Cycling for Everyone, Everywhere
Cycling for Everyone, Everywhere
Knowledge

Bikenomics Game, how role-playing can shape mobility discussions

2 November 2026

Creating constructive discussions about mobility policies and the use of public spaces can be a challenge, especially in institutional settings with numerous and diverse stakeholders. To facilitate this process, Decisio developed a role-playing game, Bikenomics, design to simulate urban decision-making and encourage participants to think from different stakeholders’ perspectives. The goal of the game is to move beyond personal assumptions, engage with different point of views and use concrete data to enrich debate and make informed decisions. We spoke with Giovanni Mandelli, expert of urban mobility at Decisio, who participated in the development of the game, to understand how it works and what it can teach us about the ways we discuss mobility.  

Q: What is the Bikenomics Game and how does it work? 

A: The Bikenomics Game is a role-playing game in which participants are divided into different groups, each representing a specific interest. These might include parents concerned about their children’s safety and independence, motorists, local shopkeepers, older people or people with disabilities, and finally the city council. 

The game simulates a decision-making process: the different groups present their positions, discuss them with one another and try to convince the city council to adopt certain policies for or against the investment in safe cycling infrastructure. At the end, the council votes based on the discussions that have taken place. The main point of the game is allowing the participants to step into someone else’s shoes and engage with interests that may differ from their own.  

Q: Why did you choose role-playing as a tool? 

A: In our work, we often organise meetings between citizens and municipalities, where debate, mediation and discussion are essential. So, we thought: why not turn these dynamics into a game?  

One of the most interesting elements of role-playing is the change of perspective. A participants may believe, for example, that a particular sustainable mobility policy will automatically benefit local businesses. But if they are playing the role of a shopkeeper, they have to consider very concrete needs: accessibility, loading and unloading, public transport and how the space in front of shops is organised, issues that this person might not pay too much attention to normally. 

This helps to humanise issues we often discuss in very abstract terms and develop empathy towards positions we might not normally share. 

Q: So the aim is also to move beyond personal perceptions? 

A: Exactly. Another important element of the game is the use of data. When we talk about mobility, infrastructure and public space, discussions are often heavily based on personal experiences and perceptions, lacking a broader and more systemic perspective.  

In the game, we use cards with questions and data about different aspects of mobility. Participants can use them to challenge their own assumptions, support their arguments or respond to other groups. 

So, the two fundamental elements are experiencing different perspective and using data to enrich the discussion. 

Q: Do participants really manage to immerse themselves in their roles? 

A: Yes, and that is the best part, especially when the assigned role is very different from the participant’s own views. In Rimini, for example, the group representing motorists was particularly interesting because it often required participants to defend a position that was different from their real one. 

This brings creativity into the debate, participants challenge one another, respond to each other and try to defend their positions. And it becomes a good exercise in learning how to discuss complex issues constructively, rather than reducing the debate to slogans or confrontation. 

Q: Have you already tested the game in different contexts? 

A: Yes. The game has been presented in Washington, in Rimini during Velo-city, and in Ljubljana, Slovenia. Each time, we try to adapt it to the local context by creating an imaginary city that reflects the characteristics and challenges of the place where the game is being used. 

The participants also vary. We have involved technical experts, local politicians, representatives of ministries and civil society organisations.  

Q: How much work does it take to develop a game like this? 

A: The initial idea and development took a few months. But the work continues every time we use it, because we try to adapt it to the specific context. We keep the general rules and structure, but update the materials, scenarios and content. 

Based on our first experiences, we have already simplified some parts and modified others to make the game flow more smoothly.  It is a tool that continues to evolve through experimentation. 

Q: What advice would you give to someone who wants to develop a similar game around urban issues? 

A: It is not as simple as it might seem. The Bikenomics Game emerged from a combination of our personal knowledge of board games and our experience with participatory processes. 

If I had to identify two fundamental goals I would say: find a way to change people’s perspectives and create a space where they can practise dialogue and discussion. 

 

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