Alenka Poplin
Datos Biográficos
| ID | 6745952 |
|---|---|
| NOMBRE | Alenka Poplin |
| NOMBRES | Alenka |
| APELLIDO | Poplin |
| FIRMA | POPLIN A |
| AFILIACIONES | Iowa State University |
| ORCID | 0000-0002-2751-9326 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 9 |
| TOTAL DE CITAS | 3 |
| TOTAL COMO AUTOR | 9 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2015 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 1 |
How Can Games Transform Cities? Geogames as Tools for Research, Education, and Urban Praxis
Geogames have matured from an emergent field in the 2000s into a transformative intersection of game design, geographic information science, and games with a purpose. This thematic issue advances the geogames research, education, and praxis agenda through 10 articles organized into two sections. Section 1 establishes geogames as rigorous research and educational instruments, exploring their theoretical foundations, methodological applications, an…
Bridging digital and physical threats
This study explores the intersection of serious games and geogames in cybersecurity (CS) and disaster management (DM), examining implementations and applications at this convergence. Through a systematic review of 100 games (53 for cybersecurity and 47 for disaster management), it analyzes their genres, learning objectives, spatial features, target audience, and publishing contexts. The results reveal that while both domains heavily utilize simul…
Geogames
This article reviews the history of geogames starting with their first definition going back to 2005 when geogames were first mentioned and defined as location-based games. This definition was then broadened in 2012 and 2018 to define them as games that use geospatial data and mirror the real world by providing realistic digital visualizations in a computer-based system. This article recognizes the need to broaden the definition of geogames and u…
Walking as an evocative experience
This study explores preferred walkable areas and their characteristics based on the responses to a survey by 193 international participants referring to the walkable areas in their hometowns. A total of 220 factors were extracted and categorized into four dimensions: physical attributes (61.6%), experiences (18.3%), senses (17.8%), and values (2.3%). This research contributes a comprehensive conceptual model of walkable areas, including 20 key fa…
Let’s discuss our city! Engaging youth in the co-creation of living environments with digital serious geogames and gamified storytelling
This article concentrates on ways in which novel playful technologies can engage youth in co-creation of living environments. The presented study focuses on five selected prototypes of serious digital geogames and gamified storytelling that were developed specifically for younger generations of users. The analysis concentrates on reviewing their goals, game story, outcomes, and the results of testing serious digital geogames prototypes with youth…
Minecraft as a Tool for Engaging Children in Urban Planning
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 …
The Gamification of Civic Participation
For civic participation to lead to sustainable civic engagement, participants need to go through a process of collective reflection. Games have been put forward as tools to support this process. The commercialization of the Internet, mobile communication devices, and sensing technologies precipitated a substantial increase in the development and use of games, gamified environments, and playful experiences, to the extent that scholars speak of the…
How user-friendly are online interactive maps? Survey based on experiments with heterogeneous users
Many users of online interactive maps have substantial problems interacting with these maps. The main goal of this paper is to explore the issues related to the interaction with GIS-based interactive online maps. An example is taken from a Public Participation Geographic Information System (PPGIS) created for the inhabitants in Wilhelmsburg, a city district of Hamburg, Germany. The application was developed within a European project and tested in…
Urban Operating Systems
How user-friendly are online interactive maps? Survey based on experiments with heterogeneous users
Many users of online interactive maps have substantial problems interacting with these maps. The main goal of this paper is to explore the issues related to the interaction with GIS-based interactive online maps. An example is taken from a Public Participation Geographic Information System (PPGIS) created for the inhabitants in Wilhelmsburg, a city district of Hamburg, Germany. The application was developed within a European project and tested in…
How user-friendly are online interactive maps? Survey based on experiments with heterogeneous users
Many users of online interactive maps have substantial problems interacting with these maps. The main goal of this paper is to explore the issues related to the interaction with GIS-based interactive online maps. An example is taken from a Public Participation Geographic Information System (PPGIS) created for the inhabitants in Wilhelmsburg, a city district of Hamburg, Germany. The application was developed within a European project and tested in…
The Gamification of Civic Participation
For civic participation to lead to sustainable civic engagement, participants need to go through a process of collective reflection. Games have been put forward as tools to support this process. The commercialization of the Internet, mobile communication devices, and sensing technologies precipitated a substantial increase in the development and use of games, gamified environments, and playful experiences, to the extent that scholars speak of the…
Minecraft as a Tool for Engaging Children in Urban Planning
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 …
Let’s discuss our city! Engaging youth in the co-creation of living environments with digital serious geogames and gamified storytelling
This article concentrates on ways in which novel playful technologies can engage youth in co-creation of living environments. The presented study focuses on five selected prototypes of serious digital geogames and gamified storytelling that were developed specifically for younger generations of users. The analysis concentrates on reviewing their goals, game story, outcomes, and the results of testing serious digital geogames prototypes with youth…
Urban Operating Systems
Bridging digital and physical threats
This study explores the intersection of serious games and geogames in cybersecurity (CS) and disaster management (DM), examining implementations and applications at this convergence. Through a systematic review of 100 games (53 for cybersecurity and 47 for disaster management), it analyzes their genres, learning objectives, spatial features, target audience, and publishing contexts. The results reveal that while both domains heavily utilize simul…
Geogames
This article reviews the history of geogames starting with their first definition going back to 2005 when geogames were first mentioned and defined as location-based games. This definition was then broadened in 2012 and 2018 to define them as games that use geospatial data and mirror the real world by providing realistic digital visualizations in a computer-based system. This article recognizes the need to broaden the definition of geogames and u…
Walking as an evocative experience
This study explores preferred walkable areas and their characteristics based on the responses to a survey by 193 international participants referring to the walkable areas in their hometowns. A total of 220 factors were extracted and categorized into four dimensions: physical attributes (61.6%), experiences (18.3%), senses (17.8%), and values (2.3%). This research contributes a comprehensive conceptual model of walkable areas, including 20 key fa…
How Can Games Transform Cities? Geogames as Tools for Research, Education, and Urban Praxis
Geogames have matured from an emergent field in the 2000s into a transformative intersection of game design, geographic information science, and games with a purpose. This thematic issue advances the geogames research, education, and praxis agenda through 10 articles organized into two sections. Section 1 establishes geogames as rigorous research and educational instruments, exploring their theoretical foundations, methodological applications, an…
Computer Science (5 obras) · Engineering (4 obras) · Sociology (4 obras) · Civil engineering (3 obras) · Educational Games and Gamification (3 obras) · Geographic Information Systems Studies (3 obras) · Geography (3 obras) · Psychology (3 obras) · Art (2 obras) · Digital Games and Media (2 obras)