| Literature DB >> 32426542 |
Salvatore Di Dio1, Francesco Massa1, Antonino Nucara2, Giorgia Peri3, Gianfranco Rizzo3, Domenico Schillaci1.
Abstract
Cities are currently engaged through their urban policies in pushing people towards less environmentally impacting mobility modalities: therefore, cycling and walking are strongly promoted, especially by means of new and wider limited traffic and no-cars zones. In this paper, the effectiveness of the new smartphones and apps-based technologies in modifying the mobility behaviors of citizens towards more sustainable choices has been investigated. Specifically, the potential of a smartphone app, directly involving citizens by means of a game rewarding the most sustainable trips, has been tested on a university commuters' group. These latter, starting from their current mobility situation, were challenged by an enhanced scenario characterized by more restrictive and sustainable targets. Promising results have been obtained suggesting that game-based tools could be effectively used as urban policy interventions intended to obtain a more sustainable mobility.Entities:
Keywords: Air quality; Climate change; Climate policy; Commuters; Environmental analysis; Environmental pollution; Environmental science; Game-based app; Information science; Smartphone; Sweet mobility; Urban energy consumption
Year: 2020 PMID: 32426542 PMCID: PMC7226654 DOI: 10.1016/j.heliyon.2020.e03930
Source DB: PubMed Journal: Heliyon ISSN: 2405-8440
Figure 1The TrafficO2 logic sequence of the user experience.
Figure 2Mobile phone screenshots of the app for the applicant commuters.
Modal split of the commuters in the actual (0) and enhanced (1) Scenarios.
| SCENARIO 0 | SCENARIO 1 | |||||
|---|---|---|---|---|---|---|
| “A”<3 km | 3km<“B”<5 km | 5km<“C”<10km | “A”< 3km | 3km<“B”<5km | 5km<“C”<10km | |
| M0,w - Walking | 62% | 32% | 0% | 67% | 55% | 0% |
| M0,b - Biking | 12% | 20% | 4% | 12% | 20% | 17% |
| M0,pt - Public transport | 10% | 13% | 25% | 10% | 13% | 32% |
| M0,c - Car | 5% | 9% | 34% | 0% | 0% | 6% |
| M0,m - Moto | 0% | 14% | 12% | 0% | 0% | 0% |
| M0,cp - Car-pooling | 6% | 9% | 17% | 6% | 9% | 36% |
| M0,mp - Moto-pooling | 5% | 4% | 8% | 5% | 4% | 9% |
| M0,cs - Car-sharing | 0% | 0% | 0% | 0% | 0% | 0% |
Modal split of the university commuters in the field test.
| Field test | “A” less than 3 km | 3 km<“B”<5 km | 5 km<“C”<10 km |
|---|---|---|---|
| M0,w - Walking | 80.3% | 45.1% | 13.0% |
| M0,b - Biking | 7.5% | 42.4% | 57.5% |
| M0,pt - Public transport | 8.2% | 5.7% | 3.8% |
| M0,c - Cars | 2.0% | 1.5% | 9.3% |
| M0,m - Motorcycles | 0% | 0.6% | 0% |
| M0,cp - Car-pooling | 2.0% | 2.9% | 16.4% |
| M0,mp - Moto-pooling | 0% | 1.8% | 0% |
| M0,cs - Car-sharing | 0% | 0% | 0% |
Average modal split through the three scenarios (%).
| Transportation modality | Scenario 0 | Scenario 1 | Field-Test |
|---|---|---|---|
| Walking | 17.2 | 24.4 | 31.0 |
| Biking | 9.6 | 17.2 | 45.0 |
| Public transportation | 19.7 | 23.8 | 4.9 |
| Cars | 22.3 | 3.5 | 6.1 |
| Motorcycles | 11.3 | 0.0 | 1.7 |
| Car pooling | 13.3 | 24.2 | 10.7 |
| Moto-pooling | 6.5 | 6.8 | 0.05 |
| Car sharing | 0.0 | 0.0 | 0.0 |
Figure 3Environmental performances of the scenarios.
Figure 4Environmental performances of the no-rewards scenarios.
Comparison of the rewards-based and no-rewards based tests.
| Rewards-based test | No rewards-based test | |
|---|---|---|
| Total involved sample | 664 | 65 |
| Active users | 311 | 46 |
| Percentage of active users (%) | 46.8 | 70.7 |
| Local businesses involved | 166 | - |
| Monetary rewards (€/business) | 58.11 | - |
| Total tracks recorded | 10,357 | 1,487 |
| Tracks home-work-home | 1,381 | 136 |
| Percentage of “home-work-home” tracks (%) | 13.3 | 9.1 |
| Total length of the tracked trips (km) | 18,409 | 3,926 |
| Average length per active user (km) | 59.2 | 83.3 |
| Average CO2 emission reductions in the test (%) | 42.7 | 47.6 |
Commuters utilizing the app at least four times in home-to-work trips during the test.