With the increasing mobility and connectivity of technological devices in smart cities, games are also used to address urban challenges like citizenship or equality. In my thesis, I argue that the design of many of these game solutions does not fit the challenge they try to address. For example, Pokémon Go ultimately became more a social facilitator than a pure for-profit app, while Geocaching for education purposes has proven ineffective. In order to assess the efficacy of the design of these solutions and suggest future improvements, I introduce an interdisciplinary method called ‘The Action Space Analysis’ which can be used to measure and judge how well the design fits with a challenge. First, I suggest a perspective on game design focused on the acceptance that whatever possible actions are contained in the game, some player will play them. Secondly, the city challenges are understood as the pursuit of a city model, an understanding of how you want the city to be. The action space analysis takes a game design and uncovers all possible actions of the game to check and score how well these actions fit the city model pursued. This checks how present the possibility is of players performing the desired actions from the city model. I check this for Geocaching, Ontdek Overvecht, Cities: Skylines, and Pokémon Go. The action space analysis works as validation method that allows designers to improve their games, critics to analyse city solutions better, and municipalities to pass informed judgment on suggested solutions.
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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 post will deal with The Inclusive City Game Talk Show held on the 23rd of November 2016 at Wijk & Co. in Utrecht Overvecht. Like the preceding event in Amsterdam, the talk show was moderated by Utrecht University’s Michiel de Lange and it brought together local and national experts (such as municipal workers or representatives of local initiatives) and game designers. Unlike the previous event, the focus was on localizing the more general background of creating city games for newcomers in the environment of Overvecht. The talk show took place during the game jam of Games for Cities as well, thus the evening functioned as a dialogue with local experts, an initial presentation of game ideas and a chance to comment on their design. Sketching the general background were Michelle Provoost and Nina Hälker. Finally, Ekim Tan was present to discuss the game jam game design process. Due to the more specific localization of a neighborhood (instead of the whole of Amsterdam) the focus of this talk show was on how games can be used to approach an influx of newcomers in a specific neighborhood.
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A presentation about WP6 from the GAMEHEARTS Horizon Europe project. The work package attempts to bring the research of GAMHEHEARTS to life in the language of video game developers, i.e. a playable prototype game combining the interests of the Imperial War Museum, City Football Group, and the London Symphony Orchestra with the cultural interests of video games.
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How can city games staged in public spaces activate citizens around the theme of the circular economy? That was the central question explored in the Games for Cities training school and game jam that took place October 10-14 in Amsterdam. The event was organized as part of the Games for Cities project, in close cooperation with the Play & Civic Media research group at the Amsterdam University of Applied Sciences and the EU COST Action TU 1306 Cyberparks.
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How do you design useful games for a neighborhood that houses about 170 different nationalities? This question shaped The Inclusive City Game Jam held on the 23rd and 24th of November 2016 in the Stadstuin Klopvaart in the Utrecht neighborhood of Overvecht. Briefed by the municipality of Utrecht, specifically the department in charge of Overvecht and its local initiatives, three teams of two game designers (Adam van Heerden & Genevieve Korte, Ekim Tan & Nina Hälker, and Gabriele Ferri & Txell Blanco Diaz) set out to design games uniquely fitted to the needs and strengths of the Utrecht neighborhood of Overvecht. Ultimately the three teams had two days to design something that would benefit Overvecht and could be deployed by the municipality as a useful, and self running, tool for citizens to use to their benefit.
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What obstacles for game designers arise from the tension between gathering data from citizens and addressing a non-digital but spatially defined audience? This question arose during the Games for Cities game jam held on the 22nd and 23rd of march at the Designhuis in Eindhoven. A collaboration between Games for Cities, Het Nieuwe Instituut through the DATAstudio, the Municipality of Eindhoven, and the Design Academy of Eindhoven offered three groups of design specialists, inhabitants, researchers, and others that would take on a design challenge offered by the municipality.
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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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How can games improve the social ties and living conditions of unaddressed audiences in Eindhoven? In a city that is increasingly relying on technology to connect to its citizens, how can those not participating in the tech-craze be reached? This particular topic shaped the talk show held during the Data Studio and Games for Cities Game Jam on the 22nd of March at the Designhuis in Eindhoven. Unlike the previous talk shows in Amsterdam and Utrecht this was more of a briefing informing the parameters of the subsequent game jam. Nevertheless, this briefing saw the clash of data deserts, preconceptions, and game parameters, resulting in new insights into games for cities.
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