The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse

Detalhes bibliográficos
Autor(a) principal: Hudson-Smith, Andrew
Data de Publicação: 2022
Outros Autores: Shakeri, Moozhan
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.
id RCAP_81ba54fdad529888f18b27f818262243
oai_identifier_str oai:ojs.cogitatiopress.com:article/5893
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling 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
repository.mail.fl_str_mv
_version_ 1799130666619633664