The purpose of this paper is to explore the potential of Minecraft’s game environment for urban planning with older and younger children in a public school in Tirol town, Brazil. Minecraft is employed as an innovative tool to tackle the present lack of engagement and involvement of key societal actors such as children and young people in urban planning. Thus, how can games support children to co-design their future city? Which heritage values do they represent graphically in the game environment? Geogames are games that provide a visualization of a real spatial context and in this study, Minecraft is the tool which we use to explore youth engagement. We designed two experiments, which tested Minecraft as a geogame environment for engaging young people in urban planning. These experiments were conducted with children, who emerged as active emancipated actors to bring their values to the planning practice. The playtesting results revealed the potential of Minecraft to keep children engaged in the design workshop, as well as their relevant ludic ability to co-create walkable, green, and interactive places. New research questions arose about the potential of creating a culture of planning among children in order to motivate other social actors to share responsibilities for sustainable development and management.
This chapter concentrates on the implementation of the geogame GeoMi-nasCraft and its use for geographical virtual explorations. The game was implemented to study the use of geospatial data for the visualizations of landscapes in a serious game. The users/players can take on an adventure, explore the landscapes, learn about geodiversity, and face different challenges. The game takes us to the City of Ouro Preto in Minas Gerais in Brazil. The city was selected due to its historical significance and socio-cultural values. We used satellite images and transformed them into blocks imitating these real-world landscapes and cities in Minecraft. We tested the game prototype with nine students which gave us the needed feedback for the improvements of the first prototype. This chapter summarizes the game concept, its implementation, and the testing results. We conclude the chapter with a discussion and further research directions.
IntroductionAlthough research on the use of gaming for serious purposes has increased recently (Anderson et al. 2010), the use of digital games to support geoconservation purposes,
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