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Journal of Intelligent Transportation Systems

Technology, Planning, and Operations

ISSN: 1547-2450 (Print) 1547-2442 (Online) Journal homepage: http://www.tandfonline.com/loi/gits20

Gamification in mobile applications: The case of


airports

Eleni G. Mantouka, Emmanouil N. Barmpounakis, Christina P. Milioti & Eleni


I. Vlahogianni

To cite this article: Eleni G. Mantouka, Emmanouil N. Barmpounakis, Christina P. Milioti & Eleni I.
Vlahogianni (2018): Gamification in mobile applications: The case of airports, Journal of Intelligent
Transportation Systems, DOI: 10.1080/15472450.2018.1473157

To link to this article: https://doi.org/10.1080/15472450.2018.1473157

Published online: 29 May 2018.

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JOURNAL OF INTELLIGENT TRANSPORTATION SYSTEMS
, VOL. , NO. , –
https://doi.org/./..

Gamification in mobile applications: The case of airports


Eleni G. Mantouka, Emmanouil N. Barmpounakis , Christina P. Milioti, and Eleni I. Vlahogianni
National Technical University of Athens, Athens, Greece

ABSTRACT ARTICLE HISTORY


This paper examines the parameters that can lead to the acceptance of smartphone gamified appli- Received  May 
cations concerning the airport. A questionnaire survey was conducted, where travelers were asked to Revised  April 
express their needs and requirements, when accessing the airport or using its facilities. Logistic regres- Accepted  May 
sion methodology is used to analyze the acceptance of such applications and the willingness to pay KEYWORDS
for them. In addition, a multivariate probit model is developed to investigate the factors that affect the Airports; gamification; logit
frequent use of the application. Economic rewards appear to have a significant impact on the users’ models; probit models;
acceptability towards using a smartphone application for airports. Findings from the statistical mod- smartphone applications
elling show that people who travel rarely and those who would like to have assistance when at the
airport are more likely to use such an application. Furthermore, indoor navigation and information
about the airport’s services are important features of the application and the willingness to pay.

Introduction
quality than passengers travelling for leisure or other pur-
With the recent and rapid advances in the aviation indus- poses (Jiang & Zhang, 2016). Moreover, frequent travelers
try, airports’ role has dramatically changed during the lat- are more likely to assign a lower rate of airport service sat-
est years. Airports may have to compete with other air- isfaction in comparison to less frequent travelers (Bazerra
ports, sometimes even in the same region, to attract more & Gomes, 2015). Mode used to reach the airport as well as
companies and thus passengers (Sidiropoulos et al., 2015; time spent to airport before departure, affect significantly
Welch, Mishra, & Wang, 2015). Travelers are willing to service expectations (Bazerra & Gomes, 2015; Milioti,
drive longer to access a larger airport in order to take Karlaftis, & Akkogiounoglou, 2015). Access time and nav-
advantage of lower fares and improved airline services igation inside the airport are also considered significant
(Lian & Rønnevik, 2011; Pels, Nijkamp, & Rietveld, 2000). factors (especially for business passengers) that determine
Moreover, airports are systems difficult to manage, airport choice and passengers’ satisfaction (Hess, Adler, &
because they entail various sub-processes spread over Polak, 2007; Nghiêm-Phú & Suter, 2018).
different locations. The demand of the various services The above-described preferences affect not only the
that the airport provides can vary according to the pas- airport managers and authorities, but also travelers and
senger type (Bradley, 1998; Fodness & Murray, 2007). airlines. First, the travelers’ choice is based on many
Some classes of passengers demand instant access to the aspects, including the ease of access to the airport, avail-
available airport services and are sensitive to additional able modes, and available services at the airport site and
delays caused by unexpected queue formation and lack of reduced delays (Jou, Hensher, & Hsu, 2011; Pels et al.,
proper navigation. Clemes, Gan, Kao, and Choong (2008) 2000; Pels, Nijkamp, & Rietveld, 2003). From the airlines’
found that passenger socio-demographic characteristics point of view, such services are also important, since
have a significant impact on service quality expectations. customers’ satisfaction is closely related to the airport
Passenger behavior and expectations of the airport ser- services (Milioti et al., 2015). Many airlines have invested
vices depend also on the travel characteristics. Fourie and in their mobile apps providing useful tools to their cus-
Lubbe (2006) found that business travelers are influenced tomers; from helping them to check-in to or keep them
by different service factors compared to leisure travelers. better informed, to in-flight entertainment (Liu & Law,
As stated in (Papatheodorou & Lei, 2006) passengers trav- 2013; Wang, Park, & Fesenmaier, 2010). A common
elling for leisure purposes have more desire to buy goods issue with such applications is that a traveler may end
and/ or services at the airport. On the contrary, business up with a big number of applications installed in his/her
travelers tend to be more demanding in terms of service smartphone depending on the number of airlines he/she
CONTACT Eleni G. Mantouka, PhD Scholar elmant@central.ntua.gr National Technical University of Athens, School of Civil Engineering, Department of
Transportation Planning and Engineering,  Iroon Polytechniou Str, Zografou Campus,   Athens Greece.
©  Taylor & Francis
2 E. G. MANTOUKA ET AL.

