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Mobility Measure

Gamification as a way to induce behavioural change in Mobility

 ARDITI, HF and, SRETC are to install a prototype of interactive bus stop and geocaching competition events.

Implementing sustainable mobility

The measure aims to promote sustainable transport modes through games and interactive innovative experiences.


  • Develop interactive games to relieve the burden of waiting for the bus to arrive at the bus stop, contributing to reduce “waiting and travel time” perception of users;
  • Assess the impact of gamification approaches in what relates to user perception of service quality in PT;
  • Increase of soft modes usage among target public, in particular for bus traveling;
  • Increase of PT perceived quality of service among existing users and new/potential users (higher level of increase is expected from no users than among existing users);
  • Liaise the measure with the Green Credit scheme.

How will this be achieved?

In summary, this measure will address different types of gamification experiences, which are associated to intended behavioural change objectives:

  • Interactive, removable, lively prototype installation at 1 bus stop. The installation of interactive equipment at one selected central/key bus stop will be used as a mean to increase the liveliness, comfort and attractiveness of those concrete places and Public Transport (PT) as whole;
  • Promote use of buses and public transport in general namely with gamification, taking also into account the “Green Credits” models and geographic location based games, making use of beacon technologies;
  • Those tools and games will also be used for collecting user feedback and for evaluation of the measure.

How did the measure progress?

The measure is developing according the plans:

  • Finalisation of scientific research about gamification, which is an input for the document “Existing Solutions and Requirements Analysis”
  • A first version of a proposal for two pilot actions in Gamification of Mobility was presented, one targeting young students that buy the Summer Pass and another pilot focused on tourists - the technological architecture will include specific mobile applications that will communicate with iBeacon.
  • Part of the equipment related to gamification was purchased (central server, laptops, smartphones and beacons)

What were the outcomes of the measure?

  • 1 gamification pilot to attract: i) young users and, ii) tourists to bus traveling;
  • 1 interactive bus stop prototype installation;
  • Geographic location games such as geocaching competition events (where using PT will be a key feature).
  • 6 papers submitted and/or presented in related international conferences.