2024 Volume 80 Issue 20 Article ID: 24-20065
One of the tools used in mobility management is Transport Sugoroku. In this board game, players select either a car card, which slows down due to “traffic congestion” as the number of players increases, or a train card, which always advances a certain number of squares, and aim for the goal. In this study, we investigated and analysed the effects of Transport Sugoroku on attitude change and the characteristics of players’ strategies by analysing the process and results of the game using the Shapley value concept of game theory. The results showed that the attitude change effect of Transport Sugoroku exists to a certain degree, and that players who adopt selfish strategies in the game have a relatively large attitude change effect. When the rules were changed to make trains less convenient, selfish strategies were more likely to be adopted, and players who had previously mainly chosen trains tended to choose cars more often.