STREETLIFE Field Trials – Applied Gamification Approaches As a Key to More Sustainable Mobility Behaviour

STREETLIFE Field Trials – Applied Gamification Approaches As a Key to More Sustainable Mobility Behaviour


Rene Kelpin, DLR Institute for Transport Research, Flemming Giesel, DLR Institute for Transport Research


Piloting activities in research projects often lack active user engagement and participation. A strong involvement of targeted end-users and stakeholders is indispensable. In STREETLIFE, this has been supported by innovative gamification approaches.


To integrate new ITS (Intelligent Transport Systems) services into existing transportation systems, and especially, to engage users reliably to change respective mobility routines as a consequence of these new service interventions, is a very critical challenge for service providers as well as for piloting projects. It means not less than breaking existing mobility habits; such as individual routines, applied services and Apps, and replacing them with new routines. Existing services are well established and applied by a majority of users who are hardly willing to get acquainted to new services, routines and applications – even if new services offer more and partly better information. In the project STREETLIFE a gamification approach has been used to introduce new mobility services in three individual pilot sites and to convince users to leave their “mobility comfort zone”. In consequence, it was not only to evaluate how this gamification approach has supported the service take-up by the users, but also to validate those behavioural changes’ impacts on main impact categories, i.e. the traffic system performance and carbon emissions. This paper pays particular attention to the latter aspect. Do have competitive gamification approaches combined with affordable incentives a significant impact on transport system performance criteria?

The FP7 project STREETLIFE (Oct 2013 – Sept 2016) set a clear focus on supporting “greener” mode choices by means of Information and Communication Technologies (ICT). ICT are applied to establish Intelligent Transportation Systems (ITS), namely for provision of pre-trip and on-trip information about available trip and mode options and about impacts respective decisions may have on the overall traffic system performance and the environment. The project STREETLIFE in general is
• to understand why and under which conditions travellers opt for a specific mode of transportation,
• to use this knowledge to provide and highlight “green” alternatives when needed and appropriate, and
• to finally convince users to opt for more eco-friendly modes of transportation.

This article introduces the three individual pilots, the commonly applied gamification approach and the individual games. Main achievements will be mainly based on data collected at the Berlin pilot.


Association for European Transport