C.N. van der Wal
Please Note
17 records found
1
is created and the model is then calibrated using extensive data from the case study, structured with an iterative calibration cycle. For the model selection, Crowd:it, MassMotion, Pedestrian Dynamics, Vadere and Viswalk are compared. Vadere and Viswalk are excluded, respectively due to long runtimes and to limited license availability. After the five comparison experiments, the Social Force Model MassMotion is found to be the best suited for this setting due to its computational efficiency, ability to handle stationary agents and realistic pedestrian behaviour. A model is formulated with two experiments: one for the ingress and one for the egress. The model uses a fixed arrival function and a fixed start of egress function. A novel grid cell structure is introduced which divides the stage area into different cells to be able to control the spread of agents over the stage area. Each cell is given a value which consists of two parts: static and dynamic values. The static values are mapped based on the line
of sight, the distance from the stage, the bar adjacency and the remaining ingress effect. The dynamic values are based on the travel time and the density within a grid cell, where the last one is used to limit the inflow into a cell which exceeds its average density. From the calibration, a difference between the ingress and egress mean free flow speed is found. During ingress visitors walk slower compared to egress. Additionally, a decrease in the crowd density between the start of the show and the end of the show is found due
to the crowd spreading out. The model as proposed in this study overestimates the KPIs of the model but is able to show the dynamics of the stage area well, so it can be used for comparing different infrastructural layouts. The model can predict bottlenecks caused by everyone taking the most direct route to their destination, but not other bottlenecks. The calibration has been limited by the available time, but structural problems are identified. Based on the model
it is concluded that better stationary agent behaviour and local dynamic path planning are required to be able to simulate the ingress and egress of stage areas at large scale outdoor music festivals. ...
is created and the model is then calibrated using extensive data from the case study, structured with an iterative calibration cycle. For the model selection, Crowd:it, MassMotion, Pedestrian Dynamics, Vadere and Viswalk are compared. Vadere and Viswalk are excluded, respectively due to long runtimes and to limited license availability. After the five comparison experiments, the Social Force Model MassMotion is found to be the best suited for this setting due to its computational efficiency, ability to handle stationary agents and realistic pedestrian behaviour. A model is formulated with two experiments: one for the ingress and one for the egress. The model uses a fixed arrival function and a fixed start of egress function. A novel grid cell structure is introduced which divides the stage area into different cells to be able to control the spread of agents over the stage area. Each cell is given a value which consists of two parts: static and dynamic values. The static values are mapped based on the line
of sight, the distance from the stage, the bar adjacency and the remaining ingress effect. The dynamic values are based on the travel time and the density within a grid cell, where the last one is used to limit the inflow into a cell which exceeds its average density. From the calibration, a difference between the ingress and egress mean free flow speed is found. During ingress visitors walk slower compared to egress. Additionally, a decrease in the crowd density between the start of the show and the end of the show is found due
to the crowd spreading out. The model as proposed in this study overestimates the KPIs of the model but is able to show the dynamics of the stage area well, so it can be used for comparing different infrastructural layouts. The model can predict bottlenecks caused by everyone taking the most direct route to their destination, but not other bottlenecks. The calibration has been limited by the available time, but structural problems are identified. Based on the model
it is concluded that better stationary agent behaviour and local dynamic path planning are required to be able to simulate the ingress and egress of stage areas at large scale outdoor music festivals.
A Computer Vision–Enriched Discrete Choice Model for Pedestrian Route Choice Preferences in the Netherlands
Integrating Street-Level Visual Characteristics into Pedestrian Route Choice Modelling across Trip-Purpose Contexts
To study this, a stated preference experiment was designed in which respondents repeatedly chose between two walking route alternatives. The alternatives differed in travel time and in the visual appearance of the street, shown through a street-level image. The choice tasks were presented in four contexts: walking to public transport, walking to work or school, walking home, and walking in free time. The collected data were used to estimate three model specifications for each trip purpose: a baseline Multinomial Logit (MNL) model with only travel time, a pixel-share MNL model with predefined visual attributes extracted from the images, and a Computer Vision-Enriched Discrete Choice Model (CV-DCM) that learns visual information directly from the full image.
