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.
Within each town deployment, schools, workplaces, and community teams (often organized by neighborhood/ward) appear on dual leaderboards (total points AND average per member). Public team-vs-team rankings drive playground-level rivalry between schools - Colne Christ Church School topping the Pendle leaderboard was a local-press story.
Each school/community team rallies its members (pupils, parents, staff, neighbors) around a shared total. Cards and apps tally individual contributions that roll up to the team. Prizes (book vouchers, sports equipment, trees) go to the team, not the individual, forcing cooperative behavior.
A rare LBG that is commissioned by councils as a public-health intervention - the geographic stakes are real (ward funding, school recognition), not just leaderboard ego. Perfectly fits BelongHub's 'compete between areas, collaborate within' brief and is widely under-mentioned in the AR/games discourse.
Others in the same family
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
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
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.
Beat the Street
Free 6-7 week walking and cycling game played across a town. Contactless RFID Beat Boxes are mounted on lamp posts across the playing area; players (children, families, workplaces, voluntary groups) tap cards on boxes to score points. Over 1.9 million participants have played in 5,000+ schools to date.
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).