27,870 research outputs found

    From Smart Cities To Playable Cities. Towards Playful Intelligence In The Urban Environment

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    In the last decade, we have seen the rise of urban play as a tool for community building, and city-making and Western society is actively focusing on play/playfulness and intelligent systems as a way to approach complex challenges and emergent situations. In this paper, we aim to initiate a dialogue between game scholars and architects. Like many creative professions, we believe that the architectural practice may benefit significantly from having more design methodologies at hand, thus improving lateral thinking. We aim at providing new conceptual and operative tools to discuss and reflect on how games and smart systems facilitate long-term the shift from the Smart Cities to the Playable one, where citizens/players have the opportunity to hack the city and use the smart city’s data and digital technology for their purposes to reactivate the urban environment

    In and out domains. Playful principles to in-form urban solutions

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    The implementation of games in architecture and urban planning has a long history since the 1960s and is still a preferential tool to foster public participation and address contemporary spatial – and social - conflicts within the urban fabric. Moreover, in the last decade, we have seen the rise of urban play as a tool for community building, and city-making and Western society is actively focusing on play/playfulness – together with ludic dynamics and mechanics - as an applied methodology to deal with complex challenges, and deeper comprehend emergent situations. In this paper, we aim to initiate a dialogue between game scholars and architects through the use of the PLEX/CIVIC framework. Like many creative professions, we believe that architectural practice may benefit significantly from having more design methodologies at hand, thus improving lateral thinking. We aim at providing new conceptual and operative tools to discuss and reflect on how games facilitate long-term planning processes and help to solve migration issues, allowing citizens themselves to take their responsibility and contribute to durable solutions

    Towards a global participatory platform: Democratising open data, complexity science and collective intelligence

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    The FuturICT project seeks to use the power of big data, analytic models grounded in complexity science, and the collective intelligence they yield for societal benefit. Accordingly, this paper argues that these new tools should not remain the preserve of restricted government, scientific or corporate élites, but be opened up for societal engagement and critique. To democratise such assets as a public good, requires a sustainable ecosystem enabling different kinds of stakeholder in society, including but not limited to, citizens and advocacy groups, school and university students, policy analysts, scientists, software developers, journalists and politicians. Our working name for envisioning a sociotechnical infrastructure capable of engaging such a wide constituency is the Global Participatory Platform (GPP). We consider what it means to develop a GPP at the different levels of data, models and deliberation, motivating a framework for different stakeholders to find their ecological niches at different levels within the system, serving the functions of (i) sensing the environment in order to pool data, (ii) mining the resulting data for patterns in order to model the past/present/future, and (iii) sharing and contesting possible interpretations of what those models might mean, and in a policy context, possible decisions. A research objective is also to apply the concepts and tools of complexity science and social science to the project's own work. We therefore conceive the global participatory platform as a resilient, epistemic ecosystem, whose design will make it capable of self-organization and adaptation to a dynamic environment, and whose structure and contributions are themselves networks of stakeholders, challenges, issues, ideas and arguments whose structure and dynamics can be modelled and analysed. Graphical abstrac

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    Policymaking prior to decision-making in the Digital Age

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    This thesis will examine the application of information and communication technology (ICT) innovations over recent times in the policymaking process, focusing on the policy stages prior to decision-making stage. Recent developments in technology innovation have led to a re-examination of citizen involvement in government processes and the expansion of opportunities for citizens to engage in the policymaking process

    Smartphone chronic gaming consumption and positive coping practice

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    Purpose: Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. This study explores how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach: Underpinned by cognitive framing theory, empirical insights from eleven focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings: The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: (a) the market generated frame, (b) the social being frame, and (c) the citizen frame. Research limitations/implications: This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption. Originality/value: In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront, hegemony, culture and alterity-morality concerns

    Gamification of E-Participation: A Literature Review

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    Gamification is one of the most commonly employed approaches for motivating individuals to participate in several types of activities. One of its largest application areas has been e-participation (i.e. citizen engagement in policy-making). Even though the required ICT infrastructure to facilitate e- participation mostly exists today, the focus of the problem has shifted towards humans; citizens are not motivated enough to participate. Gamification is a potential approach to increase motivation towards e- participation. However, currently there is a dearth in our understanding of how gamification is being applied and researched as well as what kinds of result there exist from gamification. The aim of this paper is to synthesize research and findings on gamified e-participation, providing directions for future research in this area

    Project sanitarium:playing tuberculosis to its end game

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    Interdisciplinary and collaborative projects between industry and academia provide exceptional opportunities for learning. Project Sanitarium is a serious game for Windows PC and Tablet which aims to embed learning about tuberculosis (TB) through the player taking on the role of a doctor and solving cases across the globe. The project developed as a collaboration between staff and undergraduate students at the School of Arts, Media and Computer Games at Abertay University working with academics and researchers from the Infection Group at the University of St Andrews. The project also engaged industry partners Microsoft and DeltaDNA. The project aimed to educate students through a workplace simulation pedagogical model, encourage public engagement at events and through news coverage and lastly to prototype whether games could be used to simulate a virtual clinical trial. The project was embedded in the Abertay undergraduate programme where students are presented with real world problems to solve through design and technology. The result was a serious game prototype that utilized game design techniques and technology to demystify and educate players about the diagnosis and treatment of one of the world’s oldest and deadliest diseases, TB. Project Sanitarium aims to not only educate the player, but allows the player to become a part of a simulated drug trial that could potentially help create new treatments in the fight against TB. The game incorporates a mathematical model that is based on data from real-world drug trials. The interdisciplinary pedagogical model provides undergraduates with workplace simulation, wider industry collaboration and access to academic expertise to solve challenging and complex problems

    Gamification in urban design for upgrading the informal settlements (open public space) in African neighborhoods

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    The city and architecture of today and the future will face and are facing the challenge of innovation. Simultaneously, Informal African neighborhoods; present challenges to human sustainable development and equity, safety, environmental quality, and resiliency issues. As ICT becomes pervasive, architects have to rethink rules for communication between the citizen and physical urban space. Accordingly, the digital participation integration in specific Serious Games can be a tool to empower slum residents and engage communities to participate in settlement upgrading design based on SDG 11. Thus, the proposed paper will present an overview of the participatory gamification technology involved in civic engagement in informal African neighborhoods that fosters engagement and democratization. The research reaches from Literature review on some Gaming tools and participatory process Articles. Moreover, to achieve the goals, a detailed study on; authors and the extensive research of HABITAT on informal settlements and the United Nations, qualitative data analysis methods to organize and interpret the collected research findings. This analysis showed that Gaming tools and Gamification as a methodology; helps to; empower any residents with different knowledge to participate in settlement upgrading design in specific Minecraft can foster engagement, make cities and human settlements inclusive, safe, resilient, and sustainable with communities of different ages and specifically women and children without any expertise and knowledge.info:eu-repo/semantics/publishedVersio
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