<?xml version="1.0" encoding="UTF-8"?><ns2:project xmlns:ns1="http://gtr.rcuk.ac.uk/gtr/api" xmlns:ns2="http://gtr.rcuk.ac.uk/gtr/api/project" xmlns:ns3="http://gtr.rcuk.ac.uk/gtr/api/fund" xmlns:ns4="http://gtr.rcuk.ac.uk/gtr/api/person" xmlns:ns5="http://gtr.rcuk.ac.uk/gtr/api/project/outcome" xmlns:ns6="http://gtr.rcuk.ac.uk/gtr/api/organisation" ns1:created="2026-07-08T08:44:08Z" ns1:href="http://gtr.ukri.org/gtr/api/projects/808D03E3-53CB-413E-B44C-5AC17E524F02" ns1:id="808D03E3-53CB-413E-B44C-5AC17E524F02"><ns1:links><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/persons/53B2A178-A359-4677-8FA5-83B0D8DB82D7" ns1:rel="PM_PER"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/8A0D13C4-C366-4ADE-BF59-DA19F51DB529" ns1:rel="LEAD_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/8A0D13C4-C366-4ADE-BF59-DA19F51DB529" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:end="2015-08-30T23:00:00Z" ns1:href="http://gtr.ukri.org/gtr/api/funds/A8438AF1-DCF4-4E73-B96D-6F385DEF32BF" ns1:rel="FUND" ns1:start="2014-03-01T00:00:00Z"/></ns1:links><ns2:identifiers><ns2:identifier ns2:type="RCUK">720427</ns2:identifier></ns2:identifiers><ns2:title>Fleetfoot</ns2:title><ns2:status>Closed</ns2:status><ns2:grantCategory>GRD Development of Prototype</ns2:grantCategory><ns2:leadFunder>Innovate UK</ns2:leadFunder><ns2:abstractText>Fleetfoot is a driver engagement and behaviour change tool for fleet telematics companies.
We use game mechanics and real world rewards to motivate and engage the driver.
When designed correctly, gamification has proven to be very successful in engaging people
and motivating them to change behaviours, develop skills or solve problems. Leveraging
some of the features used in real games, gamification can turn many other types of activities
into games. Gamification is currently being applied to customer engagement, employee
performance, training and education, innovation management, personal development,
sustainability, health and wellness.
Assigning points to activities, advancing through levels, using badges as status-markers, and
integrating surprise and delight are ways to achieve wanted behaviours (Mallick, Wharton
School, 2013). Business (Zicherman, Gigaom, 2013) and academic research (Hamari, Sarsa et
al. 2013) proves this application of technology is not a ‘fad’ and really works.</ns2:abstractText></ns2:project>