The results show that travel time remains important, especially for more goal-oriented trips. However, travel time alone does not fully explain the observed choices. Models that include visual information generally perform better than the baseline model, with the CV-DCM showing the strongest predictive performance in most contexts. In the pixel-share MNL, visible greenery has the clearest and most consistent positive effect on route preferences. The qualitative validation of the CV-DCM also suggests that images with higher predicted utility are often greener and more attractive. At the same time, the results show that the role of visual information differs across trip purposes.
The trip-purpose-specific CV-DCM models were also applied in an exploratory pedestrian network analysis in Amsterdam-Zuid. Image utilities were linked to street segments and combined with travel time utility to compare the shortest route with the route selected by each model. The model-selected routes were not always the shortest routes and differed between trip purposes, showing how visual route preferences can be mapped across a pedestrian network.
Overall, this thesis shows that pedestrian route choice is shaped by more than travel time alone. Visual street-level information can improve pedestrian route choice models, but the required level of model complexity depends on the purpose of the analysis. The models in this thesis should be seen as exploratory tools for analysing stated pedestrian route preferences and visual route attractiveness, rather than direct prediction tools for actual pedestrian flows.
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To study this, a stated preference experiment was designed in which respondents repeatedly chose between two walking route alternatives. The alternatives differed in travel time and in the visual appearance of the street, shown through a street-level image. The choice tasks were presented in four contexts: walking to public transport, walking to work or school, walking home, and walking in free time. The collected data were used to estimate three model specifications for each trip purpose: a baseline Multinomial Logit (MNL) model with only travel time, a pixel-share MNL model with predefined visual attributes extracted from the images, and a Computer Vision-Enriched Discrete Choice Model (CV-DCM) that learns visual information directly from the full image.
The results show that travel time remains important, especially for more goal-oriented trips. However, travel time alone does not fully explain the observed choices. Models that include visual information generally perform better than the baseline model, with the CV-DCM showing the strongest predictive performance in most contexts. In the pixel-share MNL, visible greenery has the clearest and most consistent positive effect on route preferences. The qualitative validation of the CV-DCM also suggests that images with higher predicted utility are often greener and more attractive. At the same time, the results show that the role of visual information differs across trip purposes.
The trip-purpose-specific CV-DCM models were also applied in an exploratory pedestrian network analysis in Amsterdam-Zuid. Image utilities were linked to street segments and combined with travel time utility to compare the shortest route with the route selected by each model. The model-selected routes were not always the shortest routes and differed between trip purposes, showing how visual route preferences can be mapped across a pedestrian network.
Overall, this thesis shows that pedestrian route choice is shaped by more than travel time alone. Visual street-level information can improve pedestrian route choice models, but the required level of model complexity depends on the purpose of the analysis. The models in this thesis should be seen as exploratory tools for analysing stated pedestrian route preferences and visual route attractiveness, rather than direct prediction tools for actual pedestrian flows.
Journey through Crowds!
Modeling passenger distribution on railway platforms in the Netherlands: a discrete choice approach
A combination of descriptive statistics, spatial analysis, and discrete choice modeling was applied to a high-resolution dataset comprising 142,256 sensor-based observations collected under 49 situational scenarios. The platform was discretized into spatial cells characterized by distance to entrances, information boards, and the track edge, proximity to seating, leaning areas and kiosks, passenger density, lighting conditions, and weather.
Descriptive analyses reveal systematic clustering near entrances and comfort-related facilities, confirming the central role of accessibility and physical support in waiting behavior. Passengers generally avoid track-adjacent areas, while moderate social clustering occurs at intermediate densities. Environmental conditions further influence spatial patterns, with adverse weather and poor lighting reinforcing concentration in sheltered zones.
A multinomial logit model identifies nine statistically significant determinants of waiting location choice. Seating exhibits the strongest positive effect, followed by entrance proximity and leaning facilities, highlighting comfort and accessibility as primary drivers. Safety considerations reduce the attractiveness of areas near the track, although this effect weakens under favorable lighting and weather conditions. Areas near kiosks and information boards are avoided, indicating the disutility associated with congestion and circulation conflicts. The model demonstrates strong predictive performance and reproduces observed passenger distributions with high accuracy.
The findings show that platform waiting behavior reflects structured trade-offs between comfort, safety, accessibility, congestion avoidance, social context, and environmental conditions. Based on these results, design recommendations are proposed, including redistributing seating and leaning facilities, dispersing entrance flows, relocating kiosks and information boards toward circulation corridors, applying adaptive lighting strategies, and maintaining clear safety buffers near the track edge. The study provides a behavioral and empirical foundation for improving comfort, safety, and operational efficiency at Dutch railway stations. ...
