EmPATHs - A serious board game to raise awareness and empathy towards vulnerable-to-exclusion groups in mobility

IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Fernanda Navarro-Ávalos, Aaron Nichols, Ulrike Jehle, Benjamin Büttner, David Durán-Rodas
{"title":"EmPATHs - A serious board game to raise awareness and empathy towards vulnerable-to-exclusion groups in mobility","authors":"Fernanda Navarro-Ávalos,&nbsp;Aaron Nichols,&nbsp;Ulrike Jehle,&nbsp;Benjamin Büttner,&nbsp;David Durán-Rodas","doi":"10.1016/j.jth.2024.101879","DOIUrl":null,"url":null,"abstract":"<div><h3>Introduction</h3><p>Social inequalities are a day-to-day problem experienced by the most vulnerable populations. In mobility, a basic human need, these inequalities can translate into lower accessibility to basic needs and social exclusion. The mobility barriers and needs of vulnerable-to-exclusion (v2e) groups have been documented in the literature, however, issues on accessibility, empathy and awareness strategies and people's attitudes remain. Serious games —fun teaching tools— have been successfully applied in urban/transport planning and have also been used to increase empathy and prosocial behavior. Despite the application of serious games in multiple fields pertinent to this study, the pressing mobility and accessibility issues faced by vulnerable populations have not been addressed in any serious game to date. This study focuses on creating and evaluating a serious board game (EmPATHs) to raise awareness and empathy towards v2e groups among various stakeholders while being fun at the same time.</p></div><div><h3>Method</h3><p>In this case, the goal of the game is to reach as many destinations as possible by playing different v2e personas. The winner of the game is the player who has reached the most destinations at the end with different v2e personas. EmPATHs targets university students from mobility-related programs, the general public, practitioners and decision makers from related fields. The game was created following a four-step iterative design process involving four categories of participants' groups, namely, frequent board game players (gamers) and experts on accessibility, mobility justice, and serious games. The game's evaluation was based on the answers of 26 players and focused on characteristics of serious games and the main goal of the game. The evaluation methodology included close-ended questions to assign a score from 1 to 5 to the established criteria and open-ended questions to complement with the quantitative results.</p></div><div><h3>Results &amp; conclusions</h3><p>The participants considered EmPATHs to be a fun (4.4/5 score) and engaging (4.5/5 score) game, with a medium difficulty level (2.5/5 score) and which does not evoke frustrating feelings (2.0/5 score). The participants acknowledged learning more in-depth about barriers of v2e people (4.5/5 score) and recognized the game's capacity to raise awareness (4.5/5 score). They also felt more likely to empathize with v2e groups after the game (4.5/5 score). Future applications of the game can be expected to be in teaching contexts, public mobility-related events, and workshops with stakeholders from the planning and designing field.</p></div>","PeriodicalId":47838,"journal":{"name":"Journal of Transport & Health","volume":"38 ","pages":"Article 101879"},"PeriodicalIF":3.2000,"publicationDate":"2024-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Transport & Health","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2214140524001257","RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0

Abstract

Introduction

Social inequalities are a day-to-day problem experienced by the most vulnerable populations. In mobility, a basic human need, these inequalities can translate into lower accessibility to basic needs and social exclusion. The mobility barriers and needs of vulnerable-to-exclusion (v2e) groups have been documented in the literature, however, issues on accessibility, empathy and awareness strategies and people's attitudes remain. Serious games —fun teaching tools— have been successfully applied in urban/transport planning and have also been used to increase empathy and prosocial behavior. Despite the application of serious games in multiple fields pertinent to this study, the pressing mobility and accessibility issues faced by vulnerable populations have not been addressed in any serious game to date. This study focuses on creating and evaluating a serious board game (EmPATHs) to raise awareness and empathy towards v2e groups among various stakeholders while being fun at the same time.

Method

In this case, the goal of the game is to reach as many destinations as possible by playing different v2e personas. The winner of the game is the player who has reached the most destinations at the end with different v2e personas. EmPATHs targets university students from mobility-related programs, the general public, practitioners and decision makers from related fields. The game was created following a four-step iterative design process involving four categories of participants' groups, namely, frequent board game players (gamers) and experts on accessibility, mobility justice, and serious games. The game's evaluation was based on the answers of 26 players and focused on characteristics of serious games and the main goal of the game. The evaluation methodology included close-ended questions to assign a score from 1 to 5 to the established criteria and open-ended questions to complement with the quantitative results.

Results & conclusions

The participants considered EmPATHs to be a fun (4.4/5 score) and engaging (4.5/5 score) game, with a medium difficulty level (2.5/5 score) and which does not evoke frustrating feelings (2.0/5 score). The participants acknowledged learning more in-depth about barriers of v2e people (4.5/5 score) and recognized the game's capacity to raise awareness (4.5/5 score). They also felt more likely to empathize with v2e groups after the game (4.5/5 score). Future applications of the game can be expected to be in teaching contexts, public mobility-related events, and workshops with stakeholders from the planning and designing field.

EmPATHs--一款严肃的棋盘游戏,旨在提高人们对流动中易受排斥群体的认识和同情
导言社会不平等是最弱势群体每天都会遇到的问题。在作为人类基本需求的流动性方面,这些不平等可能转化为较低的基本需求可及性和社会排斥。关于弱势群体的行动障碍和需求(v2e),文献中已有记载,但在无障碍环境、移情和意识策略以及人们的态度等方面仍然存在问题。严肃游戏--有趣的教学工具--已成功应用于城市/交通规划,并被用于提高同理心和亲社会行为。尽管严肃游戏已应用于与本研究相关的多个领域,但迄今为止,任何严肃游戏都没有涉及弱势群体所面临的紧迫的流动性和无障碍问题。本研究的重点是创建和评估一个严肃的棋盘游戏(EmPATHs),以提高不同利益相关者对弱势群体的认识和同情,同时让游戏充满乐趣。游戏的获胜者是最后以不同的 v2e 角色到达最多目的地的玩家。EmPATHs 的目标受众是移动相关专业的大学生、普通大众、相关领域的从业人员和决策者。该游戏的制作经历了四个步骤的迭代设计过程,涉及四类参与者群体,即经常玩棋盘游戏的玩家(游戏者)以及无障碍环境、移动公正和严肃游戏方面的专家。游戏的评估基于 26 名玩家的回答,重点关注严肃游戏的特点和游戏的主要目标。评估方法包括封闭式问题和开放式问题,封闭式问题是根据既定标准从 1 到 5 分打分,开放式问题是对定量结果的补充。参与者承认,他们更深入地了解了 v2e 人的障碍(4.5/5 分),并认识到游戏能够提高人们的认识(4.5/5 分)。游戏结束后,他们还认为更有可能与 v2e 群体产生共鸣(4.5/5 分)。预计该游戏未来将应用于教学、与公共交通相关的活动以及与规划和设计领域利益相关者的研讨会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
6.10
自引率
11.10%
发文量
196
审稿时长
69 days
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信