is traveling with. Obviously, this can be rather confusing alternative tasks. Therefore, Gamification may be seen
for some travelers, for example during connecting flights as a complementary soft tool to evoke a change in com-
with different airlines, since one application may provide muters’ behavior in a way that they have the feeling of
a service, which the other one is not. self-improvement, achieving goals and social recognition
The above-mentioned problem could be overcome by (Vlahogianni & Barmpounakis, 2017). With the burst
an airport-centric application, which would allow trav- in the smartphone market, one can find various typical
elers to enjoy the same services despite the airline they examples of gamified smart applications in numerous
are travelling with, like real time information for access aspects of everyday life, such as health, fitness, education
from/to the airport, indoor-mapping, shopping incen- and finance. Typical examples of gamified applications are
tives etc. Although several smartphone applications exist Waze (https://www.waze.com/), a community-based traf-
which assist both drivers and public transport users fic and navigation app, Moovit (https://moovitapp.com/),
by proving real-time information, suggestions and nav- an app for finding the fastest and least crowded route
igation (Antoniou, Polydoropoulou, & Khattak, 2015; when using public transport, and Changers-CO2 fit
Jariyasunant et al., 2015), such applications are few in (https://changers.com/), an app to automatically measure
the case of airports. Nevertheless, there exist some air- the commuters’ distance travelled and calculate his/her
port indoor navigation apps, such as App in the Air carbon footprint depending on the mean of travel.
(https://www.appintheair.mobi/), which provides flight The integration of gamification to transportation
information, updates on gate changes, weather, and delays applications in based on the following concept: Citizens
information, GateGuru (http://gateguru.com/), which are rarely aware of their mobility footprint, as well as
allows users to rate and comment on restaurants, shops the effects of their choices with respect to the efficiency
and services, etc., and iFly (https://www.iflygps.com/app), of their travel patterns, as well as the sustainability of
which provides GPS terminal navigation and informa- the transportation system (Sloman, Cairns, & Goodwin,
tion for more than 700 airports. Although the above 2003). Providing them with means to gather, visualize,
approaches can help travelers navigate easily inside air- and quantify their mobility characteristics is a critical step
ports, their sole purpose is to provide information ser- towards improving their mobility choices (Jariyasunant
vices or buying services (for example parking). Such et al., 2015; McCall, Koenig, & Kracheel, 2013; Salomon
applications are not giving incentives to users to improve & Singer, 2014; Wells et al., 2014). The integration of
their airport experience, optimize their navigation inside information and technology instruments with gamifica-
airport by making the right decisions, or other general tion characteristics can enrich the users’ motivation and
incentives for engage them into an efficient travel behav- long-term engagement to activities and behaviors, which
ior and experience related to accessing and moving inside may improve their mobility profile.
airports. In other words, such applications cannot assist In the case of airports, a successful gamified appli-
or persuade users to make informed decisions about their cation would both facilitate travelers’ experience at the
individual trip or the airport authorities to manage the airport and optimize airport’s services. More specifically,
users’ behavior and improve airport services and opera- users would get personalized information concerning
tions. Moreover, their sustainability in terms of long-term their flights and needs, while airport’s managers would
use by travelers has not been fully investigated. not have to face passengers that could not get to their
One of the latest marketing strategies and a rather gate on time or get lost. In order to achieve the above,
new concept in persuasive systems is Gamification, a the application should include features, such as naviga-
useful tool to trigger behavior change. Although the tion to and from the airport, indoor mapping to different
term Gamification contains the word “game,” it refers to points of interest, information about the airport’s services
the application of game-oriented design approaches and and facilities as well as alerts and notifications. Moreover,
game-inspired mechanics (for example point scoring, advanced traveler information system can provide a clear
leader boards, and methods to measure achievements) insight on users’ needs and requirements especially by
to originally non-game contexts, such as transportation gathering data from smartphones (Toledo & Beinhaker,
and mobility (Montola, 2005; Zichermann & Cunning- 2006; Walker & Ben-Akiva, 1996).
ham, 2011). An effective gamification framework is To maximize the positive effects for both travelers and
based on a series of metrics to quantify the success system, it is important to encourage travelers’ participa-
on a predetermined goal, which is achieved through a tion to the above application. To this end, gamification
set of tasks. Based on the metrics, users gain feedback aspects should be introduced to the environment of the
about their performance and achievements. To improve app, such as point systems, badges, and reward for regular
performance, users may need to change their mobility users and economic benefits such as free tickets and dis-
patterns and undertake different behavior or perform count coupons. The involvement of the passengers with
JOURNAL OF INTELLIGENT TRANSPORTATION SYSTEMS 3

