2022
DOI: 10.17645/up.v7i2.5229
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Minecraft and Playful Public Participation in Urban Design

Abstract: Digital networks are transforming the way in which our built environment is planned, designed, and developed. Whilst many have heralded this technology as a solution to the problems of citizen engagement and participation in planning and design processes, the state of public participation in this field still arguably leaves much to be desired. In the last decade, academics and practitioners have explored the possibilities of 3D, multi-user, digital environments in planning and urban design contexts. These “inh… Show more

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Cited by 8 publications
(7 citation statements)
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“…36 The game’s widespread influence even established it as a research platform itself, fostering speculation on public architectural applications. 37,38 Furthermore, block-building followed us into the era of Web 3.0, 39 where the idea of collaborative building with blocks has been further broadened and examined, notably as in metaverse applications such as Crypto-Voxels, 40 empowering online co-creation of virtual spaces.…”
Section: Case Study 2: H = N Blockmentioning
confidence: 99%
“…36 The game’s widespread influence even established it as a research platform itself, fostering speculation on public architectural applications. 37,38 Furthermore, block-building followed us into the era of Web 3.0, 39 where the idea of collaborative building with blocks has been further broadened and examined, notably as in metaverse applications such as Crypto-Voxels, 40 empowering online co-creation of virtual spaces.…”
Section: Case Study 2: H = N Blockmentioning
confidence: 99%
“…Gaming technologies have always been at the forefront of technological advances for visualisation and storytelling and they have been at the heart of emerging virtual environments and now the cities which are starting to form in the Metaverse and its iterations, as explored by Delaney (2022) in this issue and his urban planning work in Minecraft. Even in their non-digital format they involve levels of abstraction, symbolizing, and storytelling that is unlike other media.…”
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confidence: 99%
“…Tewdwr-Jones and Wilson (2022) and Delaney (2022) argue for using games as complementary participatory methods to other mixed-method approaches in social science and discuss how already-available technologies and games can be used as part of collaborative decision-making processes. Tewdwr-Jones and Wilson (2022) discuss the use of LEGOs for the co-creation of innovative projects and Delaney (2022) presents an innovative use of Minecraft as a participatory support tool for urban design and planning projects. Tan (2022) discusses how a network of games can be created by connecting games to other available datasets and games.…”
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confidence: 99%
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“…It can be used at a large scale, including a large number of participants, as in the experiences in Plaza Tlaxcoaque, a square in the historic centre of Mexico City, where 429 young people took part, 1,438 ideas were submitted and 431 projects were completed, focusing on safety and security, sociability and playfulness. Finally, the Kirtipur experience in Nepal involved a study (Von Heland, et al, 2015) with positive feedback, but a gender bias was detected, with greater participation of men than women. We could add here that apart from the risk of gender bias that would provide only a partial vision, the use of this participatory tool has to be complemented with other methods, as explained by Wang (2002).…”
Section: Cs40 Minecraft: Designing the Public Space Through Youth Par...mentioning
confidence: 99%