I-GEAR Gears Up in Luxembourg

For those of you who are interested, Luxembourg has one of the worst traffic problems in Europe, being rated at number 10 in the congestion league table according to a survey by TomTom a few years ago. Right now we are working on new ways to subtly alter the mobility behaviour of people through the use of location-aware persuasive games. The argument basically goes that states cannot pick up the bill for roadside information systems so we need to find ways to use what is already out there (e.g. your mobile phone) to persuade you to alter your behaviour in small ways each week. In return we’ll give you some benefits for doing so.

Right now we are building the driver simulator, which will eventually support many drivers and shortly will be conducting some studies on mobility behaviour and motivations within Luxembourg.

We aren’t trying to get you completely out of your car, we are just trying to get you to think a little different! I will put more of our publications on here soon, including the one that recently won an award.

If you are in Luxembourg and interested in taking part just contact me. This is a real project, serving a real problem so any help from real people is welcome!

I-GEAR (Incentives and Gaming Environments for Automobile Routing) is funded by FNR and hosted at the Interdisciplinary Centre for Security, Reliability and Trust. 

Paper: Gaming Concepts and Incentives to Change Driver Behaviour

For those interested on using gamification to change commuter mobility behaviour check out our paper  Gaming Concepts and Incentives to Change Driver Behaviour which is available for download you can also find the presentation online as well. This paper is from the I-GEAR project which started in 2012.

Title: Gaming Concepts and Incentives to Change Driver Behaviour

Authors: R McCall and V Koenig

Abstract— In this paper we present a novel concept that deals specifically with changing driver behaviour in order to reduce traffic congestion. The project I-GEAR (incentives and gaming environments for automobile routing) aims to understand the motivations that drivers have while undertaking the daily commute and then to provide them with a range of incentives to change their behaviour. A key focus within the project is on ways in which the
problem could potentially be solved without recourse to an expensive infrastructure project. Our solution to this problem was to move the problem of traffic management onto everyday mobile devices. In the following paper we outline the background to the
problem, concepts relating to pervasive gaming, existing explorations of incentives and gaming approaches as well as our basic concept and project methodology.