A combination of descriptive statistics, spatial analysis, and discrete choice modeling was applied to a high-resolution dataset comprising 142,256 sensor-based observations collected under 49 situational scenarios. The platform was discretized into spatial cells characterized by distance to entrances, information boards, and the track edge, proximity to seating, leaning areas and kiosks, passenger density, lighting conditions, and weather.
Descriptive analyses reveal systematic clustering near entrances and comfort-related facilities, confirming the central role of accessibility and physical support in waiting behavior. Passengers generally avoid track-adjacent areas, while moderate social clustering occurs at intermediate densities. Environmental conditions further influence spatial patterns, with adverse weather and poor lighting reinforcing concentration in sheltered zones.
A multinomial logit model identifies nine statistically significant determinants of waiting location choice. Seating exhibits the strongest positive effect, followed by entrance proximity and leaning facilities, highlighting comfort and accessibility as primary drivers. Safety considerations reduce the attractiveness of areas near the track, although this effect weakens under favorable lighting and weather conditions. Areas near kiosks and information boards are avoided, indicating the disutility associated with congestion and circulation conflicts. The model demonstrates strong predictive performance and reproduces observed passenger distributions with high accuracy.
The findings show that platform waiting behavior reflects structured trade-offs between comfort, safety, accessibility, congestion avoidance, social context, and environmental conditions. Based on these results, design recommendations are proposed, including redistributing seating and leaning facilities, dispersing entrance flows, relocating kiosks and information boards toward circulation corridors, applying adaptive lighting strategies, and maintaining clear safety buffers near the track edge. The study provides a behavioral and empirical foundation for improving comfort, safety, and operational efficiency at Dutch railway stations.
Enhancing Business Project Quality in a Complex Environment
Developing a business performance-enhancing adaptive tool using DEME’s Cables Division as a case study
The hurricane is coming, should I stay or should I go?
An Agent-Based Analysis of Hurricane Evacuation decision-making behaviour
The study explores how different combinations of government interventions, including targeted subsidies, infrastructure investment, awareness campaigns, and zero-emission zones, an shape adoption trajectories across neighbourhoods. A key focus is the trade-off between accelerating overall EV uptake and ensuring an equitable transition across socio-economic contexts. In addition to literature-based policy scenarios, an exploratory modelling approach was used to generate and test a wide range of policy timing combinations under uncertainty.
The findings show that while comprehensive strategies (e.g. combining subsidies, marketing, and zero-emission zone regulation) perform best overall, they deliver only modest gains over simpler, well-timed interventions. Improvements of around 5 percentage points in EV share and moderate reductions in inequality are possible, but come with distinct implementation demands. Simpler strategies, such as infrastructure and marketing alone or early subsidies with infrastructure, often achieve comparable outcomes with less complexity.
Overall, the results highlight the importance of behavioural diversity, timing, and adaptability in policy design. A just and accelerated EV transition is feasible, but not automatic, and requires deliberate, strategically layered interventions. Achieving this requires planning further ahead and having adaptive responses ready for an uncertain future. This thesis contributes to the literature on sustainable mobility transitions by integrating behavioural realism, spatial equity, and exploratory policy design into a unified simulation framework.
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The study explores how different combinations of government interventions, including targeted subsidies, infrastructure investment, awareness campaigns, and zero-emission zones, an shape adoption trajectories across neighbourhoods. A key focus is the trade-off between accelerating overall EV uptake and ensuring an equitable transition across socio-economic contexts. In addition to literature-based policy scenarios, an exploratory modelling approach was used to generate and test a wide range of policy timing combinations under uncertainty.
The findings show that while comprehensive strategies (e.g. combining subsidies, marketing, and zero-emission zone regulation) perform best overall, they deliver only modest gains over simpler, well-timed interventions. Improvements of around 5 percentage points in EV share and moderate reductions in inequality are possible, but come with distinct implementation demands. Simpler strategies, such as infrastructure and marketing alone or early subsidies with infrastructure, often achieve comparable outcomes with less complexity.
Overall, the results highlight the importance of behavioural diversity, timing, and adaptability in policy design. A just and accelerated EV transition is feasible, but not automatic, and requires deliberate, strategically layered interventions. Achieving this requires planning further ahead and having adaptive responses ready for an uncertain future. This thesis contributes to the literature on sustainable mobility transitions by integrating behavioural realism, spatial equity, and exploratory policy design into a unified simulation framework.
