This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities.This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760
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This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the ‘smart’ and ‘creative’ city.
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1. Foreword2. Introduction: Connecting Games, Play and Urban DiscoursePart 1: The Creative and Cultural Economies of Cities3. Games, Play and Playfulness in the ‘Creative City’: A Brief Overview4. Promoting Yokosuka through Videogame Tourism: The Shenmue Sacred Spot Guide Map5. Geogames for Change: Co-Creating the Future of Cities with GamesPart 2: ‘Smart’ and ‘Playable’ Cities6. Urban Play in Practice: Seven Lenses Exploring the Sociocultural Value of Playable Cities7. The Postdigital Playground: Children’s Public Play Spaces in the Smart City8. Playful Mobility and Playable Infrastructures in Smart Cities9. In Praise of Stupid: Games, Play, and Ideology in the Smart City10. Expanded Phenomenologies: Leveraging Game Engines and Virtual Worlds in Design Research for the RealPart 3: Ecological Cities: Sustainability and Resilience11. Modelling a Critical Resilience: Board Games and the Agonism of Engagement12. Co-creation and Participation for Designing Sustainable Playable Cities13. Designing the Whole Earth as a Magic Circle: Buckminster Fuller’s World Game and Stewart Brand’s New Games.
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Produktdetaljer

ISBN
9780367618193
Publisert
2023-01-09
Utgiver
Vendor
Routledge
Vekt
394 gr
Høyde
234 mm
Bredde
156 mm
AldersnivĂĽ
U, 05
SprĂĽk
Product language
Engelsk
Format
Product format
Heftet
Antall sider
258

Om bidragsyterne

Dale Leorke is a Postdoctoral Researcher at the Centre of Excellence in Game Culture Studies at Tampere University, Finland. His research focuses on the role of games and play within the cultural and economic development of cities. His other research interests include mobile and location-based media, participatory planning and civic engagement, and the intersection of cultural institutions and urban policy. He is the author of Location-based Gaming: Play in Public Space (Palgrave, 2018) and coauthor (with Danielle Wyatt) of Public Libraries in the Smart City (Palgrave, 2018).

Marcus Owens is an architect and founder of CAMO Design, a landscape design firm focused on public space and urban nature. He is a lecturer at the College of Environmental Design at the University of California, Berkeley, where he completed a PhD in landscape architecture and environmental planning with a designated emphasis on science and technology studies.