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EmPATHs - A serious board game to raise awareness and empathy towards vulnerable-to-exclusion groups in mobility EmPATHs--一款严肃的棋盘游戏,旨在提高人们对流动中易受排斥群体的认识和同情
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-14 DOI: 10.1016/j.jth.2024.101879

Introduction

Social 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.

Method

In 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 & conclusions

The 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.

导言社会不平等是最弱势群体每天都会遇到的问题。在作为人类基本需求的流动性方面,这些不平等可能转化为较低的基本需求可及性和社会排斥。关于弱势群体的行动障碍和需求(v2e),文献中已有记载,但在无障碍环境、移情和意识策略以及人们的态度等方面仍然存在问题。严肃游戏--有趣的教学工具--已成功应用于城市/交通规划,并被用于提高同理心和亲社会行为。尽管严肃游戏已应用于与本研究相关的多个领域,但迄今为止,任何严肃游戏都没有涉及弱势群体所面临的紧迫的流动性和无障碍问题。本研究的重点是创建和评估一个严肃的棋盘游戏(EmPATHs),以提高不同利益相关者对弱势群体的认识和同情,同时让游戏充满乐趣。游戏的获胜者是最后以不同的 v2e 角色到达最多目的地的玩家。EmPATHs 的目标受众是移动相关专业的大学生、普通大众、相关领域的从业人员和决策者。该游戏的制作经历了四个步骤的迭代设计过程,涉及四类参与者群体,即经常玩棋盘游戏的玩家(游戏者)以及无障碍环境、移动公正和严肃游戏方面的专家。游戏的评估基于 26 名玩家的回答,重点关注严肃游戏的特点和游戏的主要目标。评估方法包括封闭式问题和开放式问题,封闭式问题是根据既定标准从 1 到 5 分打分,开放式问题是对定量结果的补充。参与者承认,他们更深入地了解了 v2e 人的障碍(4.5/5 分),并认识到游戏能够提高人们的认识(4.5/5 分)。游戏结束后,他们还认为更有可能与 v2e 群体产生共鸣(4.5/5 分)。预计该游戏未来将应用于教学、与公共交通相关的活动以及与规划和设计领域利益相关者的研讨会。
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引用次数: 0
The Questionnaire on the Use of Public Transportation and Well-Being (QUPTW): A national survey and validation in Paraguay 公共交通使用和幸福感问卷调查(QUPTW):巴拉圭全国调查与验证
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-14 DOI: 10.1016/j.jth.2024.101883

Introduction

The impact of public transportation on the human emotional well-being is certainly under-studied, especially in the developing countries. This study proposes and validates a questionnaire aimed to assess the emotional well-being in the context of public transportation use in Paraguay (as in any other Spanish country).

Methods

We conducted an observational cross-sectional study using an online survey to address the relationship between the transport systems and mental health. The newly developed Questionnaire on the Use of Public Transportation and Well-Being (QUPTW) was evaluated for content and construct validity, criterion validity, and reliability.

Results

Findings from 918 respondents have shown that the QUPTW reports strong psychometric properties, including validity and reliability. Participants, primarily young, university-educated women residing in Greater Asunción, reported dissatisfaction with the public transportation services. Long commute times, discomfort, and poor hygiene and safety conditions are significant contributors leading to emotional distress. These findings underscore the potential impact of the inadequate public transportation systems on mental well-being, suggesting the need for policy interventions to enhance accessibility, comfort, and safety.

Conclusions

This study contributes to the understanding of the relationship between the public transportation use and the emotional well-being and provides a valuable tool for further research and policy development.

引言 公共交通对人类情感幸福的影响肯定还没有得到充分研究,尤其是在发展中国家。本研究提出并验证了一份问卷,旨在评估巴拉圭(与其他西班牙国家一样)在使用公共交通时的情绪健康状况。 方法我们通过在线调查进行了一项观察性横断面研究,以探讨交通系统与心理健康之间的关系。我们对新开发的 "公共交通使用与幸福感问卷"(QUPTW)进行了内容和结构效度、标准效度和信度评估。结果918 名受访者的调查结果显示,QUPTW 具有很强的心理测量特性,包括效度和信度。参与者主要是居住在大亚松森地区、受过大学教育的年轻女性,她们对公共交通服务表示不满。通勤时间长、不舒适、卫生和安全条件差是导致情绪困扰的重要原因。这些发现强调了不完善的公共交通系统对心理健康的潜在影响,表明有必要采取政策干预措施来提高交通的便利性、舒适性和安全性。
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引用次数: 0
Transport, health and inequality. An overview of current evidence 交通、健康与不平等。现有证据概述
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-13 DOI: 10.1016/j.jth.2024.101886

The editorial to this special issue summarises the history of the three Health on the Move reports, published in 1991 by the UK Public Health Alliance, in 2011 by the Transport and Study Group and in 2024, written by the Transport and Health Science Group. The benefits of travel are the 3 As: Access, Activity, and Attractive Environments. We summarise the adverse effects as the 8 Cs: Cacophony, Carbon emissions, Community severance, Congestion, Concern, Contamination, Couch potatoes, and Crashes/casualties. There is an inequitable distribution of both the benefits and the harms. In car-based societies, the more affluent gain the benefits more easily while the more deprived, particularly the young, the old, women, those in poorer households and those from ethnic minorities. This article summarises the various ways in which transport impacts both health and inequalities, and how health can itself affect whether and how individuals can travel. We also summarise recent, relevant, systematic reviews for topics that were not included in Health on the Move 3: The reviews nor this special journal issue. This paper ends by discussing future needs in this field.

本特刊的社论总结了三份 "移动中的健康 "报告的历史:1991 年由英国公共卫生联盟发布,2011 年由交通与研究小组发布,2024 年由交通与健康科学小组发布。出行的益处有 3 个方面:交通、活动和有吸引力的环境。我们将不利影响总结为 8 个 C:噪音、碳排放、社区割裂、拥堵、担忧、污染、沙发土豆和事故/伤亡。利害分配不均。在以汽车为基础的社会中,越富裕的人越容易得到好处,而越贫困的人,尤其是年轻人、老年人、妇女、贫困家庭的人和少数民族的人则越容易受到伤害。本文总结了交通影响健康和不平等的各种方式,以及健康本身如何影响个人是否出行和如何出行。我们还总结了《移动中的健康 3:综述》和本期特刊中未包含的近期相关系统性综述。本文最后讨论了该领域的未来需求。
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引用次数: 0
Prospects for research, policymaking, and urban design practice on active travel to/from school 上下学积极出行的研究、决策和城市设计实践展望
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-12 DOI: 10.1016/j.jth.2024.101882

Active travel to/from school (ATS) is complex and critical to child health. Hence, the well-documented decline in ATS across the globe has become a significant public health. Informed by an overview of systematic reviews on the inter-relationships between ATS and the health of children and adolescents, this commentary addresses the following questions: Where next for research moving ahead? What to consider when putting all the knowledge available into policymaking? What is the value of evidence-based urban design participatory processes to promote ATS in healthy environments? A strength of this commentary has been its interdisciplinary nature. Working across disciplines––public health, physical education, architecture, urban planning, and urban design––led to the proposal of relevant research agendas, prospects for policymaking based on the knowledge available, and reflections on the role of urban design in promoting ATS and health.

积极上学/放学(ATS)是一项复杂且对儿童健康至关重要的工作。因此,有充分证据表明,全球儿童上下学交通量的下降已成为一个重要的公共卫生问题。本评论综述了有关儿童和青少年上下学主动交通与健康之间相互关系的系统综述,并在此基础上探讨了以下问题:下一步研究方向在哪里?在将所有现有知识用于政策制定时应考虑哪些因素?以证据为基础的城市设计参与过程对促进健康环境中的苯丙胺类兴奋剂有什么价值?本评论的优势在于其跨学科性质。公共卫生、体育教育、建筑、城市规划和城市设计等跨学科的工作导致了相关研究议程的提出、基于现有知识的政策制定前景以及对城市设计在促进苯丙胺类兴奋剂和健康方面的作用的思考。
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引用次数: 0
Using a board game to explain a concept model: Experience from multimodal traffic management 用棋盘游戏解释概念模型:多式交通管理经验
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-09 DOI: 10.1016/j.jth.2024.101880

Introduction

In the near future, traffic has to be managed in new ways to facilitate a more resilient transport system and integration of connected and autonomous vehicles and vessels. This paper presents our experiences with designing and using a serious board game as a tool for spreading knowledge and getting feedback on a concept model for future multimodal traffic management designed to handle these challenges.

Methods

Our research has been done within a design science framework, where a table-top board game was the main artefact designed and tested in several quick iterations. The relevance of the board game was evaluated through two workshops where data were collected using a digital questionnaire and through observations and audio recording of the game play sessions.

Results

One main result is the board game with game elements that can be mapped to the concept model, and a description of how the game evolved through the iterations of design and testing. This can serve as an example for others on how a board game can be developed based on a concept model. In addition, results from the questionnaire show that most of the respondents agree or strongly agree that the board game made central concepts more concrete and understandable and that it triggered good discussions, and this is also supported by the observations and recordings.

Conclusion

We conclude that a table-top board game can support the spreading of knowledge from a concept model to stakeholders in the transport domain. A board game suitable for such use can be developed using moderate resources by mapping concepts from the model to the game, using rapid iterations of prototyping and testing, and maintaining a focus on what you want the participants to learn and discuss.

导言在不久的将来,必须以新的方式管理交通,以促进更具弹性的交通系统以及联网和自动驾驶车辆和船舶的整合。本文介绍了我们在设计和使用严肃棋盘游戏方面的经验,该游戏是一种传播知识和获取反馈的工具,旨在为应对这些挑战而设计的未来多式联运交通管理概念模型。通过两次研讨会对棋盘游戏的相关性进行了评估,并在研讨会上使用数字问卷以及对游戏过程的观察和录音收集数据。结果主要成果之一是棋盘游戏,其中包含可映射到概念模型的游戏元素,以及对游戏如何通过迭代设计和测试而演变的描述。这可以作为一个范例,让其他人了解如何根据概念模型开发棋盘游戏。此外,问卷调查结果显示,大多数受访者同意或非常同意桌游使中心概念更加具体易懂,并引发了良好的讨论,这一点也得到了观察和录音的支持。通过将模型中的概念映射到游戏中,利用原型设计和测试的快速迭代,并将重点放在希望参与者学习和讨论的内容上,就可以利用适度的资源开发出适合这种用途的棋盘游戏。
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引用次数: 0
Game of (delivery) drones: A serious game exploring transport futures involving logistics drones with stakeholders 无人机(送货)游戏:与利益相关者一起探索涉及物流无人机的运输未来的严肃游戏
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-02 DOI: 10.1016/j.jth.2024.101881

Background

The use of uncrewed aerial vehicles (UAVs, also known as drones) in logistics is evolving. However, there have been few opportunities for people to explore and understand the implications. Existing studies focus on acceptance, yet it is unclear what people are being asked to accept. Using a board game approach, this study has sought to develop ways to involve non-experts in a more informed debate about logistics drones in their local area.

Method

A qualitative approach was adopted by developing a location-based board game to help a general audience explore the use of delivery drones and capture their views. Participants explore operational parameters, including ground risk (the probability of a drone hitting a person and injuring them if it fails in flight) and energy use while playing the game, and are prompted to respond to questions embedded within the game. Three game sessions with a total of 15 participants were completed.

Results

Participants were able to explore and test complex scenarios involving different drone routings and levels of ground risk and energy use whilst building shared knowledge and evoking social learning during gameplay. Participants exchanged views in a relaxed environment and began to explore the implications of the possible future use of delivery drones. Questions embedded within the game allowed people to share their concerns about health and safety, regulation, and where they thought drones should fly. Participants were aware of their knowledge limitations, and it was evident that several misconceptions about delivery drones are emerging.

Conclusion

The board game has proved useful in involving people and capturing an in-depth understanding of their views. It is an engaging approach to involve stakeholders in the planning process, creating an artefact that can be adapted to other locations and used by other researchers and practitioners.

无人驾驶飞行器(UAV,又称无人机)在物流领域的应用正在不断发展。然而,人们很少有机会探索和了解其影响。现有的研究主要集中在接受度上,但并不清楚人们被要求接受的是什么。本研究采用棋盘游戏的方法,试图开发出让非专业人士参与当地物流无人机辩论的途径。本研究采用定性方法,开发了一款基于地理位置的棋盘游戏,帮助普通受众探索无人机送货的使用并收集他们的意见。参与者在玩游戏的过程中探索操作参数,包括地面风险(如果无人机在飞行过程中发生故障,无人机撞到人并导致其受伤的概率)和能源使用情况,并被提示回答游戏中嵌入的问题。共有 15 人参加了三次游戏。参与者能够探索和测试涉及不同无人机路线、地面风险水平和能源使用的复杂场景,同时在游戏过程中建立共享知识并唤起社会学习。参与者在轻松的环境中交换了意见,并开始探索未来可能使用无人机送货的影响。游戏中嵌入的问题让人们能够分享他们对健康和安全、监管以及他们认为无人机应该在哪里飞行的担忧。参与者意识到了自己知识的局限性,很明显,他们对无人机送货存在一些误解。事实证明,棋盘游戏有助于让人们参与进来并深入了解他们的观点。它是让利益相关者参与规划过程的一种有吸引力的方法,创造出的人工制品可适用于其他地点,并为其他研究人员和从业人员所用。
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引用次数: 0
Assessment of infection risk of Omicron variant in subways based on smartcard swipe data 根据智能卡刷卡数据评估地铁中 Omicron 变体的感染风险
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-02 DOI: 10.1016/j.jth.2024.101878

Background

Public transportation, particularly subway systems, is an essential component of many individuals' daily routines and may significantly influence the spread of infection.

Objective

This study evaluated the risk of transmission of the SARS-CoV-2 Omicron variant in subway carriages and the effectiveness of different interventions based on real travel behaviors in Beijing.

Methods

Data on nearly 58 million smartcard swipes for subway rides were collected between April 12 and 18, 2017, before the pandemic, and between February 22 and 28, 2022, during the pandemic period. These smartcard-swipe data were used to analyze changes in local travel behavior due to the COVID-19 pandemic, the risk of infection posed by the Omicron variant, and the efficacy of diverse non-pharmaceutical interventions in subway systems.

Results

Due to the pandemic, the number of passengers in close contact (interpersonal contact within 1.5 m) on the same carriage during both rush and non-rush hours decreased by 31.9% and 43.2% respectively, compared to pre-pandemic period. The Rt value (the expected number of secondary cases infected by an index case) during the weekdays was three times that of the weekend during the pandemic week. On weekdays during the pandemic, passengers faced a markedly elevated relative risk of infection when traveling during rush hours, which constituted 92.2% of the entire day. Peak-shifting travel could reduce 55.0% of infection risk during rush hour. For the Omicron variant characterized by high infectivity, virus transmission remained uncontrollable (Rt = 1.34), even when all passengers wore surgical masks. Transmission of Omicron variant could be controlled (Rt < 1) within subway systems if over 67.5% of passengers wore N95 respirators.

公共交通,尤其是地铁系统,是许多人日常生活的重要组成部分,可能会对感染的传播产生重大影响。本研究评估了 SARS-CoV-2 Omicron 变体在地铁车厢内的传播风险,以及基于北京真实出行行为的不同干预措施的效果。研究收集了2017年4月12日至18日(大流行前)和2022年2月22日至28日(大流行期间)期间近5800万次乘坐地铁的智能卡刷卡数据。这些智能卡刷卡数据被用于分析 COVID-19 大流行对当地出行行为造成的影响、Omicron 变种造成的感染风险以及地铁系统中各种非药物干预措施的效果。与疫情发生前相比,疫情发生后,高峰时段和非高峰时段同一节车厢内密切接触(1.5 米以内的人际接触)的乘客人数分别减少了 31.9% 和 43.2%。在大流行周期间,平日的数值(由指数病例感染的继发病例的预期数量)是周末的三倍。在大流行期间的工作日,乘客在高峰时段(占全天时间的 92.2%)出行时面临的感染相对风险明显升高。错峰出行可降低高峰时段 55.0% 的感染风险。对于具有高传染性的 Omicron 变体,即使所有乘客都戴上外科口罩,病毒传播仍无法控制(=1.34)。如果超过 67.5%的乘客佩戴 N95 呼吸器,则奥米克隆变种病毒在地铁系统内的传播可以得到控制(小于 1)。
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引用次数: 0
Do pedestrian safety improvements affect older adults' health and social outcomes equitably? A quasi experiment in Singapore 改善行人安全是否会公平地影响老年人的健康和社会成果?新加坡的一项准实验
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-07-30 DOI: 10.1016/j.jth.2024.101877

Introduction

Pedestrian-friendly neighborhoods are believed to encourage greater social participation, community engagement, and sense of social inclusion, which are important to older individuals at higher risk of being socially isolated. However, most studies on neighborhood walkability, social participation and social inclusion are cross-sectional, making it difficult to robustly establish causal links. Much research on neighborhood walkability is also based in North America and Europe, leaving a knowledge gap on the impact of walkability within other geographic contexts. Furthermore, there is a lack of empirical evidence about whether benefits from traffic calming schemes are distributed equitably. To reduce these empirical gaps, our study capitalises on a ‘quasi-experiment’ to estimate the impact of an infrastructure-focused pedestrian safety program “Silver Zones' in Singapore, a highly urbanised city state in Southeast Asia with an aging population.

Methods

This study utilises panel data from a high-frequency internet-based survey of older adults that has been administered from 2015 till present. We examine how changes in older residents' residential proximity to Silver Zones relate to changes in their social and health outcomes. We also test whether the relationship between Silver Zones and older individuals' health and social participation outcomes might be moderated by age and socioeconomic class. Finally, we interpret these findings in view of participants’ perceptions of Silver Zones.

Results and conclusion

We find that the oldest participants with low SES -- a particularly vulnerable subgroup -- experienced negative changes after the opening of Silver Zones near them, as did those classified as mid SES. In contrast, our findings suggest that new Silver Zones might have a positive effect on older adults of high SES. These findings suggest that there might be inequities in the impact of pedestrian safety programs on residents' social outcomes. Additionally, while our findings were statistically significant, they also suggest that Silver Zones’ contribution to changes in participant outcomes were relatively small, which might be due to a mismatch between perceptions of Silver Zones, actual exposure, and participant outcomes. Our findings underscore the need for more outreach and publicity campaigns around pedestrian safety initiatives, as well as the importance of going beyond self-reported perceptions when assessing the success of pedestrian safety schemes like the Silver Zones.

步行友好型社区被认为能鼓励更多的社会参与、社区参与和社会包容感,这对于被社会孤立风险较高的老年人来说非常重要。然而,大多数关于邻里步行能力、社会参与和社会包容的研究都是横断面的,因此很难有力地建立因果联系。关于邻里步行能力的许多研究也都是基于北美和欧洲,对于步行能力在其他地理环境中的影响还缺乏了解。此外,关于交通疏导方案的收益是否公平分配也缺乏经验证据。为了缩小这些经验上的差距,我们的研究利用 "准实验 "来估算以基础设施为重点的行人安全计划 "银色地带 "在新加坡的影响,新加坡是东南亚一个高度城市化的城市国家,人口老龄化严重。本研究利用了从 2015 年至今对老年人进行的高频互联网调查的面板数据。我们研究了老年居民居住地与银发区距离的变化与其社会和健康结果的变化之间的关系。我们还检验了银发区与老年人的健康和社会参与结果之间的关系是否会受到年龄和社会经济阶层的调节。最后,我们从参与者对 "银发区 "的看法来解释这些发现。我们发现,最年长的低社会经济地位参与者--一个特别脆弱的亚群体--在他们附近的银发区开放后经历了负面的变化,那些被归类为中等社会经济地位的人也是如此。相反,我们的研究结果表明,新的银发区可能会对高社会经济地位的老年人产生积极影响。这些研究结果表明,行人安全项目对居民的社会影响可能存在不平等。此外,虽然我们的研究结果在统计学上有意义,但也表明银发区对参与者结果变化的贡献相对较小,这可能是由于对银发区的认知、实际接触和参与者结果之间的不匹配造成的。我们的研究结果强调了围绕行人安全倡议开展更多外联和宣传活动的必要性,以及在评估 "银色地带 "等行人安全计划的成功与否时超越自我报告认知的重要性。
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引用次数: 0
Socioeconomic variations in walking rates in the United States: Recent evidence from the 2022 National Household Travel Survey 美国步行率的社会经济差异:来自 2022 年全国家庭出行调查的最新证据
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-07-24 DOI: 10.1016/j.jth.2024.101875

Introduction

We use the 2022 National Household Travel Survey for the USA—the first since the peaking of the COVID-19 pandemic—to examine variations in walking rates related to differences in socioeconomic characteristics. Our analysis provides the most recent national estimates of socioeconomic variation in walking, by far the most important form of daily physical activity in the USA.

Methods

We used graphical bivariate analysis and multiple regressions to explore the relationship between each of the socioeconomic variables and the following daily walk rates: the number of walk trips, time walked, and distance walked. We also analyzed three binary variables indicating whether a person made at least one walk trip during the travel day, achieved the equivalent of 150 min of walking per week, and walked on five or more days during the previous 30 days.

Results

Higher education levels, not owning a car, not having a driver's license, not working, working from home, and high density are strongly related to higher levels of walking. We found no significant differences or mixed results for gender, age, race, and income. Because the 2022 NHTS incorporated significant changes in methodology, sample size, survey questions, and variable definitions, its estimated trip rates cannot be compared directly to the 2017 NHTS—the last survey prior to COVID. Moreover, the 2022 NHTS greatly underestimated walk trips because—unlike previous NHTS surveys—it omitted the trip diary as well as multiple prompts to remember short trips, especially walk trips.