Simulating the delta
Finding the best modeling approach for simulating disaggregated impacts during salinity intrusion in the Vietnamese Mekong Delta
The ABM offers several advantages, among others, the ability to simulate individual human behavior and emergent behavior. However, there is a risk of overfitting with the current level of data, and the model is more complex to understand.
The SD model runs fast, and the stock-flow structure provides a clear overview of the system. However, the aggregation level of SD also has limitations: individual behavior cannot be modeled.
Due to the strengths and limitations of both techniques, the results of the two models differ considerably. Nevertheless, the ABM model provides a more realistic representation, and it is therefore recommended to the employees at Deltares to develop a model in ABM. This is one of the few studies that developed both an ABM and an SD model using the exact same variables, and it is the first one related to river deltas and farmers. Furthermore, it can be seen as a stepping stone for Deltares to continue its research towards developing a socioeconomic model to simulate the impacts of inhabitants in the VMD. ...
The ABM offers several advantages, among others, the ability to simulate individual human behavior and emergent behavior. However, there is a risk of overfitting with the current level of data, and the model is more complex to understand.
The SD model runs fast, and the stock-flow structure provides a clear overview of the system. However, the aggregation level of SD also has limitations: individual behavior cannot be modeled.
Due to the strengths and limitations of both techniques, the results of the two models differ considerably. Nevertheless, the ABM model provides a more realistic representation, and it is therefore recommended to the employees at Deltares to develop a model in ABM. This is one of the few studies that developed both an ABM and an SD model using the exact same variables, and it is the first one related to river deltas and farmers. Furthermore, it can be seen as a stepping stone for Deltares to continue its research towards developing a socioeconomic model to simulate the impacts of inhabitants in the VMD.
A critical examination of existing literature reveals a significant gap: while the conceptual framework for online manipulation is well-discussed, empirical studies providing concrete evidence are scant. This research addresses this deficiency by employing an agent-based model to simulate interactions between users and recommendation systems, aiming to systematically analyze and quantify the effects of covert manipulation on user preferences.
This study contributes to the field by operationalizing the concept of manipulation within a controlled simulation of a book recommendation system, providing a clearer understanding of its mechanisms and effects. This approach not only offers insights into the ethical implications of RS but also aligns with current legislative movements, such as the European Union's Artificial Intelligence Act, aimed at regulating and mitigating harmful manipulative practices by intelligent systems. The findings are intended to guide the design and regulation of RS to ensure they serve the user's interests without compromising ethical standards.
The results show that book recommendation systems can modify user preferences by 9.79\% when prioritizing items covertly, while awareness of the intentions and social influence can diminish the effect of the manipulative algorithm's intention to 4.01\% and 3.64\%. When compared to the 2.58\% change in the case of a non-prioritized RS, the values provide a measurable estimation of the difference between manipulative and non-manipulative book RS for the change of user preferences after interacting with it for some time. ...
A critical examination of existing literature reveals a significant gap: while the conceptual framework for online manipulation is well-discussed, empirical studies providing concrete evidence are scant. This research addresses this deficiency by employing an agent-based model to simulate interactions between users and recommendation systems, aiming to systematically analyze and quantify the effects of covert manipulation on user preferences.
This study contributes to the field by operationalizing the concept of manipulation within a controlled simulation of a book recommendation system, providing a clearer understanding of its mechanisms and effects. This approach not only offers insights into the ethical implications of RS but also aligns with current legislative movements, such as the European Union's Artificial Intelligence Act, aimed at regulating and mitigating harmful manipulative practices by intelligent systems. The findings are intended to guide the design and regulation of RS to ensure they serve the user's interests without compromising ethical standards.
The results show that book recommendation systems can modify user preferences by 9.79\% when prioritizing items covertly, while awareness of the intentions and social influence can diminish the effect of the manipulative algorithm's intention to 4.01\% and 3.64\%. When compared to the 2.58\% change in the case of a non-prioritized RS, the values provide a measurable estimation of the difference between manipulative and non-manipulative book RS for the change of user preferences after interacting with it for some time.
Optimising fugitive interception
A comparative study into the added value of including more realistic traffic conditions in fugitive interception models
This thesis aims to improve the realism of these models by incorporating traffic effects, such as congestion and delays from traffic lights, into the optimisation of police strategies. The research examines how these traffic conditions impact the escape and interception processes, with the goal of increasing the accuracy of interception strategies and reducing the number of unpunished violent crimes.
