# The Impact of Gamifications and Serious Games on Driving under Unfamiliar Traffic Regulations
## 8 Conclusions and Limitations  
In conclusion, this paper has contributed to understanding the usefulness and the effect of serious games and gamification on a decrement in the driving errors produced when driving in an environment with unfamiliar traffic regulations. Driving against the traffic flow and the improper use of the signal indicator are examples of driving errors that drivers might make regularly when driving under unfamiliar traffic regulations. Gamification is a promising avenue for enhancing user engagement and adapting the user performance in non-game tasks.  
Using a driving simulator, we designed a serious game with two scenarios. The first scenario was not supported by gamification, while the second scenario was supported by a gamification element, i.e., feedback. Fourteen players who were not familiar with keep-left traffic regulations participated in this study. The results show that it is possible to improve road safety in cases where the drivers drive under unfamiliar traffic regulations. Indeed, the findings have indicated that serious games and gamification decrease the instances of driving against the traffic flow as well as the cases of improperly using the signal indicator. That also indicates the importance of designing the serious game in a simulation environment prior to transferring the drivers to drive in real environment or using the simulation as a preparation stage for providing gamification elements on real environment.  
This paper focused on driving under very focused driving conditions (keep-left traffic regulations for drivers who were only familiar with keep-right traffic regulations). Additionally, the target age group was between 20 to 35. As the experiment was conducted in Australia (a keep-left country), it was very difficult to find participants who fulfilled the experimental conditions (14 participants who fulfilled the inclusion criteria). However, the study indicated that gamification elements were effective to improve the driving performance for participants to safely drive in unfamiliar traffic regulations, although the participants were not familiar with such driving conditions. We plan to collect data from a larger group of participants with a greater diversity in gender and age group. That will enrich our understanding of the user needs toward designing a serious game that will help drivers to safely drive under unfamiliar traffic regulations.  
Additionally, the current study has only tested the influence of one gamification element (e.g., feedback) in one round. For future research, we plan to apply other gamification elements and evaluate them in more than one round in order to improve our understanding of the influence of gamification in improving road safety when driving under unfamiliar traffic regulations.  
Conceptualization, M.K., N.A. and A.R.; methodology, H.A.; software, H.A. validation, M.K.; formal analysis, N.A., A.R.; investigation, H.A., N.A. and A.R.; resources, H.A., N.A., A.R. and M.K.; data curation, H.A. and M.K.; writing--original draft preparation, H.A., N.A. and A.R.; writing--review and editing, M.K.; visualization, N.A. and A.R.; supervision, M.K.; project administration, H.A., N.A. and A.R.; funding acquisition, H.A. All authors have read and agreed to the published version of the manuscript.  
King Abdulaziz University-Institutional Funding Program for Research and Development-Ministry of Education: IFIPIP: 822-830-1442. Not applicable.  
This research work was funded by Institutional Fund Projects under grant no. (IFIPIP: 822-830-1442). Therefore, authors gratefully acknowledge technical and financial support from the Ministry of Education and King Abdulaziz University, DSR, Jeddah, Saudi Arabia.  
The authors declare no conflict of interest. The funders had no role in the design of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript; or in the decision to publish the results.