All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance

Detalhes bibliográficos
Autor(a) principal: Ampatzidou, Cristina
Data de Publicação: 2018
Outros Autores: Gugerell, Katharina, Constantinescu, Teodora, Devisch, Oswald, Jauschneg, Martina, Berger, Martin
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.v3i1.1261
Resumo: As games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be beneficial. This study identifies a research–practice gap in the current state of participatory urban planning practices in three European cities. Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible. However, a series of impediments relating to planners’ inexperience with participatory methods, resource constraints, and sceptical adult audiences, limits the broader application of games and gamified applications within participatory urban planning practices. Games and gamified applications could become more widely employed within participatory planning processes when process facilitators become better educated and better able to judge the situations in which such tools could be implemented as part of the planning process, and if such applications are simple and useful, and if their development process is based on co-creation with the participating publics.
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spelling All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governancecitizen engagement; games; gamification; participatory planning; serious games; urban governance; urban planningAs games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be beneficial. This study identifies a research–practice gap in the current state of participatory urban planning practices in three European cities. Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible. However, a series of impediments relating to planners’ inexperience with participatory methods, resource constraints, and sceptical adult audiences, limits the broader application of games and gamified applications within participatory urban planning practices. Games and gamified applications could become more widely employed within participatory planning processes when process facilitators become better educated and better able to judge the situations in which such tools could be implemented as part of the planning process, and if such applications are simple and useful, and if their development process is based on co-creation with the participating publics.Cogitatio2018-03-29info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/up.v3i1.1261oai:ojs.cogitatiopress.com:article/1261Urban Planning; Vol 3, No 1 (2018): Crowdsourced Data and Social Media in Participatory Urban Planning; 34-462183-7635reponame: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/1261https://doi.org/10.17645/up.v3i1.1261https://www.cogitatiopress.com/urbanplanning/article/view/1261/1261Copyright (c) 2018 Cristina Ampatzidou, Katharina Gugerell, Teodora Constantinescu, Oswald Devisch, Martina Jauschneg, Martin Bergerhttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessAmpatzidou, CristinaGugerell, KatharinaConstantinescu, TeodoraDevisch, OswaldJauschneg, MartinaBerger, Martin2022-12-20T10:59:31Zoai:ojs.cogitatiopress.com:article/1261Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:21:42.468388Repositório 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 All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance
title All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance
spellingShingle All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance
Ampatzidou, Cristina
citizen engagement; games; gamification; participatory planning; serious games; urban governance; urban planning
title_short All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance
title_full All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance
title_fullStr All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance
title_full_unstemmed All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance
title_sort All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance
author Ampatzidou, Cristina
author_facet Ampatzidou, Cristina
Gugerell, Katharina
Constantinescu, Teodora
Devisch, Oswald
Jauschneg, Martina
Berger, Martin
author_role author
author2 Gugerell, Katharina
Constantinescu, Teodora
Devisch, Oswald
Jauschneg, Martina
Berger, Martin
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Ampatzidou, Cristina
Gugerell, Katharina
Constantinescu, Teodora
Devisch, Oswald
Jauschneg, Martina
Berger, Martin
dc.subject.por.fl_str_mv citizen engagement; games; gamification; participatory planning; serious games; urban governance; urban planning
topic citizen engagement; games; gamification; participatory planning; serious games; urban governance; urban planning
description As games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be beneficial. This study identifies a research–practice gap in the current state of participatory urban planning practices in three European cities. Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible. However, a series of impediments relating to planners’ inexperience with participatory methods, resource constraints, and sceptical adult audiences, limits the broader application of games and gamified applications within participatory urban planning practices. Games and gamified applications could become more widely employed within participatory planning processes when process facilitators become better educated and better able to judge the situations in which such tools could be implemented as part of the planning process, and if such applications are simple and useful, and if their development process is based on co-creation with the participating publics.
publishDate 2018
dc.date.none.fl_str_mv 2018-03-29
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dc.publisher.none.fl_str_mv Cogitatio
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dc.source.none.fl_str_mv Urban Planning; Vol 3, No 1 (2018): Crowdsourced Data and Social Media in Participatory Urban Planning; 34-46
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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