The research question addressed is: 'What is the added value of considering realistic traffic conditions in the optimal positioning of police units for fugitive interception?' To answer this, a discrete event simulation model was developed using insights from a literature review and interviews. Simulation modelling was chosen to test complex scenarios without the biases and costs of real-world experiments.
The literature review identified that traffic includes static, semi-static, and dynamic components, such as traffic lights, open bridges, and congestion. It also revealed factors affecting criminal behaviour and route choices under stress, supplemented by interviews with stressed parcel delivery drivers. This knowledge, combined with understanding police behaviour during interceptions, informed the development of the simulation model.
The results showed that incorporating traffic conditions into the simulation model increases the probability of interception. Specifically, when fugitives face delays before reaching highways, the likelihood of interception improves because police units, moving faster due to their priority status, benefit more from traffic delays.
Optimisation of police positions was tested with and without traffic delays, and it was found that positions optimised with realistic traffic conditions were more robust. This was particularly evident in city centre scenarios but not in port dock areas, likely due to the high interception rates in the docks which made traffic impacts harder to assess.
In conclusion, models excluding traffic conditions are less effective in intercepting escape routes compared to those incorporating traffic. Therefore, integrating traffic into optimisation models is crucial for maximising interception probabilities. To mitigate the negative effects of omitting traffic, deploying additional police units is recommended.
The study also found that the impact of traffic on interception timing is more significant than accounting for the suspect's mental state. Traffic affects the timing of interceptions: accurate traffic estimates provide more time for police, while incorrect ones reduce it, affecting interception success. Future research should explore the effects of dynamic traffic conditions, such as varying green times and more differentiated fugitive and police behaviours, to optimise model accuracy while managing computational demands. Recommendations for police include integrating realistic traffic conditions and prioritising traffic lights over congestion, as well as experimenting with different escape speeds to maintain effectiveness in varying scenarios.
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This thesis aims to improve the realism of these models by incorporating traffic effects, such as congestion and delays from traffic lights, into the optimisation of police strategies. The research examines how these traffic conditions impact the escape and interception processes, with the goal of increasing the accuracy of interception strategies and reducing the number of unpunished violent crimes.
The research question addressed is: 'What is the added value of considering realistic traffic conditions in the optimal positioning of police units for fugitive interception?' To answer this, a discrete event simulation model was developed using insights from a literature review and interviews. Simulation modelling was chosen to test complex scenarios without the biases and costs of real-world experiments.
The literature review identified that traffic includes static, semi-static, and dynamic components, such as traffic lights, open bridges, and congestion. It also revealed factors affecting criminal behaviour and route choices under stress, supplemented by interviews with stressed parcel delivery drivers. This knowledge, combined with understanding police behaviour during interceptions, informed the development of the simulation model.
The results showed that incorporating traffic conditions into the simulation model increases the probability of interception. Specifically, when fugitives face delays before reaching highways, the likelihood of interception improves because police units, moving faster due to their priority status, benefit more from traffic delays.
Optimisation of police positions was tested with and without traffic delays, and it was found that positions optimised with realistic traffic conditions were more robust. This was particularly evident in city centre scenarios but not in port dock areas, likely due to the high interception rates in the docks which made traffic impacts harder to assess.
In conclusion, models excluding traffic conditions are less effective in intercepting escape routes compared to those incorporating traffic. Therefore, integrating traffic into optimisation models is crucial for maximising interception probabilities. To mitigate the negative effects of omitting traffic, deploying additional police units is recommended.
The study also found that the impact of traffic on interception timing is more significant than accounting for the suspect's mental state. Traffic affects the timing of interceptions: accurate traffic estimates provide more time for police, while incorrect ones reduce it, affecting interception success. Future research should explore the effects of dynamic traffic conditions, such as varying green times and more differentiated fugitive and police behaviours, to optimise model accuracy while managing computational demands. Recommendations for police include integrating realistic traffic conditions and prioritising traffic lights over congestion, as well as experimenting with different escape speeds to maintain effectiveness in varying scenarios.
