Elektr-O-Mat - A participation game to match and explore the relationship between (Electro-)mobility and citizens' needs
On the road towards sustainable mobility behaviour, electromobility plays an important role. But this topic is still a "black box" to most people. This scientific paper explains our research, which has the fundamental objective of overcoming this - in perspectives of participation, transparency and benefit. We are providing an online tool with game-based elements for both target groups - electromobilists and interested people. By answering 15 questions about mobility conditions and preferences, the game - "Elektr-O-Mat" - creates a personal benefit for each user through a ranking of seven electromobility options. Moreover, our game-based socio-technical experiment is a honeypot, delivering valuable empirical data on a societal level with interesting results and lessons learned. The successful validation with almost 2000 users over a time span of 4 months shows the potential impact for further innovation challenges such as Smart Cities, the "Energiewende" or the Internet of Things.