Download PDF by Anton Nijholt: Playable Cities: The City as a Digital Playground

By Anton Nijholt

This ebook addresses the subject of playable towns, which use the ‘smartness’ of electronic towns to supply their voters playful occasions and actions. The contributions provided the following learn a variety of facets of playable towns, together with advancements in pervasive and concrete video games, using city info to layout video games and playful purposes, structure layout and playability, and mischief and humor in playable cities.
The smartness of electronic towns are available within the sensors and actuators which are embedded of their surroundings. This smartness permits them to visual display unit, count on and help our actions and raises the potency of the towns and our actions. those city clever applied sciences can supply voters playful interactions with streets, structures, highway furnishings, site visitors, public artwork and leisure, huge public screens and public events.

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Additional resources for Playable Cities: The City as a Digital Playground

Sample text

As making, DIY and bottom-up participative processes emerge as central topic in design research, we observe a striking parallel between the original hackers and current city makers. Like the first hackers were computer hobbyists who wrote their own software and shared it with the world, some city makers similarly contribute innovations for the existing city. Like hackers, city makers can repurpose, circum‐ vent, or newly kickstart a range of urban infrastructures, systems, and services using fairly simple off-the-shelf digital tools.

It is a game based on story‐ telling and collaborative map-drawing, and aims at generating and discussing ideas about the future of public spaces. Play is moderated by an umpire, and makes use of markers, tokens, and a large sheet of paper for cooperative drawing. , sustainability, sociality, or aesthetic qualities) and problematic neighborhood issues (from noise level, to personal appropriation of communal facilities). Then, the moderator guides different rounds in which players randomly pick “event cards” and react to them by telling a story from the perspective of their persona, and by drawing on the map the locations in which it takes place.

Were also considered. After a first pass of analysis, further conclusive interviews (“respondent inter‐ view”) were conducted to make sure that our understanding is coherent with the designer’s own interpretation of his work. The artifact-centered part of our anal‐ ysis was conducted on the “finished” games, as they were demonstrated to the participants of the Hackable City project, even though these research-oriented playable artifacts are expressly fluid and often rapidly iterated upon. We produced a qualitative analysis of the three games by teasing out the game mechanics from their systems of rules, and by applying ludological categories (Aarseth 2010; Hunicke et al.

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