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Gamifying
Sustainable
Mobility


Research, Education, and International Impact 


A research-led project exploring behaviour change for climate-resilient cities



Research Team & Partners


Research Leads


Photo of Dr Alessia Grassi

Dr Alessia Grassi


School of Design University of Leeds


Principal investigator; conceptualisation, supervision, funding, design-led integration

Photo of Professor Mauro Vallati

Prof Mauro Vallati


School of Computing and Engineering University of Huddersfield


Co-investigator; computing, AI, serious games, methodological oversight

Photo of Dr Qi Zhang

Dr Qi Zhang


Business School University of Leeds


Lead author; literature review, research design, analysis, writing


Cross-sector expert participants

Ten cross-sector experts from transport, urban planning, government, technology, and academia contributed insights through in-depth interviews, informing the qualitative findings of the study 


Support

The research team acknowledges the support of the Research Hub for Decarbonised Adaptable and Resilient Transport Infrastructures (DARe) funded by the UK Engineering and Physical Sciences Research Council (EPSRC) and the UK Department for Transport (EP/Y024257/1).



Engineering and Physical Sciences Research Council Logo
University of Leeds Logo
University of Huddersfield Logo



Student hackathon session


What we set out to do


“This study assesses gamification’s efficacy, benefits, and practical limitations in urban environments.” [1]


To investigate how gamification can foster behavioural change toward sustainable mobility, and where its limits lie. Across a systematic literature review and an exploratory qualitative study, the project examined whether gamified approaches can:

  • encourage walking, cycling, and public transport use
  • raise awareness and shift attitudes
  • support policy, planning, and education
  • remain effective beyond short-term incentives



Game mechanism concepts with dice navigation


Why this project matters


“Policies alone cannot play a major role if there is not a significant behavioural change that supports and implements them.” [2]


Urban transport is a major contributor to climate change, yet policy and technology alone are insufficient without citizen societal change. Gamification offers a practical, human-centred lever to motivate, test, and accelerate sustainable mobility adoption.

This research positions sustainable mobility as a cornerstone of climate action in cities and explores gamification not as a gimmick, but as a structured design approach capable of engaging citizens, students, planners, and decision-makers.




Alessia Grassi thanking Huddersfield student for their participation to the Hackathon final presentation


Student Challenge


Group 1 presenting their ideas

Group 2 presenting their ideas

Group 3 presenting their ideas


University of Huddersfield students were challenged to:


  • explore game mechanics (points, challenges, social comparison, narratives)
  • critically assess ethical, inclusivity, and data-privacy implications

Student Presentations


Group 1 

Research Railway


Samuel & Louis 




Group 2 

Game Jam Project


Boris & Cameron




Group 3 

The Moving Sun


Hirad & Kane







Marina District of Singapore - primeimages / iStock / Getty Images


Outputs & Dissemination


What was delivered

  • Peer-reviewed research publications
  • Preliminary results presented by the team at an international academic conference in Singapore
  • Videos and visual documentation of student work

Downloadable Research

Gamifying Urban Change


Willingness to Pay as Key to Citizen-Centred Approaches


Dr Alessia Grassi – University of Leeds, School of Design & Prof Mauro Vallati – University of Huddersfield, School of Computer Science


Download Powerpoint

Gamification and Sustainability: A Review of Approaches for Urban Mobility and Climate Change Resilience


Zhang, Q., Grassi, A., & Vallati, M. (2026) Sustainable Futures


Download Paper

An Exploratory Investigation of the Use of Gamification for Sustainable Mobility


Grassi, A., & Vallati, M. (2025) mobil.TUM  Conference Singapore

Download available soon



Reach and Impact

  • Research engaged global academic and professional audiences
  • Students contributed to international sustainability discourse
  • The project extended beyond the classroom and institution



Discussing the student challenge


Key Findings


Gamification is effective for initiating sustainable mobility behaviour change, but not sufficient on its own to maintain long-term habits. To improve its lasting impact, future systems should consider:


•       data privacy and governance (approaches rely on large amount of data from users)
•       cheating and system integrity (gamified systems are vulnerable to misuse)
•       use of AI to tailor experiences
•       inclusivity for diverse populations and geographical regions





Seminar at mobil.TUM Conference Singapore 2025


Critical Reflection


This team has delivered internationally recognised, evidence-based design research that mobilises people, systems, and institutions, providing a strong foundation for future funding and partnership opportunities.


What we learned

  • Incentives alone are insufficient
  • Digital approaches risk exclusion
  • Behaviour change requires long-term thinking and trust

Why this matters

  • The project generated learning, not just outputs
  • It strengthens future research and practice

[1] From Grassi, A., Zhang, Q., Vallati, M., 2026, An Exploratory Investigation of the Use of Gamification for Sustainable Mobility. mobil.TUM proceedings. [2] From Zhang, Q., Grassi, A. and Vallati, M., 2026. Gamification and sustainability: A review of approaches for urban mobility and climate change resilience. Sustainable Futures11, p.101589.




Alessia Grassi, University of Leeds with Mauro Vallati, University of Huddersfield at mobil.TUM  Conference Singapore 2025