There has probably never been such an intense debate about the layout of the countryside as the one that is currently raging. There are serious concerns about the landscape, which is being rapidly transformed by urbanization and everything associated with this process, and not only in the Netherlands but also far beyond its borders. Everyone has something to say in this society-wide debate, from local to national governments, from environmental factions to the road-user's lobby, and from those who are professionally involved to concerned private parties. In many cases it is a battle between idealized images and economic models, between agricultural reality and urban park landscapes, between ecological concerns and mobility. This issue of OASE explores the potential significance of architectonic design for transformation processes on the regional scale. Besides considering the instruments that are available to the designer to fulfil this task, the authors also consider how the design can exercise a 'positive' influence on such processes. The various contributions shed light on the potential significance of territory in contemporary design practice and offer critical reflection on the topical discourse that has evolved over recent years.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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This paper will query whether a dedicated news platform can attune to young people’s civic needs? That is to ask: can this be a space that follows a social media logic of conversation and ‘give and take’ – with producers and consumers changing roles or even losing the distinction? How could and would such a news source be of interest to urban young, arguably the group that feels most removed from citizen status and social acceptance for who they happen to be? ‘Urban youth’ for us refers to a very specific group of young people. They are Marokko.nl’s community members. As the name suggests a fair number of them will consider themselves to be Moroccan-Dutch. From our perspective it is important to understand this group as identifying with ethnic minority groups in the Netherlands, although most of them will have been born in the Netherlands and hold Dutch citizenship. More than other young people they will recognize Islam as the religion they feel closest to. They also share a sense, as will become clear below, that they are caught ‘between two worlds’ (Elias and Lemish, 2008; Singla, 2004; Gezduci and D’Haenens, 2010). Mainstream Dutch media cast preciously few actors, anchors, audience members and experts from ethnic minority groups. Not surprisingly, this is often given as a reason to distrust hegemonic media and as underlining a sense of distance and alienation from Dutch society (see also Awad and Roth, 2011: 401).
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