Enhancing Sustainable Mobility Through Gamified Challenges: Evidence from a School-Based Intervention

Promoting behavioral change in mobility is essential for sustainable urban development. This study evaluates the effectiveness of gamified challenges in fostering sustainable travel behaviors among high school students and teachers within the High School Challenge (HSC) 2024 campaign in Lecco, Italy. Over a 13-week period, participants tracked their commuting habits via gamified mobile application, Play&Go, that awarded points for sustainable mobility choices and introduced weekly challenges. Using behavioral (GPS-based tracking) and self-report data, we assessed the influence of challenge types, player characteristics (HEXAD Player Types, Big Five traits), and user experience evaluations on participation, retention, and behavior change. The results show that challenges, particularly those based on walking distances and framed as intra-team goals, significantly enhanced user engagement and contributed to improved mobility behaviors during participants’ free time. Compared to the 2023 edition without challenges, the 2024 campaign achieved better retention. HEXAD Player Types were more predictive of user appreciation than Personality Traits, though these effects were more evident in subjective evaluations than actual behavior. Overall, findings highlight the importance of tailoring gamified interventions to users’ motivational profiles and structuring challenges around SMART principles. This study contributes to the design of behaviorally informed, scalable solutions for sustainable mobility transitions.

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Publication Details

Journal
Sustainability
Published
2025-07-18
DOI
https://doi.org/10.3390/su17146586
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Enhancing Sustainable Mobility Through Gamified Challenges: Evidence from a School-Based Intervention

Annapaola Marconi, Simone Bassanelli, Federica Gini, Martina Vacondio
1 citations
Sustainability
Educational Games and Gamification
3.44
article

Enhancing Sustainable Mobility Through Gamified Challenges: Evidence from a School-Based Intervention

Annapaola Marconi, Simone Bassanelli, Federica Gini, Martina Vacondio
article en
1 citations

Abstract

Promoting behavioral change in mobility is essential for sustainable urban development. This study evaluates the effectiveness of gamified challenges in fostering sustainable travel behaviors among high school students and teachers within the High School Challenge (HSC) 2024 campaign in Lecco, Italy. Over a 13-week period, participants tracked their commuting habits via gamified mobile application, Play&Go, that awarded points for sustainable mobility choices and introduced weekly challenges. Using behavioral (GPS-based tracking) and self-report data, we assessed the influence of challenge types, player characteristics (HEXAD Player Types, Big Five traits), and user experience evaluations on participation, retention, and behavior change. The results show that challenges, particularly those based on walking distances and framed as intra-team goals, significantly enhanced user engagement and contributed to improved mobility behaviors during participants’ free time. Compared to the 2023 edition without challenges, the 2024 campaign achieved better retention. HEXAD Player Types were more predictive of user appreciation than Personality Traits, though these effects were more evident in subjective evaluations than actual behavior. Overall, findings highlight the importance of tailoring gamified interventions to users’ motivational profiles and structuring challenges around SMART principles. This study contributes to the design of behaviorally informed, scalable solutions for sustainable mobility transitions.

SustainabilityVol. 17(14)
University of Trento (IT), Fondazione Bruno Kessler (IT), Center for Neuroscience and Cognitive Systems (IT)
Openalex Percentile: Top 6%
Educational Games and Gamification
3.44
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