Beat the Street
Intelligent Health turns a whole town into a 6-week board game. ~60 contactless 'Beat Box' sensors are mounted on lampposts; residents tap an RFID card/fob between boxes (must be within 1 hour) to score points. 1.9-2M players to date across 200+ places; £321.80/adult social value (2025).
Towns themselves benchmark against other Beat the Street towns (case-study leaderboards, 'journey round the world' aggregate). Within a town, leaderboards rank SCHOOLS vs SCHOOLS, COMMUNITY GROUPS vs COMMUNITY GROUPS, WORKPLACES vs WORKPLACES on total + average points (so small and large compete fairly). Prizes. Book vouchers, sports kit. Go to top teams.
A team is everyone at a school / community org / workplace. Their taps pool into one team total, so every walking trip a kid takes helps their school beat the next school. Adults can pick up free cards at distribution points and join the same school/community team as their kids, so the family/block effectively walks together.
The cleanest physical example of the BelongHub mechanic: hard geographic/team boundaries (schools, community orgs, workplaces in one town), pooled scoring, public leaderboard, repeat deployments with peer-reviewed evidence. Sensors-on-lampposts are a cheap, deployable pattern.
Others in the same family
Beat the Street
A whole-town real-life game turning lamp-posts into 'Beat Boxes' (RFID sensors). Players tap cards at boxes while walking/cycling to score points. Run as time-limited campaigns (4-6 weeks) covering an entire town or city zone. Over 2 million participants across 200 communities.
Beat the Street (Intelligent Health)
Physical 'Beat Box' RFID sensors mounted on lampposts across a town. Walkers/cyclists/wheelers tap them with a card or phone app to earn points for themselves and their team. Each deployment is town-wide and time-boxed (~6 weeks). 5,000+ schools have participated; reached 2 million people in 200+ places.
aruku& / ALKOO by NAVITIME (Japan municipal walking)
aruku& (ONE COMPATH) and ALKOO by NAVITIME are gamified pedometer apps that municipalities adopt to run citizen step competitions. Walkers gain points, redeem for local prizes/discounts. Miyagi prefecture's 'Health Walk' explicitly ranks municipalities (市町村) against each other.
Beat the Street
Town-wide gamified active travel intervention created by GP Dr William Bird (Intelligent Health Ltd) where residents tap RFID 'Beat Boxes' on lampposts while walking/cycling/wheeling between them within an hour windows to score team points. Runs as 6-week community-wide tournaments. 1.9M+ participants across UK and abroad. Multiple peer-reviewed pilot evaluations (Coombes & Jones 2018, Harris et al. 2023 in Health Promotion Practice).
Tidy Towns (Ireland)
Department of Rural & Community Development annual competition, organised since 1958, where ~900 towns/villages compete on environment, biodiversity, tidiness, and community participation. Studied by Interreg Europe as a 'good practice' for community-led regeneration; 30,000+ volunteers logging 1M+ hours annually.
NATIX Network (AI-camera DePIN with country/city leaderboards)
Decentralized 'Internet of Cameras': drivers use the Drive& smartphone app or VX360 dashcam to capture geospatial imagery and earn NATIX tokens. 243k+ drivers across 171 countries; 153M+ km mapped. Partnered with DIMO for cross-rewards.