The implementation of games in architecture and urban planning has a long history since the 1960s and is still a preferential tool to foster public participation and address contemporary spatial-and social-conflicts within the urban fabric. Moreover, in the last decade, we have seen the rise of urban play as a tool for community building, and city-making and Western society is actively focusing on play/playfulness-together with ludic dynamics and mechanics-as an applied methodology to deal with complex challenges, and deeper comprehend emergent situations. In this paper, we aim to initiate a dialogue between game scholars and architects through the use of the PLEX/CIVIC framework. Like many creative professions, we believe that architectural practice may benefit significantly from having more design methodologies at hand, thus improving lateral thinking. We aim at providing new conceptual and operative tools to discuss and reflect on how games facilitate long-Term planning processes and help to solve migration issues, allowing citizens themselves to take their responsibility and contribute to durable solutions.
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AbstractBackground: Ecological models are currently the most used approaches to classify and conceptualise determinantsof sedentary behaviour, but these approaches are limited in their ability to capture the complexity of and interplaybetween determinants. The aim of the project described here was to develop a transdisciplinary dynamic framework,grounded in a system-based approach, for research on determinants of sedentary behaviour across the life span andintervention and policy planning and evaluation.Methods: A comprehensive concept mapping approach was used to develop the Systems Of Sedentary behaviours(SOS) framework, involving four main phases: (1) preparation, (2) generation of statements, (3) structuring (sorting andranking), and (4) analysis and interpretation. The first two phases were undertaken between December 2013 andFebruary 2015 by the DEDIPAC KH team (DEterminants of DIet and Physical Activity Knowledge Hub). The lasttwo phases were completed during a two-day consensus meeting in June 2015.
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Playfulness intertwined with city-related themes, such as participatory planning and civic media are becoming more popular. In the last ten years, game designers have taken up the theme of play in relation to the urban environment. In this paper, we present a conceptual mapping of “urban play,” through the analysis of eight examples of urban games. Better conceptual tools are necessary to discuss and reflect on how games draw on, or deal with, urban issues. While urban games are diverse in medium, intent, and experience, across the spectrum analyzed in this paper, they hold the potential for various player experiences emerging through play that may be useful to designers. These are: a sense of agency and impact; feelings of relatedness and empathy; an awareness and understanding of complexity, perspective-taking and scenario-building, and either planning or taking action. The conceptual mapping offers scholars and practitioners a more nuanced vocabulary for designing games and playful interventions that might be used to tackle societal issues that either require or could benefit from genuine public involvement as engaged citizens.
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