The National University of Singapore (NUS) and Stanford University are jointly conducting a 6 month study that aims to reduce peak period travel by 10 per cent. This study is called INSINC (Incentives for Singapore's Commuters).
The study is incentivized and gamified by a reward system where commuters earn credits proportional to the distance travelled on the rail system, with extra credits for shoulder-peak travel. The more one travels during off-peak hours, the more credit he gets. The credit can then be used to redeem rewards or converted into money credited straight into the EZ-link card.
Indeed, this must be a fine example of how gamification can be applied in numerous industries. While the survey is currently ongoing and results remain a mystery, gamification is now a buzz word in customer management. Make sure you do not miss out in understanding this latest and growing trend.