Pregled bibliografske jedinice broj: 985349
How do people value electric vehicle charging service? A gamified survey approach
How do people value electric vehicle charging service? A gamified survey approach // Journal of cleaner production, 210 (2019), 887-897 doi:10.1016/j.jclepro.2018.11.032 (međunarodna recenzija, članak, znanstveni)
CROSBI ID: 985349 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
How do people value electric vehicle charging
service? A gamified survey approach
Autori
Dorcec, Lara ; Pevec, Dario ; Vdovic, Hrvoje ; Babić, Jurica ; Podobnik, Vedran
Izvornik
Journal of cleaner production (0959-6526) 210
(2019);
887-897
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni
Ključne riječi
electric vehicles ; willingness to pay ; charging ; gamification ; survey
Sažetak
Electric vehicles (EVs) are currently the most promising technology with the potential to transform transportation and energy landscapes to make industry and society more sustainable. Although their adoption has been much faster than anticipated a few years ago, resulting in a significant increase from 400, 000 EVs sold in 2013 to more than 3 million in 2017, the coming years will be crucial for determining whether EVs are to become a new transportation industry “standard”, the role of which has been held by internal combustion engine (ICE) vehicles over the last hundred years. Not only will innovation in EV batteries determine a “win” or “fail” for EVs, but a significant role in its acceptance will be successful development of a comprehensive EV eco-system, establishing an efficient network of EV chargers as well as attractive and affordable charging tariffs. Furthermore, having insight as to how much money EV users are willing to pay for the charging service (i.e., willingness to pay) in various circumstances is one of the essential factors in building a successful EV eco-system. That being said, this paper utilizes a gamified survey for exploring a person's willingness to pay for EV charging. The experimental setup includes both the classic (text-only) questionnaire, as well as the game-based questionnaire. Therefore, not only have interesting insights on the willingness to pay for EV charging been identified, but analysis of user experience analysis from the questionnaires suggests that use of gamification is a good approach to performing a survey as it exhibits superior hedonic quality in comparison to classic methods (i.e., textonly questionnaire).
Izvorni jezik
Engleski
Znanstvena područja
Elektrotehnika, Računarstvo, Ekonomija
POVEZANOST RADA
Ustanove:
Fakultet elektrotehnike i računarstva, Zagreb
Citiraj ovu publikaciju:
Časopis indeksira:
- Current Contents Connect (CCC)
- Web of Science Core Collection (WoSCC)
- Science Citation Index Expanded (SCI-EXP)
- SCI-EXP, SSCI i/ili A&HCI
- Scopus
Uključenost u ostale bibliografske baze podataka::
- AGRIS International
- CAB Abstracts
- CA Search (Chemical Abstracts)
- Compendex (EI Village)
- AGORA
- DOAJ
- EconPapers
- ETDE
- Genamics
- HINARI
- IDEAS (RePEc)external link
- JCReports/ Science Edition
- Julkaisufoorumi Publication Forum
- LAPSE
- Norwegian Register for Scientific Journals
- Series and Publishers (NSD)external link
- RePEcexternal link