Curating Player Experience Through Simulations in City Games
Autor(a) principal: | |
---|---|
Data de Publicação: | 2022 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://doi.org/10.17645/up.v7i2.5031 |
Resumo: | The use of games as a method for planning and designing cities is often associated with visualisation, from simplistic to immersive environments. They can also include complex and sophisticated models which provide an evidence base. The use of such technology as artefacts, aids, or mechanics curates the player experience in different and very often subtle ways, influencing how we engage with (simulated) urban phenomena, and, therefore, how the games can be used. In this article, we aim to explore how different aspects of technology use in city games influence the player experience and game outcomes. The article describes two games built upon the same city gaming framework, played with professionals in Rome and Haifa, respectively. Using a mixed-method, action research approach, the article examines how the high-tech, free form single-player games elicit the mental models of players (traffic controllers and planners in both cases). Questionnaires and the players’ reflections on the gameplay, models used, and outcomes have been transcribed and analysed. Observations and results point to several dimensions that are critical to the outcomes of digital city games. Agency, exploration, openness, complexity, and learning are aspects that are strongly influenced by technology and models, and in turn, determine the outcomes of the game. City games that balance these aspects unlock player expertise to better understand the game dynamics and enable their imagination to better negotiate and resolve conflicts in design and planning. |
id |
RCAP_770ef9ff8954ab05ce892bca237b9bbc |
---|---|
oai_identifier_str |
oai:ojs.cogitatiopress.com:article/5031 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
spelling |
Curating Player Experience Through Simulations in City Gamescity-gaming; experience; Haifa; modelling; Rome; simulationThe use of games as a method for planning and designing cities is often associated with visualisation, from simplistic to immersive environments. They can also include complex and sophisticated models which provide an evidence base. The use of such technology as artefacts, aids, or mechanics curates the player experience in different and very often subtle ways, influencing how we engage with (simulated) urban phenomena, and, therefore, how the games can be used. In this article, we aim to explore how different aspects of technology use in city games influence the player experience and game outcomes. The article describes two games built upon the same city gaming framework, played with professionals in Rome and Haifa, respectively. Using a mixed-method, action research approach, the article examines how the high-tech, free form single-player games elicit the mental models of players (traffic controllers and planners in both cases). Questionnaires and the players’ reflections on the gameplay, models used, and outcomes have been transcribed and analysed. Observations and results point to several dimensions that are critical to the outcomes of digital city games. Agency, exploration, openness, complexity, and learning are aspects that are strongly influenced by technology and models, and in turn, determine the outcomes of the game. City games that balance these aspects unlock player expertise to better understand the game dynamics and enable their imagination to better negotiate and resolve conflicts in design and planning.Cogitatio2022-06-28info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/up.v7i2.5031oai:ojs.cogitatiopress.com:article/5031Urban Planning; Vol 7, No 2 (2022): Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning; 253-2632183-7635reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/urbanplanning/article/view/5031https://doi.org/10.17645/up.v7i2.5031https://www.cogitatiopress.com/urbanplanning/article/view/5031/5031https://www.cogitatiopress.com/urbanplanning/article/downloadSuppFile/5031/2534Copyright (c) 2022 Jayanth Raghothama, Jannicke Baalsrud Hauge, Sebastiaan Meijerinfo:eu-repo/semantics/openAccessRaghothama, JayanthBaalsrud Hauge, JannickeMeijer, Sebastiaan2022-12-20T10:59:20Zoai:ojs.cogitatiopress.com:article/5031Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:21:39.951291Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Curating Player Experience Through Simulations in City Games |
title |
Curating Player Experience Through Simulations in City Games |
spellingShingle |
Curating Player Experience Through Simulations in City Games Raghothama, Jayanth city-gaming; experience; Haifa; modelling; Rome; simulation |
title_short |
Curating Player Experience Through Simulations in City Games |
title_full |
Curating Player Experience Through Simulations in City Games |
title_fullStr |
Curating Player Experience Through Simulations in City Games |
title_full_unstemmed |
Curating Player Experience Through Simulations in City Games |
title_sort |
Curating Player Experience Through Simulations in City Games |
author |
Raghothama, Jayanth |
author_facet |
Raghothama, Jayanth Baalsrud Hauge, Jannicke Meijer, Sebastiaan |
author_role |
author |
author2 |
Baalsrud Hauge, Jannicke Meijer, Sebastiaan |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Raghothama, Jayanth Baalsrud Hauge, Jannicke Meijer, Sebastiaan |
dc.subject.por.fl_str_mv |
city-gaming; experience; Haifa; modelling; Rome; simulation |
topic |
city-gaming; experience; Haifa; modelling; Rome; simulation |
description |
The use of games as a method for planning and designing cities is often associated with visualisation, from simplistic to immersive environments. They can also include complex and sophisticated models which provide an evidence base. The use of such technology as artefacts, aids, or mechanics curates the player experience in different and very often subtle ways, influencing how we engage with (simulated) urban phenomena, and, therefore, how the games can be used. In this article, we aim to explore how different aspects of technology use in city games influence the player experience and game outcomes. The article describes two games built upon the same city gaming framework, played with professionals in Rome and Haifa, respectively. Using a mixed-method, action research approach, the article examines how the high-tech, free form single-player games elicit the mental models of players (traffic controllers and planners in both cases). Questionnaires and the players’ reflections on the gameplay, models used, and outcomes have been transcribed and analysed. Observations and results point to several dimensions that are critical to the outcomes of digital city games. Agency, exploration, openness, complexity, and learning are aspects that are strongly influenced by technology and models, and in turn, determine the outcomes of the game. City games that balance these aspects unlock player expertise to better understand the game dynamics and enable their imagination to better negotiate and resolve conflicts in design and planning. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-06-28 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.17645/up.v7i2.5031 oai:ojs.cogitatiopress.com:article/5031 |
url |
https://doi.org/10.17645/up.v7i2.5031 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/5031 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/urbanplanning/article/view/5031 https://doi.org/10.17645/up.v7i2.5031 https://www.cogitatiopress.com/urbanplanning/article/view/5031/5031 https://www.cogitatiopress.com/urbanplanning/article/downloadSuppFile/5031/2534 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2022 Jayanth Raghothama, Jannicke Baalsrud Hauge, Sebastiaan Meijer info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2022 Jayanth Raghothama, Jannicke Baalsrud Hauge, Sebastiaan Meijer |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Cogitatio |
publisher.none.fl_str_mv |
Cogitatio |
dc.source.none.fl_str_mv |
Urban Planning; Vol 7, No 2 (2022): Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning; 253-263 2183-7635 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
|
_version_ |
1799130663578763264 |