the gamified application will optimize their experience at The questionnaire has three parts and consists of 17
the airport since the system will provide all the essential questions. The idea of the application was presented to
information customized to the needs and requirements each respondent before completing the questionnaire.
of the user. Thus, passengers will be well informed, know The first part of the questionnaire includes four questions
how to move around the airport, reach their gate on time, regarding socioeconomic and demographic character-
and have access to all the available services of the airport. istics of the respondents (gender, age, occupation, and
The research gap that arises concerns the contribu- annual income). In the second part, respondents provide
tion of gamification in the acceptability of an application information concerning their flight characteristics, such
and the selection of suitable gamification aspects for each as flight frequency, usual purpose and destination of
environment. Another interesting question is how gam- travel, way of obtaining tickets, and mode of transport
ification can affect long-term use of the application. The used to reach the airport. In the third part, travelers are
aim of this paper is to identify the parameters that would asked to indicate their agreement or disagreement with
attract travelers into using their smartphone for a gami- six statements concerning their view on the usefulness
fied airport experience. Through a questionnaire survey and acceptability of gamified airport applications. The
we attempt to point out the type of information the cus- answers should be given in a 5-level Likert scale where
tomer would like to have access to and the willingness level 1 represents strongly agree and level 5 represents
to pay for it. Furthermore, we investigate the factors that strongly disagree. The willingness to pay and the factors
affect long-term use and sustainability of such applica- that may influence long-term use of such applications are
tions. Analyses are based on univariate logistic regression also examined in this part. A list of potential factors was
and multivariate probit (MP) models. given to the respondents and they could choose any of
The remainder of the paper is organized as follows. them. Some of the possible factors are indoor mapping
First, the questionnaire prepared for the purposes of the and personalized information, better way of spending
research and all information concerning the question- time at the airport, economic benefits, awareness and
naire survey are presented. Then, the variables used in the self-improvement, alerts, and notifications.
analysis, the statistics derived from the survey, and the The questionnaires were completed via the internet, as
key elements of the methodology are described. Finally, well as via personal interviews. The field survey took place
an analysis of the models that were developed and main at the Athens International Airport, and particularly at
results and conclusions are presented. the free access areas of the airport, where more than 500
travelers participated. The survey was in the form of short
interviews and the respondents were first informed about
Methodology
the main functionalities of the application. The notion
of gamification was also introduced to the respondents
Questionnaire survey
mainly through examples of its basic aspects. Then, inter-
The data used in this study were collected through a viewers addressed the questions to the passengers and fill
questionnaire addressed to passengers departing from in their answers to the questionnaire.
the Athens International Airport. The questionnaire aims The survey lasted 5 weeks from November 16, 2015,
to identify travelers’ profile and their views on a proposed to December 14, 2015, during different hours of the day,
gamified airport application. In brief, a smartphone and respondents were chosen at random in order to
application was conceptually designed with the aim to capture different population and trip characteristics. In
facilitate the use of the airport services and make them addition, about 250 individuals participated in the online
more enjoyable to travelers. The application provides survey, which was conducted through the Google Forms
information on alternative ways of accessing the airport, platform. The online platform was open from November
indoor mapping services and information about different 23 to December 13. Finally, 774 questionnaires have been
points of interest within the airport. Moreover, through collected.
the app, users have the ability to get personalized infor-
mation for their flight and other information concerning
Questionnaire results
the services, which are provided by the airport. Finally,
gamification aspects are included to the application, such Tables 1 and 2 present statistics for selected variables of
as point scoring, badges and financial awards as a reward each section of the questionnaire.
for regular users. For example, using the airport services The survey has shown that the majority of the par-
through indoor mapping and providing feedback could ticipants travel less than 10 times per year (73%) and
benefit users with virtual awards or points that could be especially for recreational reasons (61.1%). Another
exchanged into discounts. interesting result is that more than 70% of the travelers
4 E. G. MANTOUKA ET AL.

