Curating Player Experience Through Simulations in City Games
Bibliographic Data
| ID | 22018151 |
|---|---|
| Authors | Jayanth Raghothama (0000-0002-3416-4535, KTH Royal Institute of Technology), Jannicke Baalsrud Hauge (0000-0002-3747-0845, KTH Royal Institute of Technology), Suzan Meijer (0000-0003-1126-3781, KTH Royal Institute of Technology) |
| Year | 2022 |
| Volume | 7 |
| Issue | 2 |
| Publication date | 2022-06-03 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Urban Planning (JOURNAL) |
| Journal identifiers | ISSN: 2183-7635 • E-ISSN: 2183-7635 |
| Publisher | Cogitatio (PUBLISHER • PT) |
| DOI | 10.17645/up.v7i2.5031 |
| OpenAlex | W4281789428 |
| Language | EN |
| Citations received | 2 |
| References cited | 35 |
The use of games as a method for planning and designing cities is often associated with visualisation, from simplistic to immersive environments. They can also include complex and sophisticated models which provide an evidence base. The use of such technology as artefacts, aids, or mechanics curates the player experience in different and very often subtle ways, influencing how we engage with (simulated) urban phenomena, and, therefore, how the games can be used. In this article, we aim to explore how different aspects of technology use in city games influence the player experience and game outcomes. The article describes two games built upon the same city gaming framework, played with professionals in Rome and Haifa, respectively. Using a mixed-method, action research approach, the article examines how the high-tech, free form single-player games elicit the mental models of players (traffic controllers and planners in both cases). Questionnaires and the players’ reflections on the gameplay, models used, and outcomes have been transcribed and analysed. Observations and results point to several dimensions that are critical to the outcomes of digital city games. Agency, exploration, openness, complexity, and learning are aspects that are strongly influenced by technology and models, and in turn, determine the outcomes of the game. City games that balance these aspects unlock player expertise to better understand the game dynamics and enable their imagination to better negotiate and resolve conflicts in design and planning
Data science · Game design · Game mechanics · Human–computer interaction · Negotiation · Openness to experience · Sociology · Structure and agency · Turns, rounds and time-keeping systems in games · Video game design · Computer Science · Data Visualization and Analytics · Educational Games and Gamification · Psychology · Social Psychology
Growing Artificial Societies
Models as Mediators
Measuring and defining the experience of immersion in games
A definition for gamification
The Gaming of Policy and the Politics of Gaming
The Magic Circle
Dealing with Wicked Problems in Networks
Deliberate Constructions of the Mind
How Models Are Used to Represent Reality
Models, Representation, and Mediation
Co-evolution of the Finnish National and Local Innovation and Science Arenas
Dilemmas in a general theory of planning
Wicked Problems
Grounded theory research
Taking Games Seriously
| Unique citing works | 2 |
|---|---|
| Citations per year | 0,5 |
| Citation span | 2022 - 2026 (5) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |