Page 219 THE JOURNEY TO WORK GAME Howard S. Biel Program in Urban and Environmental Studies Case Western Reserve University Cleveland, Ohio 44106 ABSTRACT The Journey to Work game is a board game concerned with the daily movement of workers from their resdences to workplaces within a metropolitan area. Players (workers) attempt to get to work on time, selecting a particular mode of urban transportation and a specific route from their homes to pl&ces of work. Points are accumulated based upon deviations from punctuality and travel times spent getting to work, and players compiling the fewest points during a simulated one-week or twoweek playing period are declared winners of the game. The game may be used as a classroom exercise in high school or college level courses, and is capable of accommodating 2-25 students on a single game board. Two particularly worthwhile objectives of the game are (1) revealing the clearly disadvantageous commuting situation of inner-city residents, and (2) estimating modal split consequences of manipulating policy variables such as bus fare, travel time, parking cost, transit accessibility, and surface congestion. In addition, an important behavioral component of the game is noteworthy: players are asked to iteratively identify and discuss the learning process which occurred as they (typically) converged to an habitual mode and route choice pattern. board. Journey 1£ Work is decidedly academic in nature, and focus is directed toward several key issues in urban transportation geography and planning. Of particular interest are the following considerations: (1) the spatial mismatch of low income central city residences with peripheral metropolitan employment districts, and the reverse commuter transit problem, (2) tradeoffs among various attributes of urban transportation modes influencing journey-to-work vehicular selection, (3) the learning process concerning mode choice, route selection, and human spatial behavior, and (4) characteristics and sensitivities of work trip mass transit demand. The extent to which each of these issues is examined is clearly a function of the expertise of the players and game director (instructor), as well as the amount of time spent playing and analyzing the game. INTRODUCTION The reverse commuter transit problem refers to the journey to work of car-less central city residents to decentralized workplace locations in the metropolitan area. Since urban public transportation systems have tended to remain focused upon the Central Business District (CBD) , resulting in generally effective "outside-in" transit service, mass transportation from the inner city out to the suburbs as well as between urban districts not located in the downtown city core has usually been inadequate. Increased attention to this problem followed the publication of the McCone Commission Report regarding the 1965 Watts riots in Los Angeles. This report highlighted the relationship existing between transportation and poverty in general, and more particularly, the difficulty and inability of south central Los Angeles residents to fulfill basic needs (getting to employment, educational,shopping, and recreational opportunities) because of costly and inefficient public transport service. The Journey to Work game l is a board game concerned with the daily movement of workers from their residences to workplaces within a metropolitan area. Players (workers) attempt to get to work on time, selecting a particular mode of urban transportation and a specific route from their homes to places of work. Points are accumulated based upon deviations from punctuality and travel times spent getting to work, and players compiling the fewest points during a simulated one-week or two-week playing period are declared winners of the game. The game may be used as a classroom exercise in high school or college level courses, and is capable of accomodating 2-25 students on a single game In the Journey to Work game this problem is simulated through the usage of a hypothetical metropolitan area with constituent advantaged and disadvantaged worker residents. Given an existing distribution of employment districts and public transit system, certain players find themselves in a highly desirable position; having access to a private auto, and either being located "in close proximity to their workplace or nearby a convenient transport artery which connects their residence to place of work. Other players may be less fortunate; perhaps residing in the central city and working in the urban periphery, without having the opportunity to use private transportation in their journey to work. lSpecial thanks are due Paul King, Jack Jakubs, and Larry Brown, Departments of Geography, Columbia University, Indiana University, and Ohio State University, respectively, for their numerous and helpful suggestions. The remaining errors are my own. Realistic biases have been incorporated within the game structure and disadvantaged players may quickly realize their inability to win or even to do reasonably well against the privileged set of work trippers. To encourage their persistence in playing, therefore, the game permits evaluation of players from several different Page 1 Page 220 perspectives. Players who consistently reduce their time-in-transit through the simulated game period, or who reduce their total points accumulated per game day, are recognized along with the officially designated winners of the game (those who minimize total points compiled). Other key issues receiving attention in the game are explicitly related to modal split, or the division of work trips among the available means of transportation: private auto, rail transit, bus transit, car pool, taxicab, and walk. Consideration of trade-offs among mod?l attributes influencing journey-to-work vehicular choice, includes the fundamental question of the worker's value of time. Implied in the selection of a particular mode is the player's preference for work trip speed versus the cost of using different means of transport. For example, a player choosing between his private automobile and one of several forms of mass transit, must in some manner weigh the advantages of convenience and speed against such alternative factors as cost, safety, and reliability. Players select modes based upon a considerable amount of information presented before the game begins, in addition to experience gained through game play, regarding performance characteristics of each journey-to-work mode. The learning process relating to mode and route choice is simply the summation and extension of the previously mentioned trade-off consideration. Players developing a successful strategy early in the game may rapidly fall into distinctively routinized behavior, both with respect to their consistent selection of a means of transport and specific departure time from home, and also in terms of a particular route leading from residence to workplace. Alternatively, disadvantaged players and players encountering difficulties during preliminary work trips generally require many more game "trials" before any discernible stereo-typical behavior emerges. Furthermore, some players may experiment quite extensively with various mode, departure time, and routing combinations, whereas more conservative players may make only slight alterations in their successive journey-to-work decisions. Finally, the fourth issue incorporated within the Journey to Work game concerns the characteristics and sensitivities of work trip mass transit demand. As the game is played, the spatial pattern of transit usage and reliance changes to reflect workers' independent decisions of mode and route choice. Often, these decisions translate to an expected and relatively stable profile of mass transit patrons, including a large proportion of the so-called captive riders of public transportation -- namely the car-less players in this simulation -- and a small percentage of the so-called choice riders of public transit -- perhaps represented by some suburban car-owning game players journeying by bus or rail to workplaces in the CBD. An increasing imbalance between private and Page 2 public transportation system patronage in most metropolitan areas has resulted from continuous additions of urban travellers to the "choice rider" classification, and simultaneously, fewer choice riders choosing the public transit option. Conceivably, more choice riders would utilize some form of mass transit if one or more critical service variables were changed in a favorable direction. For example, if buses were cheaper and faster more patronage might be realized. Thus, in the Journey to ~ game, sensitivities of travel demand are simulated by altering certain designated attributes of particular work trip modes, and identifying subsequent changes in vehicular usage. DIRECTOR'S (INSTRUCTOR'S) GUIDELINES There are two objectives of the Journey to Work game. The first is to identify and analyze one major dimension of the urban transportation problem, namely the reverse commuter transit problem. The second is to demonstrate the nature of modal split and route selection in journey-to-work travel as determined by the players' cognitive processes of perception, attitude, and learning. At the outset of game play, a game director is selected from among the players, or is external to the game (class instructor). The director's purpose concerns the coordination of game play, the supervision of game rules, and the discussion of worthwhile concepts and problems generating from the operation of the game. The individual chosen as director should be qualified to settle procedural disputes aired by game participants, and also to incisively direct examination of key issues and related underlying processes with which the game is fundamentally concerned. Journey to Work proceeds in simulated daily periods. Focus is directed toward the morning rush hours, beginning at 7:45 A.M. and progressing by simulated (game time) 5 minute intervals until all player workers have arrived at their proper places of employment. Players attempt: (1) to get to work by 9:00 A.M. each morning of a one-week (5 iteration) or two-week (10 iteration) playing period; (2) to minimize their expenditures of time and cost in getting to work; and (3) to leave their residences as late as possible, so as to minimize opportunity costs associated with premature departures from home (for example, the "costs" of not being able to sleep later, or of having a hurried breakfast). Though all players would like to reach their workplaces at exactly 9:00 A.M., circumstances which occur during the journey to work often prevent achieving the ideal arrival time. Whether sub-optimality in arrival time is due to poor planning on the part of the worker or unforeseen situations during the work trip, the player must be assigned a number of arrival points. A 9:00 arrival time earns (costs) Page 221 the player zero points. Departure points are likewise easily explained and derived. The earlier a player decides to leave his residence, the more departure time points he is assessed. Players departing from home just before 9:00 A.M. will minimize the opportunity costs of a premature start, however increase the chances of arriving late at the workplace, and consequently, of receiving more severe delinquent arrival points. Minimization of journey-to-work time and cost expenditures is slightly more complicated, with respect to an operational explanation. Optimal (minimum) travel times via the best available mode, or combination of modes, between all residences and all workplaces have been calculated. Players are hence able to compare their efforts concerning travel time with some computed standard. All players are not expected to duplicate their corresponding optimal time -in fact it may be. impossible to do so in some cases where private automobiles are not available. Still, the difference between actual work trip time and hypothetically best time gives an efficiency score upon which travel time point assignment is based. Because of substantial cost differences of alternative means of urban transportation, the efficiency score is then weighted (multiplied by) a cost factor; 1.0, 2.0, or 3.0, depending upon which primary mode of transport was used in getting to work. The resulting product is defined as travel time points. By summing the three point scores (arrival time, departure time, and travel time) for each player, a daily total point score is directly determined. After the 5 or 10 iteration playing period has terminated, daily total points are summed per player, and the player having the fewest total points is declared the winner. PLAYERS' INSTRUCTIONS The following iterative approach (which has deliberately been segmented into discrete steps for discussion purposes) describes the procedure utilized in game play. First, each player selects 1 of 5 residence cards to determine his residential location -- cards are returned to the deck, thus permitting a completely random selection for every participant. Next,each player selects 1 of 5 workplace cards to determine his workplace location -- and again, cards are returned to the deck. Alternatively, players may be assigned both residential and workplace locations by the game director. In any case, there are 25 possible players on the board at one time (in one game) unless 2 or more players "double-up" (i.e. 2 or more players independently journey to work from the same urban residence to the same workplace). It is suggested that no more than 25 players participate on one board in one game, as the board becomes excessively cluttered, the time required to play the game increases proportionately, and some players may lose interest if action is too slow. In fact, based upon past experience playing the Journey to Work game, an ideal number of participants ranges between 5 and 15. Depending upon their residential selection or assignment, players roll the die to determine auto ownership. The chances of having access to a private car correspond to spatially variant percentages of car-less families throughout the metropolitan region. Players then carefully study the game board and independently evaluate possible routings to their designated workplaces. Obviously, those work trippers owning automobiles have the most flexibility in their routing decisions, however each of the available transport modes and their respective routings, travel times, and costs should be thoroughly investigated. Players with private cars do not have to drive to work. Mode and route selections are quite modifiable, subject to change on succeeding days if found unsatisfactory, while subject to retention if found acceptable. As mentioned earlier, circumstances encountered during the work trip may negate careful planning with respect to arrival time, departure time, and travel time and cost. These circumstances (both fortunate and unfortunate to the tripper) are governed by the selection of Traffic Condition Cards and Time Adjustment Cards, which will be discussed more fully below. Although the extent of the "fortune" or "misfortune" is not revealed to players before the game begins, probabilities of misfortune have been calculated per mode of travel and per geographic section of the region. The game director may choose to experiment with this information, to see whether advance knowledge of misfortune probabilities (involving journey-to-work time delays) influences modal choice and/or the learning process of players. Each player decides when to leave his residence every morning (7:45, 7:50, ••• , 8:00, ••• , etc. -- simulated time) and which of the following modes or combination of modes of urban transportation to use in journeying from residence to workplace: (a) private automobile can be used only if the player owns an auto, (b) rail transit ••• can be used by any player, (c) bus transit ••• can be used by any player, (d) carpool ••• can be used by any player owning an auto, as well as any car-less player who rolls a 1, 2, 3, or 4, before play begins (car-less players have only one chance per game to gain the opportunity to use this mode), (e) taxicab ••• can be used by any player, or (f) walking ••• can be used by any player; but players can only walk within and not between game board zones. -----The game director begins actual play by asking Page 3 Page 222 which players are prepared to start their respective work trips at designated time intervals, starting with 7:45 A.M. each day (iteration). Intervals are 5 simulated minutes apart, so the director adjusts the game clock uninterruptedly until at lease one player has started his commuting trip. That is; the game director informs players that it is 7:45 -if no players wish to depart from their homes until later, the director "moves" the clock to 7:50, ••• ; and so the process continues until 1 or more players decide to begin their morning journeys. At each 5 minute interval (again, referring to game minutes and not actual time), each player who has left or who is leaving for his workplace, rolls the die. A roll of 1, 2, 3, or 4 signifies normal journey to work conditions and permits the player to move in a horizontal or vertical fashion toward his proper workplace. The Journey to Work game board represents a major metropolitan area of the United States, and is marked off in a concentric pattern of circles. These circles are spaced farther apart with increasing distance from the center, and are transected by a series of sectors radiating from the middle point. The circles and sectors define individually-labelled urban zones which are much smaller at the center than at the periphery. Players move their tokens according to a movement schedule which is designed with respect to the relative speeds of the different transportation modes. All movements are made with respect to the underlying grid pattern of the game board. This means that regardless of the mode in question, moving "n" number of zones refers to the zones of the board (labelled with letters and numbers, from A-FF and from 1-21).2 After every player who has started, or who is starting his journey to work rolls the die, 5 game minutes elapse on the Journey to Work clock, and the director signals the beginning of a "new" 5 minute interval. For instance, if the director informs players that it is 8:00 (simulated time), all players wanting to start their work trip and all workers in-transit systematically roll the die. FolloWing their corresponding board moves, the director announces the correct time, 8:05, and so on proceeds through the game. If a player rolls a 5 or a 6 on the die, he must pick a Traffic Condition Card (if 5) or a Time Adjustment Card (if 6). The Traffic Condition Cards apply to the entire playing board, and do not necessarily affect the player drawing the card. Therefore, those players rolling a 5 must move their tokens the same distance which they would normally move, unless they are specifically affected by the traffic condition. "Active" 2The Journey to Work game board and other special equipment necessary for the gaming/simulation are available upon request from the author. Page 4 Traffic Condition Cards (those cards which impose favorable or unfavorable consequences for a designated, continued period of time) should be placed face-up in the lower left hand corner of the game board for the duration of their effectiveness. In addition, accidents, congestion, and other abnormal traffic conditions should be marked in appropriate zones, where possible, using markers or pins. The Time Adjustment Cards affect only the player who rolls the 6. Due to unusual circumstances, the player rolling a 6 realizes either an acceleration in or impediment to his normal movement behavior. The player must then select from the proper Time Adjustment Cards deck, according to the particular mode of transport being used when the 6 is rolled. Cards are thereupon returned to the bottom of the same stack. Players thus proceed to their respective workplaces, attempting to consume as little time as possible in their commutation, yet trying to reach their destination very close to the optimal arrival time (9:00). The game director coordinates play throughout the iteration, and after all players have successfully arrived at their places of work, points are totalled for the completed round. The exact same steps outlined above are followed for each iteration (day) of game play, and total points are summed over all iterations to determine the winner(s) of the Journey to Work game. DISCUSSION AND SIGNIFICANCE OF THE GAME The Journey to Work game is fundamentally designed to be a learning tool, and its merits rest on its ability to stimulate questions, discussion, and learning. Thus, although participants are encouraged to discuss strategies and decision making problems with each other and with the game director throughout the playing period, without postgame review of "what went on," much of the learning purpose of the game is sacrificed. Subsequent analysis of the game should be supervised by the director, and all players are encouraged to actively participate in the session. Several noteworthy points which will presumably be considered frequently in review periods are now listed and discussed. Perhaps most obviously, players will notice that the cards have been stacked against workers commuting from central city residential locations. It is nearly impossible to be victorious from the inner-city residence in terms of absolute winners of the game (summing daily total point scores). Additionally, the other residential sites located reasonably close to the Central Business District are not as favorable as the more remote locations with higher probabilities of car ownership. The game board and ''hypothetical'' city are actually Page 223 modelled after Columbus, Ohio, and with the exception of the rail transit line addition, the board fairly represents the metropolitan situation. Players commuting from the most central residence are therefore, correspondingly, black ghetto work trippers. Employment centers on the board coincide with the 5 major regional shopping districts of the Columbus, Ohio urban area, and given the wellestablished process of metropolitan decentralization of employment opportunities, central city residential locations are at a decided journeyto-work disadvantage with respect to problems of rewerse commutation to peripheral work sites. Probabilities of car ownership per residential location are derived from 1970 census data regarding the matching real world locations, and car-less families are immediately placed in a highly undesirable, negatively biased position. Because however, the game has several options for winning, (including some which have not previously been mentioned -- such as players voting for the "worker" who performed most admirably given his residence/workplace combination, or players evaluating the performance of each game player based upon some other designated criterion), participants drawing or being