TfL's 'Time to Cycle' Initiative Encourages the Public to Begin Biking
Laura McQuarrie — July 16, 2016 — Eco
References: eventmagazine
In order to encourage the public to begin bicycling this summer, Transport for London (TfL) launched the experiential 'Time to Cycle' roadshow.
At the event space, the people of London are invited to play an interactive game that begins by sitting on a stationary bike. The game challenges people to pedal fast enough to reveal a London landmark on the screens before them, since the faster they pedal, the faster the image appears clearly.
Each game is hosted like a small game show, complete with a host and iPad controls. Onsite, participants are able to learn more about the London infrastructure systems that are in place to help to make cycling in the city easier. Time to Cycle's last stop will be at the Prudential RideLondon Festival Zone at the end of July.
At the event space, the people of London are invited to play an interactive game that begins by sitting on a stationary bike. The game challenges people to pedal fast enough to reveal a London landmark on the screens before them, since the faster they pedal, the faster the image appears clearly.
Each game is hosted like a small game show, complete with a host and iPad controls. Onsite, participants are able to learn more about the London infrastructure systems that are in place to help to make cycling in the city easier. Time to Cycle's last stop will be at the Prudential RideLondon Festival Zone at the end of July.
Trend Themes
1. Experiential Cycling Games - Opportunity for businesses to create interactive games that promote cycling and engage participants in a fun and immersive way.
2. Gamification of Fitness - Opportunity for industries to incorporate game elements into fitness activities to motivate and incentivize people to stay active and healthy.
3. Interactive Learning Experiences - Opportunity to develop interactive educational experiences that provide information and resources to encourage and support biking in urban areas.
Industry Implications
1. Transportation - Disruptive innovation opportunity for transportation companies to incorporate gamified and interactive elements into their services, encouraging more people to choose biking.
2. Gaming and Entertainment - Disruptive innovation opportunity for gaming and entertainment industries to create virtual reality or augmented reality cycling games that provide realistic and engaging experiences.
3. Health and Fitness - Disruptive innovation opportunity for fitness companies to incorporate gamification into their workout programs, making exercise more enjoyable and motivating for individuals.
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