Play about Place: Placemaking in location-based game design

T. Innocent
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引用次数: 9

Abstract

Playable cities and smart cities share the same infrastructure yet present different approaches to citizen participation. In this paper, the playable cities approach to digital infrastructure is contrasted with various iterations of the smart city to explore affordances for game design in the hybrid city. Placemaking is introduced in relation to play via a short history of playful urban interventions over the last century leading to an approach that uses strategies from a range of disciplines to explore game design that acknowledges cities as always being in the process of becoming and how games may allow citizens to shape the future, preserve the past, and recognise the present within the urban environments in which they live. Three examples are explored to demonstrate early work towards this approach: a resource management game based on real census data, an urban design app that uses augmented reality to situate citizens in the process, and location-based augmented reality game that explores the role of placemaking at macro and micro scales. These examples draw out and demonstrate the opportunities afforded by a playable cities approach that interacts with digital infrastructure, making it tangible and enabling social structures to emerge through play communities. Placemaker is explored in detail in relation to the site and city in which it is situated and how it relates to architecture, community, infrastructure and place. This game is built upon urban codemaking, an established framework for decoding urban environments and appropriating them for play. Three different stages of the year-long game are articulated in relation to the different scales of public space and perception that they have impact upon. The interaction techniques and design processes of the game are analysed in relation to digital infrastructure at the scale of the hybrid city. Finally, the examples lead to speculation on their potential use as to situate dialogue between citizens and digital infrastructure, particularly in relation to participatory urban planning. The games actively use and engage with urban planning and design concepts and language, inviting players to re-imagine their neighbourhood in these terms. As such, they demonstrate the potential for the future development of urban planning games involving citizens in participatory design processes.
Play about Place:基于位置的游戏设计中的地点制作
可玩城市和智能城市共享相同的基础设施,但呈现出不同的公民参与方式。在本文中,将可玩城市的数字基础设施方法与智能城市的各种迭代进行对比,以探索混合城市中游戏设计的启示。通过对上个世纪的有趣的城市干预的简短历史介绍,我们引入了一种与游戏相关的场所制作方法,这种方法使用了一系列学科的策略来探索游戏设计,承认城市始终处于发展过程中,以及游戏如何允许公民在他们所居住的城市环境中塑造未来、保存过去和认识现在。本文探讨了三个例子来展示这种方法的早期工作:一款基于真实人口普查数据的资源管理游戏,一款使用增强现实技术在城市设计过程中定位市民的应用程序,以及一款基于位置的增强现实游戏,该游戏探索了宏观和微观尺度上的场所塑造作用。这些例子展示了可玩城市方法所提供的机会,即与数字基础设施相互作用,使其有形,并使社交结构通过游戏社区出现。Placemaker详细探讨了它所处的场地和城市,以及它与建筑、社区、基础设施和场所的关系。这个游戏是建立在城市代码制作的基础上的,这是一个解码城市环境并将其用于游戏的既定框架。为期一年的比赛的三个不同阶段与不同规模的公共空间和它们所影响的感知相关联。分析了游戏的交互技术和设计过程与混合城市规模的数字基础设施的关系。最后,这些例子引发了人们对其潜在用途的猜测,即定位公民与数字基础设施之间的对话,特别是在参与式城市规划方面。游戏积极运用城市规划、设计概念和语言,邀请玩家以这些术语重新想象他们的社区。因此,他们展示了城市规划游戏未来发展的潜力,让市民参与设计过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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