Table . Statistics for selected variables related to the personal Table . Gender and age distribution of passengers of Athens
information. International Airport.
Personal information Frequency % Percentage of passengers Percentage of passengers
in whole  in November 
Gender
Male  .% Gender
Female  .% Male % %
Age Female % %
–  .% Age
–  .% – % %
–  .% – % %
–  .% – % %
–  .% – % %
>  .% – % %
Occupation > % %
Government employee  .%
Private employee  .%
Self-employee  .%
Retired  .% from the Airport’s statistics, in order to ensure the repre-
Unemployed  .% sentativeness of the sample. The actual percentage of each
Student  .%
Total annual personal income (€) age class are presented in Table 3. According to the Air-
<,  .% port’s statistics for the period of the survey, the majority
,–,  .%
,–,  .% of the passengers were young people, with the 70% being
,–,  .% up to 44 years old.
,–,  .%
>,  .%
A further statistical processing of the responses shows
that, the majority (79.5%) of the travelers claim that they
do not need assistance at the airport. However, 57% would
obtain their ticket from the internet (30.5% book their like to have some assistance from a smartphone applica-
ticket from the airline’s website, while 40.2% purchase tion. Although the 72% of the respondents are willing to
their ticket from a booking website). As far as the mode use the application, only the 35.2% of them intend to pay
used to reach the airport is concerned, the majority of the for such an application. Moreover, it appears that travelers
respondents accessed the airport by car (47.1%), followed consider as the most important reason for long-term use
by public transport (36.5%), and then by other means of the application notifications and alerts for unexpected
(16.4%). situations (67.6%) and economic benefits, such as free
It is noted that people aged up to 44 years old (77.2%) tickets and discount coupons (65.4%). Finally, the 35.6%
were mostly involved in the survey. That percentage was of the respondents would use systematically the applica-
compared with the actual age distribution, as derived tion for navigation and personalized information, while
the 38.9% would use it in order to better spend their time
Table . Statistics for selected variables related to the travel profile. at the airport.
Traveler’s profile Frequency % From the preliminary statistical analysis, the gamified
experience appears to have a significant impact on the
Flight frequency
Less than  a year ( if yes;  otherwise)  .% users’ acceptability towards using a smartphone applica-
Purpose of travel tion. Most of the respondents focused on the economic
Business ( if yes;  otherwise)  .%
Recreational ( if yes;  otherwise)  .% rewards, such as discounts or the point exchange system,
Studies ( if yes;  otherwise)  .% which could be explained by the fact that many of the
Various ( if yes;  otherwise)  .%
Destination of travel
respondents were students that choose to fly with low cost
Domestic ( if yes;  otherwise)  .% airlines in low budget trips. However, there were also trav-
Europe ( if yes;  otherwise)  .% elers that, although responded that they are not in need of
International ( if yes;  otherwise)  .%
Way of obtaining tickets any assistance at the airport, when the gamified concept
Airline’s website ( if yes;  otherwise)  .% of indoor navigation with personalized discounts, social
Booking website ( if yes;  otherwise)  .%
Travel agency ( if yes;  otherwise)  .% network integration, alerts and personalized information
Other way ( if yes;  otherwise)  .% was described, they stated that they would use the appli-
Access to the airport
car ( if yes;  otherwise)  .% cation to experience better services from the airport facil-
Urban transport ( if yes;  otherwise)  .% ities. Especially when it comes to providing alternatives
Other means ( if yes;  otherwise)  .%
Time spent at the airport per flight
during waiting for their next flight, the gamified concept
< hour ( if yes;  otherwise)  .% attracted a significant number of travelers. The impor-
– hours ( if yes;  otherwise)  .% tance of gamified concepts is further examined in the fol-
> hours ( if yes;  otherwise)  .%
lowing sections.
JOURNAL OF INTELLIGENT TRANSPORTATION SYSTEMS 5

Univariate and multivariate statistical econometric Table . Chi-square test results.