Exploring potential debris removal strategies during the earthquake response phase
An agent-based modeling approach to improve the post-earthquake emergency response in urban areas
Two primary debris removal strategies were tested: one based on population density and the other on proximity to hospitals. Additionally, the potential use of army vehicles for casualty transportation was examined. These strategies were evaluated under two earthquake scenarios, varying levels of resource availability for both ambulances and debris removal equipment, measured by assisted residents and unreachable residents.
Results demonstrate that ambulance capacity has a more significant impact on the number of assisted residents than debris removal alone, although both strategies improve response effectiveness, particularly in high-damage scenarios. The hospital-proximity strategy was most effective when resources were plenty, while differences between strategies diminished in resource-constrained conditions. The introduction of army vehicles as supplementary casualty transporters proved highly effective. This research highlights the importance of adapting emergency response strategies based on available resources and the potential benefits of incorporating debris removal into the immediate response phase. ...
Two primary debris removal strategies were tested: one based on population density and the other on proximity to hospitals. Additionally, the potential use of army vehicles for casualty transportation was examined. These strategies were evaluated under two earthquake scenarios, varying levels of resource availability for both ambulances and debris removal equipment, measured by assisted residents and unreachable residents.
Results demonstrate that ambulance capacity has a more significant impact on the number of assisted residents than debris removal alone, although both strategies improve response effectiveness, particularly in high-damage scenarios. The hospital-proximity strategy was most effective when resources were plenty, while differences between strategies diminished in resource-constrained conditions. The introduction of army vehicles as supplementary casualty transporters proved highly effective. This research highlights the importance of adapting emergency response strategies based on available resources and the potential benefits of incorporating debris removal into the immediate response phase.
Drawing upon data gathered from the CrowdLimits experiments, we start the exploration of how various factors impact the rotation behavior of pedestrians. Our investigation covers crowd density, the fundamental movement scenarios (bidirectional and crossing flows), flow ratio, and the influence of disturbances within the crowd under different scenarios.
Our key findings reveal that all these factors play a role in shaping the frequency of rotations within a crowd. However, the extent and precise conditions under which these factors influence this subject demand further in-depth research and exploration.
In essence, this study addresses the fundamental question: How does shoulder rotation behavior vary concerning macroscopic crowd characteristics, including crowd density, flow ratio, and movement patterns like bidirectional and crossing flows? Through this research, we hope to highlight the complex interplay between these factors and the rotational strategies operated by pedestrians, ultimately enhancing our understanding of crowd dynamics. ...
Drawing upon data gathered from the CrowdLimits experiments, we start the exploration of how various factors impact the rotation behavior of pedestrians. Our investigation covers crowd density, the fundamental movement scenarios (bidirectional and crossing flows), flow ratio, and the influence of disturbances within the crowd under different scenarios.
Our key findings reveal that all these factors play a role in shaping the frequency of rotations within a crowd. However, the extent and precise conditions under which these factors influence this subject demand further in-depth research and exploration.
In essence, this study addresses the fundamental question: How does shoulder rotation behavior vary concerning macroscopic crowd characteristics, including crowd density, flow ratio, and movement patterns like bidirectional and crossing flows? Through this research, we hope to highlight the complex interplay between these factors and the rotational strategies operated by pedestrians, ultimately enhancing our understanding of crowd dynamics.
Talk That Talk
The Evaluation and Redesign of a Persuasive Game for Tackling Sexual Violence Among Students in Dutch Universities
Prospective Criminal Escape Routes
An Exploration of Fugitive Escape Route Decision-Making using a Dual-Process Approach
Organizational Impact on Project Team Efficiency
How simulations can help create a productive and efficient environment
Participatory Serious Game Design for Societal Intervention
Exploring the Effectiveness of Participative Game Design Processes Between Communities and Police in the United States as a means for Reduced Police Bias
Such inquiry is the basis of this research, where the complex societal problem of biased US policing serves as the application of this study. A mixed methods approach to this research was implemented to explore how to develop interventions where serious game design concepts are to be created between US communities and police. Through a mixed methods approach involving quantitative elements of inferential and descriptive statistical analysis and qualitative elements of content analysis, sentiment analysis, and micro-interlocutor analysis, group brainstorming data, workshop observation data, and semi-structured group interview data was explored in an effort to understand if and how participatory serious game design can be leveraged effectively as a means to societal intervention in the context of US policing and beyond.