Conclusions

The relationships we estimated between various walk rates and the nine socioeconomic variables for 2022 were generally consistent with the results of previous studies, including those examining the 2001, 2009, and 2017 NHTS. That suggests that these relationships have remained stable over time—even if absolute rates of walking have changed, as indicated by other studies.

导言:我们利用 2022 年美国全国住户出行调查--这是自 COVID-19 大流行达到顶峰以来的首次调查--研究了与社会经济特征差异相关的步行率变化。我们的分析提供了对步行的社会经济差异的最新全国性估计,步行是美国迄今为止最重要的日常体育活动形式。方法我们使用图形化的双变量分析和多元回归来探讨每个社会经济变量与以下日常步行率之间的关系:步行次数、步行时间和步行距离。我们还对三个二进制变量进行了分析,这三个变量分别表示一个人在一天的出行中是否至少步行一次、每周步行时间是否达到 150 分钟、在过去 30 天中是否有五天或五天以上的时间步行。我们发现在性别、年龄、种族和收入方面没有明显差异或结果不一。由于 2022 年 NHTS 在方法、样本量、调查问题和变量定义方面都有重大变化,因此其估算的出行率不能直接与 2017 年 NHTS(COVID 之前的最后一次调查)进行比较。此外,2022 年 NHTS 还大大低估了步行出行率,因为与之前的 NHTS 调查不同,2022 年 NHTS 调查省略了出行日记以及用于记忆短途出行(尤其是步行出行)的多个提示。结论我们估算的 2022 年各种步行出行率与九个社会经济变量之间的关系与之前的研究结果基本一致,包括 2001 年、2009 年和 2017 年 NHTS 的研究结果。这表明这些关系随着时间的推移保持稳定,即使步行的绝对比率发生了变化,正如其他研究表明的那样。
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引用次数: 0
Development and demonstration of a “SWOT in a Box” card game to help socialise Triple Access Planning 开发并演示 "盒子里的 SWOT "纸牌游戏,帮助实现三重接入规划的社会化
IF 3.2 3区 工程技术 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-07-23 DOI: 10.1016/j.jth.2024.101876

In a changing world, not being able to simply carry on doing what we have always done and getting what we have always got gives rise to an appetite for alternative approaches. Yet an alternative approach must contend with established practice and the associated norms and sense of familiarity that surround that. This paper addresses the following question. How can an approach be designed and used to effectively engage people in a critical examination of Triple Access Planning (TAP)? TAP is an alternative approach to established transport planning. The paper sets out the rationale for, development of, and application of, a serious game. Specifically, a serious card game methodology is put forward that draws upon SWOT analysis for its core design. Its intention is to allow teams of players to become more familiar with the alternative approach in question and to critically examine and prioritise its strengths, weaknesses, opportunities and threats. The SWOT in a Box methodology is applied to TAP. Results are presented from over 40 game runs. Insights from developing and applying the game suggest that the methodology is adaptable and readily transferable to other domains. The paper reveals the SWOT in a Box methodology to be an effective tool for shared learning: (i) players learn from the game; (ii) players learn from each other as they exchange experiences and views; and (iii) the game designers can learn from the players playing the game. It generates insights and empirical evidence. It is fun and it is useful.

在一个不断变化的世界里,不能简单地继续做我们一直在做的事情和得到我们一直 在得到的东西,这就会引起人们对替代方法的渴望。然而,替代方法必须与既定的做法以及与之相关的规范和熟悉感相抗衡。本文探讨以下问题。如何设计和使用一种方法,让人们有效地参与到对三重交通规划(TAP)的批判性研究中来?TAP 是既定交通规划的另一种方法。本文阐述了严肃游戏的原理、开发和应用。具体而言,本文提出了一种严肃的纸牌游戏方法,其核心设计借鉴了 SWOT 分析法。其目的是让玩家团队更加熟悉相关的替代方法,并对其优势、劣势、机会和威胁进行批判性审查和优先排序。在 TAP 中采用了 SWOT in a Box 方法。结果来自 40 多次游戏运行。从游戏的开发和应用中获得的启示表明,该方法具有很强的适应性,可随时应用于其他领域。本文揭示了 "方框 SWOT "方法是一种共享学习的有效工具:(i) 玩家从游戏中学习;(ii) 玩家在交流经验和观点时相互学习;(iii) 游戏设计者可以从玩游戏的玩家身上学习。它能产生真知灼见和经验证据。它既有趣又有用。
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Journal of Transport & Health
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