assigned disadvantaged residence/workplace locations should still be interested in playing. The spatial mismatch of urban workplaces and residences, and related inequities in commuting patterns are fundamental concerns of the Journey to Work game. A second central topic involves the question of modal split in journey-to-work flows. Players should be asked to reveal (as accurately as possible) their subjective utilities for each of the available transport modes, respective of their particular residence/workplace combination. An attempt may then be made to determine the trade-off between various modal attributes (cost, time, convenience, etc.) so as to shed some light upon the nature and sensitivity of transit demand for work trips in metropolitan areas. Furthermore, if possible, participants should discuss their own specific decision-making processes which were operative in their corresponding play throughout the completed game. By integrating some or all of these considerations, meaningful insight may be gained concerning an entire battery of human spatial behavioral decisions. Recently, urban geographers and transport planners immediately interested in the spatial and temporal dimensions of journey-to-work flows, have increasingly been turning to disaggregate, stochastic, behavioral models of choice (route, mode, and time) to explain movement behavior. Therefore, this second topic appears to have substantial practical significance in addition to contemporary research attention and support, and an extensive amount of participant interaction and discourse is suggested here. A third noteworthy issue which should repeatedly emerge in post-game discussions is closely related to the previous set of questions regarding the players' decision-making processes. This issue concerns the more specific learning component of the choice process. The Journey to Work game is intended to be a dynamic game, in which choice strategies are learned and relearned via an explicit, multiple feedback mechanism (the daily total point score; arrival time, departure time, and travel time and cost). Players are expected to use a trial-and-error strategy at the beginning of play, and then presumably converge toward some habitual behavioral pattern in terms of modal choice, route choice, and departure time. Certainly the extent and speed of convergence are functions of the length of the game and ability of participants. Hence, an interesting series of considerations regards the variability of convergence (learning) with respect to players, residences, workplaces, modal choices, winners, and number of iterations of game play. Also, do players having prior knowledge of modal time adjustment and traffic condition probabilities develop a stereotyped work trip pattern more rapidly than players not having access to the information? Since Journey to Work is an academic game, focus is upon learning; consequently, learning about the learning process (as it was evidenced during the game) seems to be a very important subject for discussion. Lastly, there is a wealth of opportunity to experiment with mass transit demand considerations and related elasticities using modifications of the Journey to Work game. Problems of bus transit systems, in particular, throughout metropolitan areas in America have been well-specified and analyzed in recent years by a host of urban students, planners, and policy-makers. Increased car ownership resulting in decreased transit ridership, has led to increased fares and reduced service characteristics, which in turn have been responsible for continued patronage declines. In the Journey to Work game, the director may investigate transit demand sensitivities with respect to alternative determinants of work trip modal choice. For instance, the director may choose to reduce the bus transit cost factor to .50 or .25 from 1.00, while holding all otHer "variables" (game conditions) constant. Discussion should then concern changed spatial behavioral patterns and resulting point totals. Additionally, the director may consider travel time improvements in bus transit. A decision may be made to combine both improvements (cost and time) together and record demand adjustments, or to regard each effect separately. A third, but certainly not final possibility would be to permit more complete coverage of the urban area by bus transit. The game director could announce that buses had the same mobility range (in terms of areal extent) as automobiles, thereby again enhancing the desirability of bus transit as a work trip modal option. Careful consideration of play revisions and Page 5 Page 224 outcomes under these new modal attribute provisions, should follow the extended operation of the game. The above mentioned, broad issues are clearly not an exhaustive set of discussion topics. Nevertheless, they should be useful in directing the review session which follows game play. Many additional arguments and questions may be brought forward during the review, and each one should be given proper time and attention. Originality and interaction in the discussion period are heartily encouraged. references BIEL, H., 1972. "Journey-to-Work Flows from the Black Ghetto of Columbus, Ohio," Discussion Paper 30, Ohio State University, Department of Geography. CALIFORNIA, GOVERNOR'S COMMISSION ON THE LOS ANGELES RIOTS, 1965. Violence in the City: An End or a Beginning? (McCone Commission Report). CURTIN, J., 1968. "Effects of Fares on Transit Riding," Highway Research Record, Number 213, 8-20. DAVIES, S., 1970. The Reverse Commuter Transit Problem in Indianapolis, unpublished Ph.D. dissertation, Indiana University, Department of Geography. FERRERI, M. and W. CHERWONY, 1971. 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