The outcomes of this research are two-fold. First, with regard to improving police-community relations through societal intervention, results from this research indicate that current relations between US police and BIPOC communities, specifically black communities, are in a dire state of mistrust. As such, any attempt at intervention between these two groups will likely be received with caution and scepticism. However, in demonstrating that intervention efforts are long-term oriented and not just “throw away” events, more willing engagement could be facilitated. In addition, this research has also demonstrated that police accountability in intervention efforts can exhibit to communities that such efforts to improve police-community relations are serious. In maintaining police accountability throughout interventions, communities may be more willing to welcome police efforts in engagement and relation building.
Second, in considering participatory game design as an intervention study, results from this study indicate that participatory game design has the potential to be an effective intervention method if it is implemented in a way that appropriately caters to the desired audience. In using participatory game design as a means to societal intervention, participant “buy-in” must be facilitated early on to ensure effective engagement. This study also alludes to the fact that participatory game design could be particularly effective as an intervention method when the topic of intervention is taboo, discomforting, or difficult to talk about, as the game-like nature of such intervention can provide an adequate amount of abstraction from reality that helps facilitate less anxiety-inducing dialogue. In a similar vein, the reality-abstracted game-like nature of participatory game design interventions could also be effective at fostering safe and inclusive spaces where all participants can feel able to engage and contribute to discussion, regardless of their backgrounds. Finally, with regard to using participatory game design as an intervention study, this research has exhibited that in ensuring a diversity of participant backgrounds and perspectives, echo chambers, polarity, and groupthink can be avoided in participatory game design-based interventions. Similarly, more meaningful intervention outcomes and creative problem solving has the potential to arise if a healthy amount of group conflict and pressure is managed appropriately within participatory game design interventions.
To the best of our knowledge, this research represents the first mixed methods study aimed at investigating the effectiveness of participative serious game design as a societal intervention method for biased US policing. Therefore, this study provides several potential scientific contributions to the fields of intervention science and serious game design, and it also has several potential implications in the context of society and public policy. ...
Such inquiry is the basis of this research, where the complex societal problem of biased US policing serves as the application of this study. A mixed methods approach to this research was implemented to explore how to develop interventions where serious game design concepts are to be created between US communities and police. Through a mixed methods approach involving quantitative elements of inferential and descriptive statistical analysis and qualitative elements of content analysis, sentiment analysis, and micro-interlocutor analysis, group brainstorming data, workshop observation data, and semi-structured group interview data was explored in an effort to understand if and how participatory serious game design can be leveraged effectively as a means to societal intervention in the context of US policing and beyond.
The outcomes of this research are two-fold. First, with regard to improving police-community relations through societal intervention, results from this research indicate that current relations between US police and BIPOC communities, specifically black communities, are in a dire state of mistrust. As such, any attempt at intervention between these two groups will likely be received with caution and scepticism. However, in demonstrating that intervention efforts are long-term oriented and not just “throw away” events, more willing engagement could be facilitated. In addition, this research has also demonstrated that police accountability in intervention efforts can exhibit to communities that such efforts to improve police-community relations are serious. In maintaining police accountability throughout interventions, communities may be more willing to welcome police efforts in engagement and relation building.
Second, in considering participatory game design as an intervention study, results from this study indicate that participatory game design has the potential to be an effective intervention method if it is implemented in a way that appropriately caters to the desired audience. In using participatory game design as a means to societal intervention, participant “buy-in” must be facilitated early on to ensure effective engagement. This study also alludes to the fact that participatory game design could be particularly effective as an intervention method when the topic of intervention is taboo, discomforting, or difficult to talk about, as the game-like nature of such intervention can provide an adequate amount of abstraction from reality that helps facilitate less anxiety-inducing dialogue. In a similar vein, the reality-abstracted game-like nature of participatory game design interventions could also be effective at fostering safe and inclusive spaces where all participants can feel able to engage and contribute to discussion, regardless of their backgrounds. Finally, with regard to using participatory game design as an intervention study, this research has exhibited that in ensuring a diversity of participant backgrounds and perspectives, echo chambers, polarity, and groupthink can be avoided in participatory game design-based interventions. Similarly, more meaningful intervention outcomes and creative problem solving has the potential to arise if a healthy amount of group conflict and pressure is managed appropriately within participatory game design interventions.
To the best of our knowledge, this research represents the first mixed methods study aimed at investigating the effectiveness of participative serious game design as a societal intervention method for biased US policing. Therefore, this study provides several potential scientific contributions to the fields of intervention science and serious game design, and it also has several potential implications in the context of society and public policy.