The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse
Autor(a) principal: | |
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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.v7i2.5893 |
Resumo: | In this editorial linked to the thematic issue on “Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning,” we explore how urban planning has been, arguably, slow on the uptake of modern technologies and the move towards the next media revolution: The Metaverse is now on the horizon. By artfully pushing technological, cultural, and social boundaries in creating virtual environments, games and gaming technologies have presented interesting opportunities and challenges for the planning profession, theory, and education over the years. This thematic issue documents a wide range of innovative practices in planning enabled by games and gaming technologies. It attempts to open discussions about the way we conceptualize and treat new media and technologies in planning. By providing a wide range of examples, from non-digital games to gamified systems, interactive simulations and digital games, the issue shows that the lack of adoption of these practices has less to do with their technical possibilities and more to do with the way we understand tools and their added value in the dominant narratives of planning. As we note at the end, planning should be at the forefront of these technologies, not embracing technologies for technologies sake but because it should, as a profession, be leading the way into these new environments. |
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The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaversegaming; Metaverse; public participation; simulationIn this editorial linked to the thematic issue on “Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning,” we explore how urban planning has been, arguably, slow on the uptake of modern technologies and the move towards the next media revolution: The Metaverse is now on the horizon. By artfully pushing technological, cultural, and social boundaries in creating virtual environments, games and gaming technologies have presented interesting opportunities and challenges for the planning profession, theory, and education over the years. This thematic issue documents a wide range of innovative practices in planning enabled by games and gaming technologies. It attempts to open discussions about the way we conceptualize and treat new media and technologies in planning. By providing a wide range of examples, from non-digital games to gamified systems, interactive simulations and digital games, the issue shows that the lack of adoption of these practices has less to do with their technical possibilities and more to do with the way we understand tools and their added value in the dominant narratives of planning. As we note at the end, planning should be at the forefront of these technologies, not embracing technologies for technologies sake but because it should, as a profession, be leading the way into these new environments.Cogitatio2022-06-28info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/up.v7i2.5893oai:ojs.cogitatiopress.com:article/5893Urban Planning; Vol 7, No 2 (2022): Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning; 214-2172183-7635reponame: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/5893https://doi.org/10.17645/up.v7i2.5893https://www.cogitatiopress.com/urbanplanning/article/view/5893/5893Copyright (c) 2022 Andrew Hudson-Smith, Moozhan Shakeriinfo:eu-repo/semantics/openAccessHudson-Smith, AndrewShakeri, Moozhan2022-12-20T11:00:07Zoai:ojs.cogitatiopress.com:article/5893Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:22:03.736654Repositório 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 |
The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse |
title |
The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse |
spellingShingle |
The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse Hudson-Smith, Andrew gaming; Metaverse; public participation; simulation |
title_short |
The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse |
title_full |
The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse |
title_fullStr |
The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse |
title_full_unstemmed |
The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse |
title_sort |
The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse |
author |
Hudson-Smith, Andrew |
author_facet |
Hudson-Smith, Andrew Shakeri, Moozhan |
author_role |
author |
author2 |
Shakeri, Moozhan |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Hudson-Smith, Andrew Shakeri, Moozhan |
dc.subject.por.fl_str_mv |
gaming; Metaverse; public participation; simulation |
topic |
gaming; Metaverse; public participation; simulation |
description |
In this editorial linked to the thematic issue on “Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning,” we explore how urban planning has been, arguably, slow on the uptake of modern technologies and the move towards the next media revolution: The Metaverse is now on the horizon. By artfully pushing technological, cultural, and social boundaries in creating virtual environments, games and gaming technologies have presented interesting opportunities and challenges for the planning profession, theory, and education over the years. This thematic issue documents a wide range of innovative practices in planning enabled by games and gaming technologies. It attempts to open discussions about the way we conceptualize and treat new media and technologies in planning. By providing a wide range of examples, from non-digital games to gamified systems, interactive simulations and digital games, the issue shows that the lack of adoption of these practices has less to do with their technical possibilities and more to do with the way we understand tools and their added value in the dominant narratives of planning. As we note at the end, planning should be at the forefront of these technologies, not embracing technologies for technologies sake but because it should, as a profession, be leading the way into these new environments. |
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.v7i2.5893 oai:ojs.cogitatiopress.com:article/5893 |
url |
https://doi.org/10.17645/up.v7i2.5893 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/5893 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/urbanplanning/article/view/5893 https://doi.org/10.17645/up.v7i2.5893 https://www.cogitatiopress.com/urbanplanning/article/view/5893/5893 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2022 Andrew Hudson-Smith, Moozhan Shakeri info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2022 Andrew Hudson-Smith, Moozhan Shakeri |
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; 214-217 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 |
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1799130666619633664 |