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Gaming Rail Cargo Management

Author

Listed:
  • Sebastiaan A. Meijer
  • Igor S. Mayer
  • Jelle van Luipen
  • Natasha Weitenberg

Abstract

Stakeholders in the Netherlands’ rail cargo sector exhibit strategic behavior that causes irregularity and unpredictability in freight trains. This leads to the suboptimal use of scarce rail capacity. The authors present the results of a research project that used gaming to explore and validate alternative organizational methods for the management of rail cargo capacity with decision makers and subject matter experts from ProRail, the Netherlands’ railway infrastructure manager. Various scenarios for the organization of rail cargo capacity management were played out, tested, and extensively debriefed in three project phases. The gaming sessions demonstrated that open information sharing among stakeholders does not depend on the introduction of price mechanisms and is, indeed, a more effective way of managing capacity. The authors conclude that it is vital to introduce gaming gradually and build up organizational acceptance for this method. However, once acceptance has been achieved, gaming can generate valuable insight into strategic behavior and the performance of sociotechnical infrastructures.

Suggested Citation

  • Sebastiaan A. Meijer & Igor S. Mayer & Jelle van Luipen & Natasha Weitenberg, 2012. "Gaming Rail Cargo Management," Simulation & Gaming, , vol. 43(1), pages 85-101, February.
  • Handle: RePEc:sae:simgam:v:43:y:2012:i:1:p:85-101
    DOI: 10.1177/1046878110382161
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    References listed on IDEAS

    as
    1. Igor S. Mayer, 2009. "The Gaming of Policy and the Politics of Gaming: A Review," Simulation & Gaming, , vol. 40(6), pages 825-862, December.
    2. Avi Noy & Daphne R. Raban & Gilad Ravid, 2006. "Testing social theories in computer-mediated communication through gaming and simulation," Simulation & Gaming, , vol. 37(2), pages 174-194, June.
    Full references (including those not matched with items on IDEAS)

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