Abstract
Managing passenger information during disruption (PIDD) is a significant factor in running effective and quick-to-recover rail operations. Disruptions are unpredictable, and their timely resolution is ultimately dependent on the expert knowledge of experienced frontline staff. The development of frontline employees by their employers usually takes the form of practice reviews and ‘on-the-job’ learning, while academic education majors on theoretical approaches and classroom-based teaching. This paper reports on a novel industry-funded project that has developed a serious game (the ‘Rail Disruption Game’) that combines theory and practice to better manage PIDD for frontline staff in a UK train operating company (TOC). It defines challenges and the development method for the Rail Disruption Game; it also incorporates developer and user feedback. This paper provides insight into how to design, make and deploy a serious game as part of a gamified management process.
Original language | English |
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Article number | 464 |
Number of pages | 17 |
Journal | Information (Switzerland) |
Volume | 14 |
Issue number | 8 |
Early online date | 17 Aug 2023 |
DOIs | |
Publication status | Published - Aug 2023 |
Bibliographical note
Copyright © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).Funding Information: This research was funded by the Rail Safety and Standards Board (RSSB). Reference, TOC’15.
Keywords
- business games
- game-based learning
- playful experiences
- serious games