Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD)
Abstract
:1. Introduction
- Only 26% of passengers consider PIDD is effectively managed;
- As much as 77% of passengers became aware of disruptions at the departure station during the journey, from other passengers or from the customer information system (CIS);
- PIDD was believed to be handled ‘fairly poorly’ or ‘very poorly’ by 54% of passengers;
- Disruptions made up to 75% of passengers feel frustrated, and up to 38% resigned and angry.
2. Background to Developing Serious Games and Gamification
- Competition and collaboration: against, between or with other players, time or the game itself to achieve specific tasks and/or goals;
- Rules: mechanics defining how a game must be played;
- Choices and goals: users are given context-based decisions to make and take action;
- Challenges and tasks: game users are presented with aims to address;
- Assessment and feedback: to reinforce lessons learned.
3. Methodology: Developing a Serious Game for a Gamified Process
- Mechanisms by which participants learned from the game given the nature of the PIDD scenario and the knowledge in the player cohort;
- Maximizing benefits gained by sharing tacit knowledge in risk-free discussions of PIDD scenarios;
- Identification of specific, representative and frequently occurring PIDD scenarios;
- Development of a game board and mechanisms capable of realistically representing the chosen scenario;
- Further interviews with supervisory management, social media teams, customer service staff and frontline staff at the TOC to gain more detailed insight into the interaction and local occurrences that are characteristic of PIDD scenarios;
- Development of questions to prompt discussion relevant to identified learning objectives;
- Identification and recruitment of a facilitator to manage the game;
- Designing and testing through ‘dry-runs’ of the game with the project team and subject matter experts to establish game playability and potential to stimulate desirable discussion.
4. The Result: The Rail Disruption Game
5. Developers’ Reflection on Methodology Used
6. Users’ Evaluation of Early Versions of the Game
7. End Users’ Evaluation of the Final Game
8. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Pedagogical Game Elements | Attributes and Mechanisms |
---|---|
Competition and collaboration | Community collaboration, role-playing, contest, bonuses, score, timers, in-game rewards (e.g., game currency), inventories, leader boards. |
Rules | Moving, physics, progress bars, levels, timers, scoring. |
Choices and goals | Storytelling, missions, NPCs, dialogues, branching, puzzles. |
Challenges and tasks | NPCs’ quests, progress bars, branching, puzzles. |
Assessment and feedback | Game hints, non-playing-characters (NCPs) or facilitators, levels, lives, progress bars, dashboards, virtual currencies, progress trees. |
Stage | Purpose | Actions |
---|---|---|
0: Ideas (or ideation) | ||
Define your business objectives. At this stage the business outcomes are clearly defined, which could be the basis for the development of gamification or a serious game | (1) Identification of broad objectives | Project framing focus group (executive and sponsors) |
1: Prototype definition | ||
Delineate your target behaviours. At this stage, specific actions and behaviours that players exhibit during serious games are defined. Describe your players. At this stage, characteristics of target end users of the serious game are defined | (1) Identification of end-user requirements and learning outcomes (2) Scope definition for a literature review of commercial game research (3) Identification of and acquisition of appropriate data for game development | Interviews and focus groups with director, management, and supervisory level stakeholders |
2: Conceptual design | ||
Devise your activity cycles: at this stage, preliminary mechanisms to be used in the serious game are developed. These are designed to engage players in the player journey through the game, thereby motivating actions and behaviours identified in the prototype definition | (1) Recruitment of appropriate development support (2) Refinement of requirements from the Learning and Development Dept./Manager | Recruitment of specialist game development company Development of learning objectives Validation of learning objectives by the Learning and Development Manager Identification of additional data needs and acquisition including interviews, supervisory management, customer-facing staff and social media teams Iterative design and testing with three subject matter experts within the project team Approval from the industry sponsor |
3: Prototype and pilot | ||
‘Don’t forget the fun’. At this stage, the serious game is assessed as to its playability by end users ‘Deploy the appropriate tools for the job’. At this stage, the mechanics, elements and structures within the serious game are assessed for their effectiveness in achieving the specified outcomes and modifications made as appropriate | (1) Validation and refinement of the initial design through pilot testing of the serious game with the subject matter expert end-user group | Iterative design testing and modification through a series of pilot studies with TOC front-line staff Learning objectives assessment through questionnaire |
4: Refine, rework and review | ||
At this stage, the serious game is validated in practice, and implementation plans are developed for an end-user organisation | (1) Further validation testing with the subject matter expert end-user group with minimal intervention from the project team | Live game workshops with non-participatory observation. Collection of additional participant feedback Live game use with TOC staff independent from the project team Integration of the game into the current learning and development and improvement processes within the TOC Commercial development activities |
Mean | Mean | |
---|---|---|
Question | Agreement | Importance |
(1) This is a competitive game | 2.2 | 2.3 |
(2) The goals of the game are clearly defined | 4.4 | 4.4 |
(3) The game rules are clearly defined | 4.3 | 4.5 |
(4) The game rules are easy to apply | 4.4 | 4.6 |
(5) The game realistically represents the range of choices characteristic of disruption | 4.3 | 4.8 |
(6) The challenges (questions) are realistic and have a range of difficulty | 4.4 | 4.7 |
(7) The coaching, debriefing, and feedback improve understanding of the management of PIDD | 4.5 | 4.7 |
(8) The debriefing sessions enable an assessment of performance in terms of customer service | 4.6 | 4.8 |
(9) PIDD-11 The game highlights different sources of information and when they should be used | 3.9 | 4.4 |
(10) PIDD-17 The game increases understanding of TOC legal responsibilities to customers | 3.4 | 3.8 |
(11) PIDD-13 A/B The game allowed me to assess and improve my customer service skills | 4.3 | 4.6 |
(12) PIDD-15 The game makes it clear when additional information should be communicated to customers | 4.2 | 4.6 |
(13) PIDD-33 The game increases understanding of the effect of disruption estimates on customer travel options | 4.5 | 4.6 |
(14) The purpose of the workshop is clearly outlined | 4.5 | 4.6 |
(15) PIDD-08 The game gives a structured approach to sense making for the customer | 4.1 | 4.5 |
(16) PIDD-08 The game gives opportunities to suggest improvements to customer service | 4.7 | 4.7 |
(17) PIDD-12 The game increases understanding of how to deliver the right information to the right people at the right time | 4.6 | 4.7 |
(18) PIDD-13A/B The game clearly identifies the PIDD standard message descriptions | 3.9 | 4.3 |
(19) PIDD-14 The game gives opportunities to suggest improvements to customer service | 4.6 | 4.7 |
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Clegg, B.; Orme, R.; Petridis, P. Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD). Information 2023, 14, 464. https://doi.org/10.3390/info14080464
Clegg B, Orme R, Petridis P. Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD). Information. 2023; 14(8):464. https://doi.org/10.3390/info14080464
Chicago/Turabian StyleClegg, Ben, Richard Orme, and Panagiotis Petridis. 2023. "Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD)" Information 14, no. 8: 464. https://doi.org/10.3390/info14080464