Pokémon Go, a location-based game that uses augmented reality techniques, received unprecedented media coverage due to claims that it allowed for greater access to public spaces, increasing the number of people out on the streets, and generally improving health, social, and security indices. However, the true impact of Pokémon Go on people's mobility patterns in a city is still largely unknown. In this paper, we perform a natural experiment using data from mobile phone networks to evaluate the effect of Pokémon Go on the pulse of a big city: Santiago, capital of Chile. We found significant effects of the game on the floating population of Santiago compared to movement prior to the game's release in August 2016: in the following week, up to 13.8% more people spent time outside at certain times of the day, even if they do not seem to go out of their usual way. These effects were found by performing regressions using count models over the states of the cellphone network during each day under study. The models used controlled for land use, daily patterns, and points of interest in the city.Our results indicate that, on business days, there are more people on the street at commuting times, meaning that people did not change their daily routines but slightly adapted them to play the game. Conversely, on Saturday and Sunday night, people indeed went out to play, but favored places close to where they live.Even if the statistical effects of the game do not reflect the massive change in mobility behavior portrayed by the media, at least in terms of expanse, they do show how 'the street' may become a new place of leisure. This change should have an impact on long-term infrastructure investment by city officials, and on the drafting of public policies aimed at stimulating pedestrian traffic.
In Latin America, shopping malls seem to offer an open, safe and democratic version of the public space. However, it is often difficult to quantitatively measure whether they indeed foster, hinder, or are neutral with respect to social inclusion. In this work, we investigate if, and by how much, people from different social classes are attracted by the same malls. Using a dataset of mobile phone network records from 387,152 devices identified as customers of 16 malls in Santiago de Chile, we performed several analyses to study whether malls with higher social mixing attract more people. Our pipeline, which starts with the socioeconomic characterization of mall visitors, includes the estimation of social mixing and diversity of malls, the application of the gravity model of mobility, and the definition of a co-visitation model. Results showed that people tend to choose a profile of malls more in line with their own socioeconomic status and the distance from their home to the mall, and that higher mixing does positively contribute to the process of choosing a mall. We conclude that (a) there is social mixing in malls, and (b) that social mixing is a factor at the time of choosing which mall to go to. Thus, the potential for social mixing in malls could be capitalized by designing public policies regarding transportation and mobility to make some malls strong social inclusion hubs.
Cities are growing at a fast rate, and transportation networks need to adapt accordingly. To design, plan, and manage transportation networks, domain experts need data that reflect how people move from one place to another, at what times, for what purpose, and in what mode(s) of transportation. However, traditional data collection methods are not cost-effective or timely. For instance, travel surveys are very expensive, collected every ten years, a period of time that does not cope with quick city changes, and using a relatively small sample of people. In this paper, we propose an algorithmic pipeline to infer the distribution of mode of transportation usage in a city, using mobile phone network data. Our pipeline is based on a Topic-Supervised Non-Negative Matrix Factorization model, using a Weak-Labeling strategy on user trajectories with data obtained from open datasets, such as GTFS and OpenStreetMap. As a case study, we show results for the city of Santiago, Chile, which has a sophisticated intermodal public transportation system. Importantly, our pipeline delivers coherent results that are explainable, with interpretable parameters at each step. Finally, we discuss the potential applications and implications of such a system in transportation and urban planning.
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