modelling Two-tailed
Variables p-value
For the purpose of this study, classical models of statistical
analysis were developed. Logistic regression was used to Acceptability of the application .
Willingness to pay .
investigate the factors that affect the acceptance of the pro- Purpose of travel: business .
posed application as well as the willingness to pay for it. Purpose of travel: recreational .
Purpose of travel: studies .
An MP model was used to detect the specific parameters Flight frequency less than  times per year .E-
that could lead to the long-term use of the application. Domestic travelling .
Travelers who would like to have assistance at the .E-
Logistic regression is one of the most commonly used airport
tools of applied econometrics and discrete data analysis Travelers who would like to get information about the .
(Agresti, 1990). In binary logistic regression, the binary airport’s services
Personalized travel information and indoor navigation .
response variable is related to a set of explanatory vari- Better way of spending time at the airport (shopping .
ables, which can be discrete and/or continuous. In this and VIP lounge)
Alerts and notifications about unexpected situations .
paper, logistic regression is used for estimating the accept- Economic benefits .
ability and the willingness to pay for the proposed gami-
fied application. The dependent variable represents pos-
r the precision of the model, which shows how many
itive (1 stands for Yes) or negative (0 stands for No)
responses to the question regarding acceptability of gami- of the identified as users were predicted correctly;
r area under the ROC curve: ROC graph is a two-
fied applications. Demographic and trip characteristics as
well as respondents’ perceptions were used as indepen- dimensional graph in which TPR is plotted on the
dent variables. vertical axis and FPR on the horizontal axis. The
The MP model has been used in transportation larger the area under the ROC curve the better the
research applications to analyze binary dependent vari- model developed.
ables that are very closely linked (Choo & Mokhtarian,
2008; Golob & Regan, 2002; Viswanathan, Goulias, Results
& Jovanis, 2000). This methodology is one form of
a correlated binary response regression model that Analysis of airport and online sample
simultaneously estimates the influence of independent
variables on – more than one – dependent variables, and In order to investigate the correlation between the airport
allows for the error terms to be freely correlated. and the online sample, statistical chi-square test was used.
The MP model was used to analyze the reasons for Results show that there is a significant difference between
which the respondents would choose to systematically use the two samples concerning the key variables of the sam-
such an application. Each dependent variable takes the ple. Table 4 presents the corresponding results. Therefore,
value 1 when the corresponding factor (reason for using only the data collected through the field survey are used
the gamified airport application) is important and 0 when for the development of the models.
it is unimportant, per travelers’ perceptions.
The models’ efficiency is evaluated with respect to the
Methodological approach
following measures:
r the accuracy (ACC) of the model, meaning the In order to analyze travelers’ perceptions regarding the
percentage of the total cases that were predicted proposed gamified application, three discrete choice
correctly; models were developed. Binary logistic regression was
r the True Positive Rate (TPR) or sensitivity showing used to model the acceptability (Table 5) and the will-
how many of the overall possible users were pre- ingness to pay (Table 6) of the smartphone application,
dicted correctly (true positives); whereas an MP model was developed to analyze the per-
r the True Negative Rate (TNR) or specificity, which ceived benefits of this application according to passengers’
shows how many of the non-users were predicted opinion (Table 7).
correctly (true negatives);
r the False Positive Rate (FPR), showing how many of
the possible users were not predicted correctly (false Acceptability of a smartphone gamified application
positives); The first logistic regression model investigates the factors
r the False Negative Rate (FNR), showing how many that affect the acceptability of a smartphone gamified
of the non-users were not predicted correctly (false application. The dependent variable is the acceptability
negatives); of the application, taking the value 1 if the respondent is
6 E. G. MANTOUKA ET AL.

Table . Logistic regression model of acceptability of the Table . Multivariate probit model results.
application.
Marginal
Variables Coefficient Pr(>|z|) Marginal effects Variables Coefficient Pr(>|z|) effects

Age (–) . . . Y: personalized travel information and indoor navigation
Age (–) . . .
People who travel less than . . . Age (–) − . . − .
 times per year Government employee . . .
People who travel for studies . . . Private employee . . .
Travelers who would like to . . . Time spent at the airport per . . .
have assistance at the flight: < hour
airport Smartphone users − . . − .
Travelers who would like to . . . Travelers who need . . .
get information about the assistance at the airport
airport’s services (Intercept) − . .
Personalized travel . . .
information and indoor Y: better way of spending time at the airport (shopping and VIP lounge)
navigation
Gender ( if female;  if male) . . .
Better way of spending time . . .
Income (<, €) − . . − .
at the airport (shopping
Time spent at the airport per − . . − .
and VIP lounge)
flight: < hour
(Intercept) − . .
Time spent at the airport per − . . − .
ACC .
flight: – hours
Precision .
Travelers who need . . .
Specificity (TNR) .
assistance at the airport
TPR .
Travelers who would like to . . .
FPR .
get information about the
FNR .
airport’s services
Area under the ROC curve .
(Intercept) − . .

