TY - JOUR
T1 - Using gamification to encourage active travel
AU - Harris, Marc A.
AU - Crone, Diane
N1 - Publisher Copyright:
© 2021 Elsevier Ltd
PY - 2021/10/13
Y1 - 2021/10/13
N2 - Introduction: Active travel (i.e., walking, cycling, scooting, or wheeling to/from school or work) positively impacts the physical activity and health of individuals and can help reduce congestion, air pollution and climate change. In recent years, evidence has emerged which suggests gamification may be a promising approach to encourage people to be more physically active. However, evidence in this area still remains sparse and little is known about the extent to which these programs encourage active travel, or leisure time activity. Methods: This study used a range of complimentary methods (including self-report, observational and objective measures), to identify the extent to which a gamification based intervention ‘Beat the Street’ increased active travel. Results: Throughout intervention, 53% of all activity undertaken was during typical travel to/from school and work periods. Following the intervention, the proportion of players reporting low levels of activity (less than 30 min per week) decreased by 7%, whereas the proportion reporting high levels of activity (150 or more minutes per week) increased by 13%. Finally, between pre- and post-intervention 53% fewer cars and vans were monitored travelling along a target road during morning commute times, and 33% fewer cars and 20% fewer vans were monitored during afternoon commute times. Conclusions: This study provides evidence that gamification can increase activite travel, although more research is needed into the precise gamification components (i.e., leader boards, points, badges) which are most important for stimulating behaviour change.
AB - Introduction: Active travel (i.e., walking, cycling, scooting, or wheeling to/from school or work) positively impacts the physical activity and health of individuals and can help reduce congestion, air pollution and climate change. In recent years, evidence has emerged which suggests gamification may be a promising approach to encourage people to be more physically active. However, evidence in this area still remains sparse and little is known about the extent to which these programs encourage active travel, or leisure time activity. Methods: This study used a range of complimentary methods (including self-report, observational and objective measures), to identify the extent to which a gamification based intervention ‘Beat the Street’ increased active travel. Results: Throughout intervention, 53% of all activity undertaken was during typical travel to/from school and work periods. Following the intervention, the proportion of players reporting low levels of activity (less than 30 min per week) decreased by 7%, whereas the proportion reporting high levels of activity (150 or more minutes per week) increased by 13%. Finally, between pre- and post-intervention 53% fewer cars and vans were monitored travelling along a target road during morning commute times, and 33% fewer cars and 20% fewer vans were monitored during afternoon commute times. Conclusions: This study provides evidence that gamification can increase activite travel, although more research is needed into the precise gamification components (i.e., leader boards, points, badges) which are most important for stimulating behaviour change.
KW - Active travel
KW - Beat the street
KW - Community
KW - Gamification
KW - Intervention
UR - http://www.scopus.com/inward/record.url?scp=85116918815&partnerID=8YFLogxK
U2 - 10.1016/j.jth.2021.101275
DO - 10.1016/j.jth.2021.101275
M3 - Article
AN - SCOPUS:85116918815
SN - 2214-1405
VL - 23
JO - Journal of Transport and Health
JF - Journal of Transport and Health
M1 - 101275
ER -