Abstract

IntroductionSocial 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. MethodIn 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 & conclusionsThe 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.

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