Despite claims for the development of 'smart cities' for more than two decades, the term is still unclear. This is in part because the academic approach to 'smart' is ever-changing, while current methodologies used to conceive, design and operate smart cities sometimes overlap with, and sometimes contradict, each other. Due to a combination of technological advancements and market forces, smartness often comes within reach of a service provision approach. For this reason, academic methodologies that aspire to deliver 'liveability', which addresses the need for a balance in the aims of city development by putting peoplethat is, individual and societal health and wellbeing, and as a consequence planetary wellbeingat the heart of the decision-making process, play a vital role in delivering smart cities. As the authors have argued repeatedly: 'smart' is only 'truly smart' if it leads to more sustainable, resilient and liveable cities.Interestingly, the very uncertainty surrounding the definition of smartness can be harnessed in the interplay of different concepts that encourage the 'gamification of smart'the use of serious gaming to deliver truly smart outcomes. Although city simulation games already exist (Sim City, Our City, etc.), where players are dealing with scenarios for developing urban contexts, so far there is no concept of how these virtual environments can develop real-life scenarios and skills that can be harnessed to make practical improvements to city living. This would have the potential to lead to further innovations in implementing true smartness alongside technologies that aim to engage users in 'liveable practices' (those that advance us towards more liveable cities). For this reason, the essence of 'smart city games' should be deeply rooted in liveability approaches so that this idea can develop into serious impacts through societal, environmental, economic and governance actions. Furthermore, the gamification of smartness is a form of engagement that results in education of what it means to be, and how it is to live in, a smart city. In this situation, liveability goals would direct education and engagement in 'smart play' and change the attitudes and behaviours of the gamers themselves. Games, as a self-explanatory method for learning, can introduce in an immediate and scalable way liveability actions using new technologies. The idea can also be introduced in a form that will enable the engagement of users who would otherwise abstain from technologies or social media. This means that actions towards liveability should be included in real-life scenarios alongside the demand for high-tech solutions to problems in smart cites. Therefore, the architectures of gaming technologies should be designed to facilitate low-level interactions that enhance the participation of low-tech users in the highlevel technologies used to make cities truly smart.The above discussion would mean that smart city simulation games need to introduce a concept of liveability that embraces societal, environmental, economic, a...