [en] The aim of this study has been to explore success factors and barriers to the formation and implementation of single policy measures and policy packages in transport, and to identify strategies to manage such barriers.

# data[].attributes.headline
Studies towards assessing the effects of aviation on climate

# data[].attributes.subject
Studies towards assessing the effects of aviation on climate

# data[].attributes.body
NEEDS
Det finns ett behov av att få information kring miljöval inom transport sektorn IRT.
APPROACH
Skapa ett program som fyller behovet ovan.
BENEFITS
Hjälper användaren att hitta rätt samtidigt som hen hjälper miljön.
COMPETITION
Det finns ingen motsvarighet idag. Det närmsta man kommer i form av konkurrens är Flygresor.se och Google.

# data[].attributes.attachment_link.readable_text
PriceRunner är Sveriges största hemsida för produktjämförelser. Här kan du hitta och jämföra lägsta pris på över 2.3 miljoner produkter från över 6 400 butiker.

Vår tjänst är oberoende med rättvisa jämförelser. Det betyder att ingen butik kan påverka den information som du tar del av till sin fördel.

För andra året i rad är PriceRunner utsedd till Sveriges bästa sök- och jämförelsetjänst av IDG, en utmärkelse som utser Sveriges 100 bästa på internet.

# data[].attributes.attachment_link.description
PriceRunner är Sveriges största hemsida för produktjämförelser. Här kan du hitta och jämföra lägsta pris på över 2.3 miljoner produkter från över 6 400 butiker. Vår tjänst är oberoende med rättvisa jämförelser. Det betyder att ingen butik kan påverka den information som du tar del av till sin fördel.

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Infographic explaining how to apply for and receive an Open Badge, a product of the Nordplus Adult project Open Badges for Adult Educators 2014-2016

Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles (dynamics and mechanics) in non-game contexts.

Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. Early gamification strategies use rewards for players who accomplish desired tasks or competition to engage players. Types of rewards include points, achievement badges or levels, the filling of a progress bar, or providing the user with virtual currency. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete.

Another approach to gamification is to make existing tasks feel more like games. Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding narrative.

Points are basic elements of a multitude of games and gamified applications. They are typically rewarded for the successful accomplishment of specified activities within the gamified environment and they serve to numerically represent a player's progress. Various kinds of points can be differentiated between, e.g. experience points, redeemable points, or reputation points, as can the different purposes that points serve. One of the most important purposes of points is to provide feedback. Points allow the players' in-game behavior to be measured, and they serve as continuous and immediate feedback and as a reward.

Badges are defined as visual representations of achievements and can be earned and collected within the gamification environment. They confirm the players' achievements, symbolize their merits, and visibly show their accomplishment of levels or goals. Earning a badge can be dependent on a specific number of points or on particular activities within the game. Badges have many functions, serving as goals, if the prerequisites for winning them are known to the player, or as virtual status symbols. In the same way as points, badges also provide feedback, in that they indicate how the players have performed. Badges can influence players' behavior, leading them to select certain routes and challenges in order to earn badges that are associated with them. Additionally, as badges symbolize one's membership in a group of those who own this particular badge, they also can exert social influences on players and co-players, particularly if they are rare or hard to earn.

Leaderboards rank players according to their relative success, measuring them against a certain success criterion. As such, leaderboards can help determine who performs best in a certain activity and are thus competitive indicators of progress that relate the player's own performance to the performance of others. However, the motivational potential of leaderboards is mixed. Werbach and Hunter regard them as effective motivators if there are only a few points left to the next level or position, but as demotivators, if players find themselves at the bottom end of the leaderboard. Competition caused by leaderboards can create social pressure to increase the player's level of engagement and can consequently have a constructive effect on participation and learning. However, these positive effects of competition are more likely if the respective competitors are approximately at the same performance level.

Performance graphs, which are often used in simulation or strategy games, provide information about the players' performance compared to their preceding performance during a game. Thus, in contrast to leaderboards, performance graphs do not compare the player's performance to other players, but instead, evaluate the player's own performance over time. Unlike the social reference standard of leaderboards, performance graphs are based on an individual reference standard. By graphically displaying the player's performance over a fixed period, they focus on improvements. Motivation theory postulates that this fosters mastery orientation, which is particularly beneficial to learning.

