Normal view MARC view ISBD view

Playable Cities [electronic resource] : The City as a Digital Playground / edited by Anton Nijholt.

Contributor(s): Nijholt, Anton [editor.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Gaming Media and Social Effects: Publisher: Singapore : Springer Nature Singapore : Imprint: Springer, 2017Edition: 1st ed. 2017.Description: X, 253 p. 73 illus., 71 illus. in color. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9789811019623.Subject(s): Computational intelligence | User interfaces (Computer systems) | Human-computer interaction | Computer science—Mathematics | Sociology, Urban | Computational Intelligence | User Interfaces and Human Computer Interaction | Mathematical Applications in Computer Science | Urban SociologyAdditional physical formats: Printed edition:: No title; Printed edition:: No title; Printed edition:: No titleDDC classification: 006.3 Online resources: Click here to access online
Contents:
Introduction to Playable Cities -- Creative Tourism, Social Tourism and Playful Smart Cities -- Playful Urban Interventions -- Game Engine in Urban Planning and Citizen Participation -- Thirdplaceness -- Mischief Humor in Playable Cities -- Digital Cartography for Playable Cities -- Development of Pervasive Games -- Urban Game: Operation Noose -- Engaging with the City through Urban Data Games -- Experimentation and Playfulness.
In: Springer Nature eBookSummary: This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.
    average rating: 0.0 (0 votes)
No physical items for this record

Introduction to Playable Cities -- Creative Tourism, Social Tourism and Playful Smart Cities -- Playful Urban Interventions -- Game Engine in Urban Planning and Citizen Participation -- Thirdplaceness -- Mischief Humor in Playable Cities -- Digital Cartography for Playable Cities -- Development of Pervasive Games -- Urban Game: Operation Noose -- Engaging with the City through Urban Data Games -- Experimentation and Playfulness.

This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.

There are no comments for this item.

Log in to your account to post a comment.