Pregled bibliografske jedinice broj: 938833
Exploring Willingness to Pay for Electric Vehicle Charging with Gamified Survey
Exploring Willingness to Pay for Electric Vehicle Charging with Gamified Survey // Proceedings of the 3rd International Conference on Smart and Sustainable Technologies (SpliTech 2018)
Split: Institute of Electrical and Electronics Engineers (IEEE), 2018. str. 1-8 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
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Naslov
Exploring Willingness to Pay for Electric Vehicle
Charging with Gamified Survey
Autori
Dorcec, Lara ; Pevec, Dario ; Vdovic, Hrvoje ; Babic, Jurica ; Podobnik, Vedran
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Proceedings of the 3rd International Conference on Smart and Sustainable Technologies (SpliTech 2018)
/ - Split : Institute of Electrical and Electronics Engineers (IEEE), 2018, 1-8
Skup
3rd International Conference on Smart and Sustainable Technologies (SpliTech 2018)
Mjesto i datum
Split, Hrvatska, 26.06.2018. - 29.06.2018
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Electric Vehicles, Willingness to Pay, Charging, Gamification, Survey
Sažetak
The on-going trends of promoting electric vehicles (EVs) via free charging resulted in the acceptance of this new transportation technology by early adopters. However, as EVs are more and more becoming a mass-market technology, the era of free charging will finish and EV owners' willingness to pay for the charging service will become a critical parameter for both transportation and energy industries. That being said, this work explores how do people value the EV charging service. Since the relevant datasets are extremely scarce due to the low EV market penetration levels, this work uses the gamified survey for eliciting willingness to pay for EV charging. The experimental setup includes both the classic (text-only) questionnaire, as well as the game-based questionnaire. Interesting insights on the willingness to pay for EV charging were identified and validated against the relevant study from the literature. Finally, evidence from user experience analysis of the questionnaires suggests that use of gamification is the beneficial approach to perform a survey as it has superior hedonic quality in comparison to the classic methods (text-only questionnaire).
Izvorni jezik
Engleski
Znanstvena područja
Elektrotehnika, Računarstvo, Ekonomija
POVEZANOST RADA
Ustanove:
Fakultet elektrotehnike i računarstva, Zagreb