Meaningful stories are game design elements that do not relate to the player's performance. The narrative context in which a gamified application can be embedded contextualizes activities and characters in the game and gives them meaning beyond the mere quest for points and achievements. A story can be communicated by a game's title (e.g., Space Invaders) or by complex storylines typical of contemporary role-playing video games (e.g., The Elder Scrolls Series). Narrative contexts can be oriented towards real, non-game contexts or act as analogies of real-world settings. The latter can enrich boring, barely stimulating contexts, and, consequently, inspire and motivate players particularly if the story is in line with their personal interests. As such, stories are also an important part in gamification applications, as they can alter the meaning of real-world activities by adding a narrative 'overlay', e.g. being hunted by zombies while going for a run.

Teammates, whether they are other real players or virtual non-player characters, can induce conflict, competition or cooperation. The latter can be fostered particularly by introducing teams, i.e. by creating defined groups of players that work together towards a shared objective. Meta-analytic evidence supports that the combination of competition and collaboration in games is likely to be effective for learning.

The described game elements fit within a broader framework, which involves three types of elements: Dynamics, Mechanics, and Components. These elements constitute The Game Element Hierarchy.

Dynamics are the highest in the hierarchy. They are the big picture aspects of the gamified system that should be considered and managed; however, they never directly enter into the game. Dynamics elements provide motivation through features such as narrative or social interaction.

Mechanics are the basic processes that drive the action forward and generate player engagement and involvement. Examples are chance, turns, and rewards.

Components are the specific instantiations of mechanics and dynamics; elements like points, quests, and virtual goods.

Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user engagement." Another example can be seen in the American education system. Students are ranked in their class based on their earned grade-point average (GPA), which is comparable to earning a high score in video games. Students may also receive incentives, such as an honorable mention on the dean's list, the honor roll, and scholarships, which are equivalent to leveling-up a video game character or earning virtual currency or tools that augment game success. Job application processes sometimes use gamification as a way to hire employees by assessing their suitability through questionnaires and mini games that simulate the actual work environment of that company.

Gamification has been widely applied in marketing. Over 70% of Forbes Global 2000 companies surveyed in 2013 said they planned to use gamification for the purposes of marketing and customer retention. For example, in November, 2011, Australian broadcast and online media partnership Yahoo!7 launched its Fango mobile app/SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs. In 2010, Starbucks gave custom Foursquare badges to people who checked in at multiple locations, and offered discounts to people who checked in most frequently at an individual store. As a general rule Gamification Marketing or Game Marketing usually falls under four primary categories;

1. Brandification (in-game advertising): Messages, images or videos promoting a Brand, Product or Service within a game's visuals components. According to NBCNews game creators Electronic Arts used "Madden 09" and "Burnout Paradise" to promote 'in-game' billboards encouraging players to vote.

2. Transmedia: The result of taking a media property and extending it into a different medium for both promotional and monetisation purposes. Nintendo's "007: GoldenEye" is a classic example. A video game created to advertise the originally titled movie. In the end, the promotional game brought in more money than the originally titled film.

3. Through-the-line (TTL) & Below-the-line (BTL): Text above, side or below main game screen (also known as an iFrame) advertising images or text. Example of this would be "I love Bees".

4. Advergames: Usually games based on popular mobile game templates, such as ' Candy Crush' or ' Temple Run'. These games are then recreated via platforms like WIX with software from the likes of Gamify, in order to promote Brands, Products and Services. Usually to encourage engagement, loyalty and product education. These usually involve social leaderboards and rewards that are advertised via social media platforms like Facebook's Top 10 games.

Gamification also has been used as a tool for customer engagement, and for encouraging desirable website usage behaviour. Additionally, gamification is applicable to increasing engagement on sites built on social network services. For example, in August, 2010, the website builder DevHub announced an increase in the number of users who completed their online tasks from 10% to 80% after adding gamification elements. On the programming question-and-answer site Stack Overflow users receive points and/or badges for performing a variety of actions, including spreading links to questions and answers via Facebook and Twitter. A large number of different badges are available, and when a user's reputation points exceed various thresholds, the user gains additional privileges, eventually including moderator privileges.

Gamification can be used for ideation (structured brainstorming to produce new ideas). A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research.