Y: economic benefits

willing to use the application and the value 0 otherwise. Unemployed . . .
Flight frequency less than − . . − .
The independent variables used in the analysis are pre-  times per year
sented in Tables 1 and 2. The 80% of the sample was used Purpose of travel: . . .
recreational
for the learning of the model (train set), while the 20% Access the airport by car − . . − .
was used for verification (test set). The ACC of the model Time spent at the airport per . . .
flight: < hour
was estimated 86.4%, while the precision is 87.3% and Way of obtaining tickets: . . .
specificity 66.7%. booking website
(Intercept) . .

Correlation among dependent variables


Table . Logistic regression model of willingness to pay for the
application. Rho (Y, Y) . .
Rho (Y, Y) . .
Marginal Log likelihood − .
Variables Coefficient Pr(>|z|) effects Number of observations 

Gender ( if female;  if male) − . . − .


Age (–) . . .
Age (–) . . .
Income (<, €) − . . − . Table 5 presents the estimation results for the accept-
Income (,–, €) − . . − . ability of a smartphone gamified application as they
Income (,–, €) − . . − .
Domestic travelling − . . − .
emerged from the development of the model. All the vari-
Way of obtaining tickets: − . . − . ables are statistically significant at the 90% level.
booking website According to the results, travelers aged less than 44 and
Travelers who would like to . . .
have assistance at the those who travel less than 10 times per year are more likely
airport to accept such an application. This is probably because
Travelers who would like to . . .
get information about the those who travel rarely are less familiar with the airport
airport’s services and so features of the application such as indoor naviga-
(Intercept) − . .
ACC . tion and personalized information appear to be critical
Precision . for the acceptance of the application. People who believe
Specificity (TNR) .
TPR .
that “Personalized travel information and indoor naviga-
FPR . tion” as well as “Better way of spending time at the air-
FNR . port” are the main benefits of this application have an
Area under the ROC curve .
increased probability to accept it. Finally, both variables
JOURNAL OF INTELLIGENT TRANSPORTATION SYSTEMS 7

that reflect the respondents’ desire of assistance at the air- Information about the airport’s services influences at a
port, in terms of navigation and reception of information higher degree the willingness to pay (marginal effect of
about the airport’s services, are found to positively affect 0.202) compared to navigation (marginal effect of 0.139).
the acceptability of the application, producing the highest On the other hand, booking method and travel des-
marginal effects (0.36 and 0.248, respectively). tination negatively affect the willingness to pay for the
It is seen that although the majority of passengers can smartphone application; travelers who book their ticket
move easily around the airport, the existence of such an from booking website and those who travel domestic are
application could be very useful both for regular airport reluctant to pay in order to use the proposed application.
users and for those who travel rarely too. As was also iden- People who use a domestic flight are probably more famil-
tified in the preliminary analysis, the way travelers spend iar with the airport area and thus, they are not willing to
their time in the airport is of major importance, when use and pay for a navigation application. Trip character-
it comes to experiencing a gamified concept. Although istics such as purpose of travel and trip frequency as well
some of the travelers may be aware of the numerous alter- as economic rewards were not found to affect significantly
natives when at the airport, they could be engaged by the the willingness to pay.
applications’ incentives to enjoy further services, while
knowing that the application would provide them with
any important alert or other personalized information Benefits of the proposed application
concerning their flight. Finally, an MP model was developed to investigate the fac-
tors that affect the systematic use of a gamified airport
application. The three factors (dependent variables) that
Willingness to pay for the application
were examined are personalized travel information and
The second model developed investigates the willingness indoor navigation (Y1), better way of spending time at
to pay for the application. The dependent variable takes the airport (Y2), and economic benefits (Y3). Estimation
the value 1 when the respondent is willing to pay in order results for the three equations of the multivariate model
to use the gamified smartphone application, aiming at (coefficients, significance levels and marginal effects) are
providing efficient navigation and the value 0 when the given in Table 7. The dependent variable “Alerts and noti-
respondent is not. The independent variables that found fications about unexpected situations” was not included in
to be statistically significant at 90% level in explaining the analysis due to the poor goodness of fit of the model
those who have the intention to pay for the application developed.
are presented in Table 6. Regarding goodness of fit, the According to the first equation of the model (Table 7),
ACC of the model was estimated 79.6%. The specificity is travelers who need assistance at the airport are more likely
88.4%, while the precision is 72.4%; that means the model to continue using the gamified application for indoor nav-
can predict those who are not intending to pay for the igation, which is perfectly reasonable. Although both gov-
application but cannot predict to the same extent those ernment and private employees would systematically use
who would pay. the application for navigation purposes, the second vari-
Results indicate that gender has a significant impact on able appears to have a higher significance level with this
the willingness to pay for the application. Men are more feature of the applications. These could be explained if we
likely to pay for a smartphone application that provides consider that private employees may travel more regularly
efficient navigation at the airport compared to women. than other passengers, so they are interested in such appli-
Moreover, it appears that people aged less than 44 are cations concerning the airport. Finally, especially when
more likely to pay for such an application. Younger peo- passengers are in a hurry, indoor navigation could be a
ple recognize the usefulness of such applications and really useful tool in order to find their gate and board on
appear to travel frequently so are willing to pay for them. time. Therefore, travelers who spend less than 1 hour at
As expected higher income respondents (>40.000 €) are the airport before their flight, are more likely to use sys-
more prepared to pay in order to use this application. tematically the application for navigation.
Furthermore, according to Table 6, travelers intend to The second equation shows that passengers who need
pay if features such as navigation and personal informa- assistance at the airport would systematically use such an
tion are provided from the application. Passengers who application in order to better utilize their time at the air-
state that they would like to have assistance for efficient port and get information about the airport services. These
navigation from /to and inside the airport and that they passengers may travel rarely so they are not familiar with
would like to get information about the airport’s services all the facilities which are offered from the airport. Con-
have an increased probability to pay for the application. versely, travelers who spent less than 2 hours at the airport
8 E. G. MANTOUKA ET AL.

