A serious board game for spreading awareness and empathy towards vulnerable-to-exclusion users of mobility hubs.
Topics:
Keywords: serious games, social equity, transport disadvantage, exclusion, awareness, empathy, accessibility, mobility hubs,
Abstract Type: Virtual Paper Abstract
Authors:
Fernanda Naverro, Technical University of Munich
David Duran-Rodas, Technical University of Munich
Benjamin Büttner, Technical University of Munich
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Abstract
With the urgent need to reduce car dependency of the transportation system, new mobility strategies have arisen. Within this context, mobility hubs are becoming a popular strategy. These are nodes where multiple transport modes converge, aiming to provide seamless connectivity and better accessibility for everyone. However, in transportation in general, there are disadvantaged groups of the population that can experience lower accessibility for different personal characteristics, abilities, and capabilities, making them vulnerable to exclusion (v2e) from the associated benefits. The literature on transportation and social equity has identified the vulnerable groups, the barriers they face, and their needs. Still, infrastructural and social remain, especially concerning service providers and travelers’ attitude. Hence, the need to increase awareness and empathy towards the v2e groups. Serious games have been successfully applied in urban/transport planning to educate players and have also been used to increase empathy and encourage prosocial behavior in multiple contexts. This research focuses on the development of a serious role-play board game following an iterative process of 4 feedback session with different experts (mobility, social justice, regular players, and design game experts). The game is thought to be played by the public in general, university students in the transport and urban planning field, and transport planners and providers. The game will be evaluated by asking the players to perform a task before and after the game and to answer a questionnaire to assess if the main goal of increasing empathy and awareness was achieved.
A serious board game for spreading awareness and empathy towards vulnerable-to-exclusion users of mobility hubs.
Category
Virtual Paper Abstract