Applications like Fitocracy and QUENTIQ (Dacadoo) use gamification to encourage their users to exercise more effectively and improve their overall health. Users are awarded varying numbers of points for activities they perform in their workouts, and gain levels based on points collected. Users can also complete quests (sets of related activities) and gain achievement badges for fitness milestones. Health Month adds aspects of social gaming by allowing successful users to restore points to users who have failed to meet certain goals. Public health researchers have studied the use of gamification in self-management of chronic diseases and common mental disorders, STD prevention, and infection prevention and control.

In a review of health apps in the 2014 Apple App Store, more than 100 apps showed a positive correlation between gamification elements used and high user ratings. MyFitnessPal was named as the app that used the most gamification elements.

Reviewers of the popular location-based game praised the game for promoting physical exercise. Terri Schwartz () said it was "secretly the best exercise app out there," and that it changed her daily walking routine. Patrick Allen (Lifehacker) wrote an article with tips about how to work out using Pokémon Go. Julia Belluz () said it could be the "greatest unintentional health fad ever," writing that one of the results of the game that the developers may not have imagined was that "it seems to be getting people moving." One study showed users took an extra 194 steps per day once they started using the app, approximately 26% more than usual. is a similar game that also requires a player to be physically active. Zombies, Run!, a game in which the player is trying to survive a zombie apocalypse through a series of missions, requires the player to (physically) run, collect items to help the town survive, and listen to various audio narrations to uncover mysteries. Mobile, context-sensitive serious games for sports and health have been called exergames.

Crowdsourcing has been gamified in games like Foldit, a game designed by the University of Washington, in which players compete to manipulate proteins into more efficient structures. A 2010 paper in science journal Nature credited Foldit's 57,000 players with providing useful results that matched or outperformed algorithmically computed solutions. The ESP Game is a game that is used to generate image metadata. Google Image Labeler is a version of the ESP Game that Google has licensed to generate its own image metadata. Research from the University of Bonn used gamification to increase wiki contributions by 62%.

Gamification in the context of education and training is of particular interest because it offers a variety of benefits associated with learning outcomes and retention. Using video-game inspired elements like leaderboards and badges has been shown to be effective in engaging large groups and providing objectives for students to achieve outside of traditional norms like grades or verbal feedback. Online learning platforms such as Khan Academy and even physical schools like New York City Department of Education's Quest to Learn use gamification to motivate students to complete mission-based units and master concepts. There is also an increasing interest in the use of gamification in health sciences and education as an engaging information delivery tool and in order to add variety to revision.

With increased access to one-to-one student devices, and accelerated by pressure from the COVID-19 pandemic, many teachers from primary to post-secondary settings have introduced live, online quiz-show style games into their lessons.

Gamification has also been used to promote learning outside of schools. In August 2009, Gbanga launched a game for the Zurich Zoo where participants learned about endangered species by collecting animals in mixed reality. Companies seeking to train their customers to use their product effectively can showcase features of their products with interactive games like Microsoft's Ribbon Hero 2.

A wide range of employers including the United States Armed Forces, Unilever, and SAP currently use gamified training modules to educate their employees and motivate them to apply what they learned in trainings to their job. According to a study conducted by Badgeville, 78% of workers are utilizing games-based motivation at work and nearly 91% say these systems improve their work experience by increasing engagement, awareness and productivity. In the form of occupational safety training, technology can provide realistic and effective simulations of real-life experiences, making safety training less passive and more engaging, more flexible in terms of time management and a cost-effective alternative to practice.

Alix Levine, an American security consultant, reports that some techniques that a number of extremist websites such as Stormfront and various terrorism-related sites used to build loyalty and participation can be described as gamification. As an example, Levine mentioned reputation scores.

The Chinese government has announced that it will begin using gamification to rate its citizens in 2020, implementing a Social Credit System in which citizens will earn points representing trustworthiness. Details of this project are still vague, but it has been reported that citizens will receive points for good behavior, such as making payments on time and educational attainments.

Bellingcat contributor Robert Evans has written about the "gamification of terror" in the wake of the El Paso shooting, in an analysis of the role 8Chan and similar boards played in inspiring the massacre, as well as other acts of terrorism and mass shootings. According to Evans, "[w]hat we see here is evidence of the only real innovation 8chan has brought to global terrorism: the gamification of mass violence. We see this not just in the references to "high scores", but in the very way the Christchurch shooting was carried out. Brenton Tarrant livestreamed his massacre from a helmet cam in a way that made the shooting look almost exactly like a First Person Shooter video game. This was a conscious choice, as was his decision to pick a sound-track for the spree that would entertain and inspire his viewers."

Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes; however, many modern systems have their use driven primarily by intrinsic motivations. Examples of such systems used primarily to fulfill users' intrinsic motivations, include online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, online pornography, and so on. Such systems are excellent candidates for further 'gamification' in their design. Moreover, even traditional management information systems (e.g., ERP, CRM) are being 'gamified' such that both extrinsic and intrinsic motivations must increasingly be considered.

One important type of technological design in gamification is the player centered design. Based on the design methodology user-centered design, its main goal is to promote greater connectivity and positive behavior change between technological consumers. It has five steps that help computer users connect with other people online to help them accomplish goals and other tasks they need to complete. The 5 steps are: an individual or company has to know their player (their target audience), identify their mission (their goal), understand human motivation (the personality, desires, and triggers of the target audience), apply mechanics (points, badges, leaderboards, etc.), and to manage, monitor, and measure the way they are using their mechanics to ensure it is helping them achieve the desired outcome of their goal and that their goal is specific and realistic.

Gamification has been used to some extent by online casinos. Some brands use an incremental reward system to extend the typical player lifecycle and to encourage repeat visits and cash deposits at the casino in return for rewards such as free spins and cash match bonuses on subsequent deposits.

The term "gamification" first appeared online in the context of computer software in 2008. Gamification did not gain popularity until 2010. Even prior to the term coming into use, other fields borrowing elements from videogames was common; for example, some work in learning disabilities and scientific visualization adapted elements from videogames.

The term "gamification" first gained widespread usage in 2010, in a more specific sense referring to incorporation of social/reward aspects of games into software. The technique captured the attention of venture capitalists, one of whom said he considered gamification the most promising area in gaming. Another observed that half of all companies seeking funding for consumer software applications mentioned game design in their presentations.

Several researchers consider gamification closely related to earlier work on adapting game-design elements and techniques to non-game contexts. Deterding et al. survey research in human-computer interaction that uses game-derived elements for motivation and interface design, and Nelson argues for a connection to both the Soviet concept of socialist competition, and the American management trend of "fun at work". Fuchs points out that gamification might be driven by new forms of ludic interfaces. Gamification conferences have also retroactively incorporated simulation; e.g. Will Wright, designer of the 1989 video game SimCity, was the keynote speaker at the gamification conference Gsummit 2013.

In addition to companies that use the technique, a number of businesses created gamification platforms. In October 2007, Bunchball, backed by Adobe Systems Incorporated, was the first company to provide game mechanics as a service, on Dunder Mifflin Infinity, the community site for the NBC TV show . Bunchball customers have included Playboy, Chiquita, Bravo, and The USA Network. Badgeville, which offers gamification services, launched in late 2010, and raised $15 million in venture-capital funding in its first year of operation.

Gabe Zichermann coined "funware" as an alternative term for gamification.

Gamification as an educational and behavior modification tool reached the public sector by 2012, when the United States Department of Energy co-funded multiple research trials, including consumer behavior studies, adapting the format of Programmed learning into mobile microlearning to experiment with the impacts of gamification in reducing energy use. Cultural anthropologist Susan Mazur-Stommen published a business case for applying games to addressing climate change and sustainability, delivering research which "...took many forms including card-games (Cool Choices), videogames (Ludwig), and games for mobile devices such as smartphones (Ringorang) [p.9]."

Gamification 2013, an event exploring the future of gamification, was held at the University of Waterloo Stratford Campus in October 2013.

Through gamification's growing adoption and its nature as a data aggregator, multiple legal restrictions may apply to gamification. Some refer to the use of virtual currencies and virtual assets, data privacy laws and data protection, or labor laws.

The use of virtual currencies, in contrast to traditional payment systems, is not regulated. The legal uncertainty surrounding the virtual currency schemes might constitute a challenge for public authorities, as these schemes can be used by criminals, fraudsters and money launderers to perform their illegal activities.

A March 2022 consultation paper by the Board of the International Organization of Securities Commissions (IOSCO) questions whether some gamification tactics should be banned.

University of Hamburg researcher Sebastian Deterding has characterized the initial popular strategies for gamification as not being fun and creating an artificial sense of achievement. He also says that gamification can encourage unintended behaviours.

Poorly designed gamification in the workplace has been compared to Taylorism, and is considered a form of micromanagement.

