2016
DOI: 10.1007/978-3-319-32653-5_15
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The Evolution of City Gaming

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Cited by 14 publications
(11 citation statements)
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“…Innes and Booher (1996) assume that role-playing games could be a solution to create engaging methods for generating discussion related to the planning topics of a concrete planning problem. Tan (2016) started role-playing in the "generative city game" experiments, concluding that the games required more elements to reach systemic simulation. Resources, real restrictions, and visual modeling helped in the understanding of planning problems and provided more coherent plans through the game-planning approach.…”
Section: The Rationality Through Collaboration In Planningmentioning
confidence: 99%
“…Innes and Booher (1996) assume that role-playing games could be a solution to create engaging methods for generating discussion related to the planning topics of a concrete planning problem. Tan (2016) started role-playing in the "generative city game" experiments, concluding that the games required more elements to reach systemic simulation. Resources, real restrictions, and visual modeling helped in the understanding of planning problems and provided more coherent plans through the game-planning approach.…”
Section: The Rationality Through Collaboration In Planningmentioning
confidence: 99%
“…Games in planning simulate different complex socio-political and technical-physical dynamics to support the collective formulation of problems and establishment of system boundaries (Raghothama & Meijer, 2015). Games also provide new tools to playfully negotiate and explore the effects of actions within a given set of social and design parameters (Tan, 2016 We have chosen to conduct this pilot study both in a control-rich experiment to validate differences in the measured usefulness variables (internal validation) and in two cases to validate findings from the controlled study in context-rich settings (external validation).…”
Section: Introductionmentioning
confidence: 99%
“…The game Metropolis, created by Richard Duke, the father of planning simulation games, is a planning game in analogue format, created to engage members of a city council in urban development planning (Duke, 1995). More recent approaches, such as Generative City Gaming presented by Tan, detail participatory design games for "city making purposes" that do more than "teach, train, strategize, predict and entertain" (Figure 23) (Tan, 2014(Tan, , 2016.…”
Section: Agreement and Conflicting On Knowledge Values And Goalsmentioning
confidence: 99%
“…A lack of focus on the social dimension of serious games can limit constructive discourse surrounding goals and values that can lead to better idea exploration, discourse, decision making, and increases in consensus, cooperation and empowerment. This facilitation is important because, as Tan argues, a stakeholder group's reliance on existing decision-making mechanisms, rules and regulations, or the balance of power between the involved parties, may hinder the link between the game and the reality it aims to influence (Tan, 2014(Tan, , 2016. Internal dynamics such as inequality between players, or deviation from the aim of the design game during gameplay, can also impact on the performance of the participatory gaming process (Tan, 2016).…”
Section: Implications For Research: Mitigate Internal Dynamics Such As Inequality Betweenmentioning
confidence: 99%
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