The Future’s Not What It Used To Be
Urban Wormholes, Simulation, Participation, and Planning in the Metaverse
Dados Bibliográficos
| ID | 22018353 |
|---|---|
| Autores | Andrew Hudson‐Smith (0000-0001-8403-8716, University College London), Andrew Hudson-Smith, Moozhan Shakeri (University of Twente) |
| Ano | 2022 |
| Volume | 7 |
| Fascículo | 2 |
| Páginas | 214-217 |
| Data de publicação | 2022-06-28 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Urban Planning (JOURNAL) |
| Identificadores do periódico | ISSN: 2183-7635 • E-ISSN: 2183-7635 |
| Editora | Cogitatio (PUBLISHER • PT) |
| DOI | 10.17645/up.v7i2.5893 |
| OpenAlex | W4283644858 |
| Idioma | EN |
| Citações recebidas | 5 |
| Referências citadas | 15 |
In this editorial linked to the thematic issue on “Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning,” we explore how urban planning has been, arguably, slow on the uptake of modern technologies and the move towards the next media revolution: The Metaverse is now on the horizon. By artfully pushing technological, cultural, and social boundaries in creating virtual environments, games and gaming technologies have presented interesting opportunities and challenges for the planning profession, theory, and education over the years. This thematic issue documents a wide range of innovative practices in planning enabled by games and gaming technologies. It attempts to open discussions about the way we conceptualize and treat new media and technologies in planning. By providing a wide range of examples, from non-digital games to gamified systems, interactive simulations and digital games, the issue shows that the lack of adoption of these practices has less to do with their technical possibilities and more to do with the way we understand tools and their added value in the dominant narratives of planning. As we note at the end, planning should be at the forefront of these technologies, not embracing technologies for technologies sake but because it should, as a profession, be leading the way into these new environments
Data science · Emerging technologies · Environmental design and planning · Human–computer interaction · Land-use planning · Metaverse · Narrative · New media · Social media · Sociology · Urban planning · Virtual reality · World Wide Web · Computer Science · Engineering · Land Use and Ecosystem Services
A review of the metaverse and its implications for urban environments
Geogame‐Based Simulation for Active Mobility Planning in Socially Sustainable Cities
Applications, Approaches, and Ethics of the Extended Reality in Urban Design and Planning
The Citizen’s Right to the Virtual City
Exploring the impact of AI-enhanced virtual tourism on Tourists' pro-environmental behavior
Procedural Cities as Active Simulators for Planning
Network of Games
Gamifying Decision Support Systems to Promote Inclusive and Engaged Urban Resilience Planning
Playing With Uncertainty
Curating Player Experience Through Simulations in City Games
Minecraft and Playful Public Participation in Urban Design
New Insights, New Rules
Incoming Metaverses
Co-Designing Urban Planning Engagement and Innovation
Unstable Wormholes
Playing for Keeps
Multimedia explorations in urban policy and planning
Taking Games Seriously
| Obras citantes distintas | 5 |
|---|---|
| Citações por ano | 2,5 |
| Intervalo de citações | 2024 - 2026 (3) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 5 |