until boarding or those who have a low income would not route inside the airport, following the airport’s signs
use the application for such purpose. These findings are and notifications and, spending their waiting time in a
reasonable if we consider that in both cases passengers are productive way taking advantage of the available airport’s
not interested in visiting the airport’s shops or other facil- facilities. Gamifying such an application appears to give
ities. The statistical analysis also suggests that women are further incentives to travelers in order to benefit from the
more likely to use the application in order to get informa- rewards system too.
tion related to the services provided by the airport. Results indicate that such applications are more likely
According to the third equation, travelers who travel to be accepted by travelers who would like to have some
frequently and book their ticket from a booking website assistance when at the airport and get informed about all
are more likely to use systematically the application in the services and facilities of the airport; thus, a gamified
order to have some economic benefits. Findings are rea- experience can engage them in using more of the airport’s
sonable since the reward system of the application is based services while keeping everything concerning their flight
on travel frequency and usage of the app, so the more under control with personalized information and alerts.
someone travels the higher the reward he gets. This is Furthermore, people who need assistance in terms of nav-
in line with the study of Milioti et al. (2015) who con- igation inside the airport and especially those who travel
clude that people who travel with greater frequency have rarely find the application useful. Although one would
a greater tendency to consider airline reward programs agree that the most frequent travelers would like to use
like frequent flyer programs as an important factor in air- such an application to benefit from the reward system and
line choice. Moreover, those who spend less than 1 hour at other gamification aspects (point scoring, leader boards
the airport before boarding have a higher acceptance rate, etc.), the results indicate that non-regular travelers are
because they would use the personalized information and more likely to use the application as personalized infor-
alerts during their access to/from the airport. mation and in-door mapping are proven to be the most
Correlation coefficients among the equations are pre- important features of the application.
sented at the end of Table 7. Only statistically signifi- Moreover, although the majority of the travelers would
cant values at the 90% confidence interval or higher are use a gamified application concerning the airport (72%),
reported. The results of the model depict the efficiency only a few of them are willing to pay for it (35.2%). Finally,
gained by jointly modelling these factors. The positive – results show that young people and higher income travel-
and highly significant – correlation between “better way of ers are more likely to pay for the app.
spending time at the airport (shopping and VIP lounge)” In order to investigate the factors that can lead to
and “personalized travel information and indoor naviga- a systematic use of such an application, three aspects
tion” (Rho = 0.282), and the correlation between the latter were examined: indoor navigation and personalized
and “economic benefits” (Rho = 0.177) highlights the fact information, better way of spending time at the airport
that travelers find these factors important in choosing to and economic benefits. The results show that significant
use the proposed application. differences exist among travelers who travel for different
purposes, as well as among different occupation groups.
People who travel for recreational reasons and those
Conclusion
who travel regularly recognize that the reward system,
The newly introduced concept of gamification in many which includes economic rewards, discount coupons, free
different environments seems to be the key to long-term tickets, etc. is an important feature of the application. On
use and engagement with applications and programs. In the other hand, private employees would systematically
this paper, we examined the factors that affect the accep- use the app in order to benefit from indoor mapping
tance of a gamified smartphone application concerning for different points of interest. Furthermore, travelers
the airports. Moreover, we investigated the willingness of with low income are not interested in getting informa-
the user to pay, as well as the factors that affect long-term tion about shops and other facilities provided from the
use of such an application. airport. Finally, those who spend less than 1 hour at the
Two logistic regression models and an MP model were airport are more likely to use the application in order to
developed to analyze data collected from a questionnaire have some economic benefits.
survey, where more than 500 travelers were asked to iden- Findings reveal that an airport-centric application
tify their needs and impressions on the proposed applica- would be acceptable and useful for airport passengers
tion at the Athens International Airport. especially if it includes features such as indoor navi-
Findings revealed that airport applications could gation and personalized information and at the same
be really useful for passengers to face existing chal- time eliminate the need of using each airline’s applica-
lenges while waiting at the airport for boarding. These tion. Nevertheless, passengers travelling through a lot
challenges refer to difficulties on finding their optimal of airports could end up with a significant number of
JOURNAL OF INTELLIGENT TRANSPORTATION SYSTEMS 9