In a review of 132 of the top health and fitness apps in the Apple app store, in 2014, using gamification as a method to modify behavior, the authors concluded that "Despite the inclusion of at least some components of gamification, the mean scores of integration of gamification components were still below 50 percent. This was also true for the inclusion of game elements and the use of health behavior theory constructs, thus showing a lack of following any clear industry standard of effective gaming, gamification, or behavioral theory in health and fitness apps."

Concern was also expressed in a 2016 study analyzing outcome data from 1,298 users who competed in gamified and incentivized exercise challenges while wearing wearable devices. In that study the authors conjectured that data may be highly skewed by cohorts of already healthy users, rather than the intended audiences of participants requiring behavioral intervention.

Gamification practitioners have pointed out that while the initial popular designs were in fact mostly relying on simplistic reward approach, even those led to significant improvements in short-term engagement. This was supported by the first comprehensive study in 2014, which concluded that an increase in gamification elements correlated with an increase in motivation score, but not with capacity or opportunity/trigger scores.

The same study called for standardization across the app industry on gamification principles to improve the effectiveness of health apps on the health outcomes of users.

MIT Professor Kevin Slavin has described business research into gamification as flawed and misleading for those unfamiliar with gaming. Heather Chaplin, writing in , describes gamification as "an allegedly populist idea that actually benefits corporate interests over those of ordinary people". Jane McGonigal has distanced her work from the label "gamification", listing rewards outside of gameplay as the central idea of gamification and distinguishing game applications where the gameplay itself is the reward under the term "gameful design".

In an article in the LA Times, the gamification of worker engagement at Disneyland was described as an "electronic whip". Workers had reported feeling controlled and overworked by the system.

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# data[].attributes.attachment_link.description
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles (dynamics and mechanics) in non-game contexts.

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inledande tankar inför prototypandet, scetching prototyping

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Innan workshoppen skapade jag en prototyp där jag försökte att ta med de mest väsentliga delarna av min prototyp. Tanken var att jag skulle låta mina klasskamrater prova prototypen och sedan i chattgrupperna diskutera vad som fungerade bra och dåligt utifrån gamification och användarvänlighet.

# data[].attributes.body
- Chattfunktion och forum är viktiga
- Sidorna måste förtydligas med text för att förklara vad appen gör och vilka funktioner som gör vad
- CO2 sparandet måste förtydligas, vad är det vad menas med detta?
- Vore bra att kunna jämföra de olika alternativen
- Filterfunktionen bör utökas
- Kanske borde en arg gubbe indikera dåliga resor
- Kvittot måste bli tydligare. Lägga till tydligt hur mycket man sparat genom de val man gjort
- Poängsystemet måste preciseras.
- Kanske kan varje användare få statusar beroende på hur bra de är på att resa

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Idéer som är bra men kanske inte användbara nu 

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Idéer som är bra men kanske inte användbara nu 

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- Hotell och områdes tjänster
- Ge alternativa resemål
- Turism och ekoturism
- vart har andra användare åkt

# data[].attributes.attachment_link.description
The framework lays out the structure for analyzing the driving forces behind human motivation. It is the process of applying the core behavior drives that motivate a user to complete a task more efficiently through an interactive experience. The Octalysis framework is used in healthcare, fitness, education, training, company, and product design to increase user engagement, ROI and motivation.

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Lox erbjuder resor som tar hänsyn till miljö, effektivitet och din plånbok. Vi förstår att det inte alltid är möjligt att ta det mest miljövänliga transportmedlet, men kanske det näst miljömedvetna.

Tillsammans jobbar vi för en bättre framtid!

Sverige ligger i framkant, här är månadens hetaste statistik!

Sparat in 75% CO2 jämfört med föregående månad!

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resrutter till följd av ökad efterfrågan!

Följ topplistorna IRL och se vem som leder ligorna. Användare med höga poäng får härliga belöningar som fria resor och rabatter!

# data[].attributes.attachment_link.description
Lox erbjuder resor som tar hänsyn till miljö, effektivitet och din plånbok. Vi förstår att det inte alltid är möjligt att ta det mest miljövänliga transportmedlet, men kanske det näst miljömedvetna. Tillsammans jobbar vi för en bättre framtid! Sverige ligger i framkant, här är månadens hetaste statistik!

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Create fully-interactive high-fidelity prototypes that look and work exactly like your app should. No coding required.