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Gamifying Communication of BEV knowledge at Scania: Investigating games as the way forward for increased battery electric vehicle (BEV) awareness among Scania’s potential customers
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2025 (English)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

In recent times, gamification has been observed to have positive effects when observed in various contexts including within businesses. The study’s overall goal is to together with Scania, a leading transport solutions provider in battery electric vehicle (BEV) trucks, investigate how a game can be designed to communicate relevant BEV knowledge for future use within the company, resulting in a so-called ‘serious game’, a game which purpose is something other than that of entertainment. This study employs an expert-guided iterative design process anchored in current serious games design literature in order toguide development. The result highlights key features important to the game's structure, which are then interpreted and discussed. Conclusions are derived from both the execution of the design process itself and the development of the game, finding that for example ‘Stealth learning’ via integrated gameplay proved impactful, and that overall, a serious game approach holds great potential within Scania.

Abstract [sv]

På senare tid har gamifiering visat sig ha positiva effekter i olika sammanhang, även inom företag. Studiens övergripande mål är att tillsammans med Scania, en ledande leverantör av transportlösningarför batteri-elektriska fordon (BEV) lastbilar, undersöka hur ett spel kan designas för att förmedla relevant kunskap om BEV för framtida bruk inom företaget, vilket resulterar i ett så kallat ”seriöst spel”, ett spelv ars syfte är annat än ren underhållning. Denna studie använder en expertledd iterativ designprocessförankrad i aktuell forskning om seriösa spel för att vägleda utvecklingen. Resultatet lyfter fram nyckelfunktioner som är viktiga för spelets struktur, som sedan tolkas och diskuteras. Slutsatserna dras både från själva genomförandet av designprocessen och från utvecklingen av spelet, där det bland annat konstateras att ”stealth learning” genom integrerat gameplay visade sig vara effektivt, och att ‘seriösa spel’ som ett tillvägagångssätt har stor potential inom Scania.

Place, publisher, year, edition, pages
2025. , p. 19
Keywords [en]
Scania, BEV trucks, Gamification, serious games, serious games design
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:bth-28509OAI: oai:DiVA.org:bth-28509DiVA, id: diva2:1989681
Subject / course
ME1659 Bachelor Thesis in Media Technology
Educational program
MEGDD Design of Digital Games
Supervisors
Examiners
Available from: 2025-08-18 Created: 2025-08-18 Last updated: 2026-01-29Bibliographically approved

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