Curating Player Experience Through Simulations in City Games

Bibliographic Details
Main Author: Raghothama, Jayanth
Publication Date: 2022
Other Authors: Baalsrud Hauge, Jannicke, Meijer, Sebastiaan
Format: Article
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: https://doi.org/10.17645/up.v7i2.5031
Summary: 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.
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spelling Curating Player Experience Through Simulations in City Gamescity-gaming; experience; Haifa; modelling; Rome; simulationThe 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.Cogitatio2022-06-28info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/up.v7i2.5031oai:ojs.cogitatiopress.com:article/5031Urban Planning; Vol 7, No 2 (2022): Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning; 253-2632183-7635reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAPenghttps://www.cogitatiopress.com/urbanplanning/article/view/5031https://doi.org/10.17645/up.v7i2.5031https://www.cogitatiopress.com/urbanplanning/article/view/5031/5031https://www.cogitatiopress.com/urbanplanning/article/downloadSuppFile/5031/2534Copyright (c) 2022 Jayanth Raghothama, Jannicke Baalsrud Hauge, Sebastiaan Meijerinfo:eu-repo/semantics/openAccessRaghothama, JayanthBaalsrud Hauge, JannickeMeijer, Sebastiaan2022-12-20T10:59:20Zoai:ojs.cogitatiopress.com:article/5031Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T10:43:52.783359Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Curating Player Experience Through Simulations in City Games
title Curating Player Experience Through Simulations in City Games
spellingShingle Curating Player Experience Through Simulations in City Games
Raghothama, Jayanth
city-gaming; experience; Haifa; modelling; Rome; simulation
title_short Curating Player Experience Through Simulations in City Games
title_full Curating Player Experience Through Simulations in City Games
title_fullStr Curating Player Experience Through Simulations in City Games
title_full_unstemmed Curating Player Experience Through Simulations in City Games
title_sort Curating Player Experience Through Simulations in City Games
author Raghothama, Jayanth
author_facet Raghothama, Jayanth
Baalsrud Hauge, Jannicke
Meijer, Sebastiaan
author_role author
author2 Baalsrud Hauge, Jannicke
Meijer, Sebastiaan
author2_role author
author
dc.contributor.author.fl_str_mv Raghothama, Jayanth
Baalsrud Hauge, Jannicke
Meijer, Sebastiaan
dc.subject.por.fl_str_mv city-gaming; experience; Haifa; modelling; Rome; simulation
topic city-gaming; experience; Haifa; modelling; Rome; simulation
description 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.
publishDate 2022
dc.date.none.fl_str_mv 2022-06-28
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://doi.org/10.17645/up.v7i2.5031
oai:ojs.cogitatiopress.com:article/5031
url https://doi.org/10.17645/up.v7i2.5031
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://www.cogitatiopress.com/urbanplanning/article/view/5031
https://doi.org/10.17645/up.v7i2.5031
https://www.cogitatiopress.com/urbanplanning/article/view/5031/5031
https://www.cogitatiopress.com/urbanplanning/article/downloadSuppFile/5031/2534
dc.rights.driver.fl_str_mv Copyright (c) 2022 Jayanth Raghothama, Jannicke Baalsrud Hauge, Sebastiaan Meijer
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2022 Jayanth Raghothama, Jannicke Baalsrud Hauge, Sebastiaan Meijer
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Cogitatio
publisher.none.fl_str_mv Cogitatio
dc.source.none.fl_str_mv Urban Planning; Vol 7, No 2 (2022): Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning; 253-263
2183-7635
reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
instacron:RCAAP
instname_str FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
instacron_str RCAAP
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collection Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
repository.name.fl_str_mv Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
repository.mail.fl_str_mv info@rcaap.pt
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