airport applications. This would lead to the proliferation Choo, S., & Mokhtarian, P. L. (2008). How do people respond
of airport-centric applications instead of proliferation of to congestion mitigation policies? A multivariate probit
airlines’ applications. Therefore, future research should model of the individual consideration of three travel-
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address this issue by developing an application which doi:10.1007/s11116-007-9142-8
could incorporate more than one airport. Clemes, M. D., Gan, C., Kao, T-H., & Choong, M. (2008). An
The results described above can provide a complete empirical analysis of customer satisfaction in international
view on the characteristics of a potential user of a gam- air travel. Innovative Marketing, 4(2), 50–62.
ified smartphone application, as well as the features that Fodness, D., & Murray, B. (2007). Passengers’ expectations of
airport service quality. Journal of Services Marketing, 21(7),
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addition, although a first impression on who is more likely http://www.emeraldinsight.com/doi/10.1108/0887604071
to pay for such an application was introduced, further 0824852
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the factors that affect the willingness to pay. Finally, since service airlines and low- cost carriers: A note on business
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ment, 12, 98–102. doi:10.1016/j.jairtraman.2005.11.008
gamification aspects of the application, future research Golob, T. F., & Regan, A. C. (2002). Trucking industry adoption
should focus on both more in-depth analysis of specific of information technology: A multivariate discrete choice
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port and airline choice behaviour with the use of stated
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Acknowledgments E: Logistics and Transportation Review, 43(3), 221–233.
doi:10.1016/j.tre.2006.10.002
The authors would like to thank the staff of the Athens Interna- Jariyasunant, J., Carrel, A., Ekambaram, V., Gaker, D., Kote, Th.,
tional Airport for allowing our team to conduct the survey. Sengupta, R., & Walker, J. L. (2015). Quantified traveler:
Travel feedback meets the cloud to change behavior. Jour-
nal of Intelligent Transportation Systems, 19(2), 109–124.
Disclosure statement doi:10.1080/15472450.2013.856714
Jiang, H., & Zhang, Y. (2016). An assessment of passenger expe-
No potential conflict was reported by the authors. rience at Melbourne Airport. Journal of Air Transport Man-
agement, 54, 88–92. doi:10.1016/j.jairtraman.2016.04.002
Jou, R.-C., Hensher, D. A., & Hsu, T.-L. (2011). Airport ground
ORCID access mode choice behavior after the introduction of a new
mode: A case study of Taoyuan International Airport in
Emmanouil N. Barmpounakis http://orcid.org/0000-0001- Taiwan. Transportation Research Part E: Logistics and Trans-
5455-6643 portation Review, 47(3), 371–381. doi:10.1016/j.tre.2010.
Eleni I. Vlahogianni http://orcid.org/0000-0002-2423-5475 11.008
Lian, J. I., & Rønnevik, J. (2011). Airport competition –
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