Playful Mapping is the result of many years of joint enterprise in which we, as authors, devel-oped a close intellectual collaboration. As a book, it emerged towards the end of the ERC project Charting the Digital that ran from 2011-2016, and during a still-ongoing Erasmus+ project; Go Go Gozo. Over this five year period, members of the Playful Mapping Collective got to know each other as colleagues and friends, participating regularly in diverse academic and social activities, such as conference panels and workshops.1 The authorship of this book therefore reflects an interesting collaborative experiment, enrolling researchers who have been working together in an active way over the past half-decade. This preface explains the genealogy of the emerging and open collaboration through which we developed ideas
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In this chapter, the authors elaborate on serious games and playful interactionsin modern scientific practices, and on the way they can engendermutual scientific growth. They use a research-through-design approach, inwhich three possible scenarios and prototypes are studied to envisage thenew role of the public library in practicing science in a changing society.Their conclusion is that the public library of the future should employcitizen science projects that are fun, accessible, malleable, and participatory,so that its new role can focus on offering meaningful informationat the right time in the right place, contextualizing information usingplayful solutions, bringing together communities to share information,and enabling new scientific practices in unexplored fields.
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Gamers are, like Yamauchi, described as nonconformist, creative, and self-confident persons, who seem unafraid to make mistakes (Beck and Wade 2004). Is it true that games present us with an opportunity to develop a particular identity, or are specific people attracted to games that create these opportunities? In the last decade, research has been conducted into the (playful) organizational style of gamers, and into the leadership qualities that may be developed in a game (DeMarco, Lesser, and O’Driscoll 2007; Reeves and Malone 2007). The search for an answer to the above question is the aim of this chapter. To be more specific, we would like to better understand identity construction and representation. For this reason we would like to further elaborate on the notion of playful identity as discussed in the introductory chapter of this volume. In contrast to other identity constructs, a playful identity characterizes someone’s ludic activities without immediately discussing the valuing and moralizing practices arising from these activities
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SOCIO-BEE proposes that community engagement and social innovation combined with Citizen Science (CS) through emerging technologies and playful interaction can bridge the gap between the capacity of communities to adopt more sustainable behaviours aligned with environmental policy objectives and between the citizen intentions and the real behaviour to act in favour of the environment (in this project, to reduce air pollution). Furthermore, community engagement can raise other citizens’ awareness of climate change and their own responses to it, through experimentation, better monitoring, and observation of the environment. This idea is emphasised in this project through the metaphor of bees’ behaviour (with queens, working and drone bees as main CS actors), interested stakeholders that aim at learning from results of CS evidence-based research (honey bears) and the Citizen Science hives as incubators of CS ideas and projects that will be tested in three different pilot sites (Ancona, Marousi and Ancona) and with different population: elderly people, everyday commuters and young adults, respectively. The SOCIO-BEE project ambitions the scalable activation of changes in citizens’ behaviour in support of pro-environment action groups, local sponsors, voluntary sector and policies in cities. This process will be carried out through low-cost technological innovations (CS enablers within the SOCIO BEE platform), together with the creation of proper instruments for institutions (Whitebook and toolkits with recommendations) that will contribute to the replication, upscaling, massive adoption and to the duration of the SOCIO-BEE project. The solution sustainability and maximum outreach will be ensured by proposing a set of public-private partnerships.For more information see the EU-website.