Beat the Street
Towns are turned into giant 6-week games. Contactless Beat Boxes on lamp-posts give points when players tap a card; teams (schools, workplaces, community groups) compete on live leaderboards. Over 1.9M players, 5,000+ schools, 116 towns.
Total-points and average-points leaderboards rank schools against other schools and community groups within the same town; many deployments pit neighborhoods/wards against each other for the town crown.
Each school/community team pools all members' taps - kids recruit families and neighbours to tap Beat Boxes near home so the team's average climbs; parents walk routes with children, retirees join school teams to add taps.
Genuinely under-mentioned versus Pokemon GO/Ingress; it is purpose-built around inter-team competition AND intra-team recruitment of family/neighbours, plus has 10 years of peer-reviewed evidence.
Others in the same family
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.
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).
Beat the Street
Free 6-week town-wide walking/cycling game where residents tap RFID 'Beat Boxes' on lampposts. A whole town's beat-the-street game pits schools, workplaces and community groups in that town against each other on dual leaderboards (total points and average points). Each game becomes a town/borough-wide health intervention commissioned by NHS ICBs, councils, or active-travel partners (e.g, Reading Borough Council, Hammersmith & Fulham, South Derbyshire, Wokingham). Over 1.9m participants across 5,000+ schools in 10 years.
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).
Wandrer.earth - 'every street' completion with area leaderboards
Gamified exploration platform that ingests Strava activities, compares against OpenStreetMap road/path data, and tells users which streets in their city/neighbourhood/county they haven't yet covered. Awards milestones at 25/50/75/90/99% completion of geographic areas. Includes public leaderboards by area showing top Wandrers for each city, neighbourhood, county.
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.