Distributed ledger technologies (DLTs) such as blockchain have in recent years been presented as a new general-purpose technology that could underlie many aspects of social and economic life, including civics and urban governance. In an urban context, over the past few years, a number of actors have started to explore the application of distributed ledgers in amongst others smart city services as well as in blockchain for good and urban commons-projects. DLTs could become the administrative backbones of such projects, as the technology can be set-up as an administration, management and allocation tool for urban resources. With the addition of smart contracts, DLTs can further automate the processing of data and execution of decisions in urban resource management through algorithmic governance. This means that the technological set-up and design of such DLT based systems could have large implications for the ways urban resources are governed. Positive contributions are expected to be made toward (local) democracy, transparent governance, decentralization, and citizen empowerment. We argue that to fully scrutinize the implications for urban governance, a critical analysis of distributed ledger technologies is necessary. In this contribution, we explore the lens of “the city as a license” for such a critical analysis. Through this lens, the city is framed as a “rights-management-system,” operated through DLT technology. Building upon Lefebvrian a right to the city-discourses, such an approach allows to ask important questions about the implications of DLTs for the democratic governance of cities in an open, inclusive urban culture. Through a technological exploration combined with a speculative approach, and guided by our interest in the rights management and agency that blockchains have been claimed to provide to their users, we trace six important issues: quantification; blockchain as a normative apparatus; the complicated relationship between transparency and accountability; the centralizing forces that act on blockchains; the degrees to which algorithmic rules can embed democratic law-making and enforcing; and finally, the limits of blockchain's trustlessness.
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This study will examine how branded games in the LEGO Ninjago franchise communicate the brand narrative through their mechanical, semiotic and referential design. Digital games as communicative tools facilitate a new paradigm of marketing focusing on experience creation through integrated marketing communication plans. The LEGO brand creates highly successful games that communicate the brand effectively. To explore the possibilities and counteract the simplistic use of branded games, this study introduces an innovative framework to formally analyze branded games and their communication of a brand narrative through mechanical, semiotic and referential layers. This framework introduces formal game design to advertising studies, while dragging game studies into branded ecosystems. Using the framework, we analyze LEGO Ninjago the Movie – The Videogame, to identify how this paid digital game expands the Ninjago universe and fulfills specific marketing purposes oriented to LEGO toy sets. Our analysis shows that on a mechanical and semiotic layer, the game presents a standalone experience catering to the universe of the Ninjago movie and the values of the Ninjago brand narrative. However, by framing the whole game as LEGO – in its materiality and interactable objects – the LEGO brand narrative of creative construction informs the act of play. The referential design in these games makes use of playful disruption of rules to instill additive comprehension in the player related to purchasable sets and content.
PUBLIC PLAY SPACE promotes innovative and creative practices for the co-design of inclusive, cohesive and sustainable public spaces, through the use of games and digital technologies, in a transnational and European perspective, fostering the process of placemaking.Participation of citizens in the design of the public space is recognized as fundamental to build inclusive, cohesive and sustainable public space. As local governments grow more and more interested in civic participation, it becomes important to explore available methodologies addressing challenges related with participatory processes. Games have been proposed since the 1960s as a means of facilitating participatory processes by enabling cooperative environments to shape and support citizens’ interaction. The change led by Information and Communication technologies opens the debate on how advanced technologies, from video games to Virtual and Augmented Reality can help to open the process of co-creation to new audiences, enhancing citizen participation, both with respect to the design and space usage. PUBLIC PLAY SPACE aims to explore the process of development and use of innovative video-games for public space co-design through a wide range of actions targeted at education, knowledge production, debate rising and audience development; it will focus on the following actions:- On-line platform development;- State of the art book development;- 3 Creative & Capacity building workshops on advanced video-games co-development;- 3 Open-Game Events / Public space co-creation workshops with citizens (T: Neighbourhood associations, young people, citizens);- A Co-created touring exhibition on Games for placemaking, taking place in 6 cities;- 1 symposium on games for co-design;- Public Play Space experience book.