Games and Play in the Creative, Smart and Ecological City

Games and Play in the Creative, Smart and Ecological City
Title Games and Play in the Creative, Smart and Ecological City PDF eBook
Author Dale Leorke
Publisher Routledge
Pages 258
Release 2020-12-30
Genre Architecture
ISBN 1000217728

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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. 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.

Games and Play in the Creative, Smart and Ecological City

Games and Play in the Creative, Smart and Ecological City
Title Games and Play in the Creative, Smart and Ecological City PDF eBook
Author Dale Leorke
Publisher Routledge
Pages 242
Release 2020-12-30
Genre Architecture
ISBN 1000217787

Download Games and Play in the Creative, Smart and Ecological City Book in PDF, Epub and Kindle

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

Smart Cities and Smart Communities

Smart Cities and Smart Communities
Title Smart Cities and Smart Communities PDF eBook
Author Srikanta Patnaik
Publisher Springer Nature
Pages 471
Release 2022-05-28
Genre Technology & Engineering
ISBN 9811911460

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“Smart City” programs and strategies have become one of the most dominant urban agendas for local governments worldwide in the past two decades. The rapid urbanization rate and unprecedented growth of megacities in the 21st century triggered drastic changes in traditional ways of urban policy and planning, leading to an influx of digital technology applications for fast and efficient urban management. With the rising popularity in making our cities “smart”, several domains of urban management, urban infrastructure, and urban quality-of-life have seen increasing dependence on advanced information and communication technologies (ICTs) that optimize and control the day-to-day functioning of urban systems. Smart Cities, essentially, act as digital networks that obtain large-scale real-time data on urban systems, process them, and make decisions on how to manage them efficiently. The book presents 26 chapters, which are organized around five topics: (1) Conceptual framework for smart cities and communities; (2) Technical concepts and models for smart city and communities; (3) Civic engagement and citizen participation; (4) Case studies from the Global North; and (5) Case studies from the Global South.

Urban Play and the Playable City: A Critical Perspective

Urban Play and the Playable City: A Critical Perspective
Title Urban Play and the Playable City: A Critical Perspective PDF eBook
Author Yoram Chisik
Publisher Frontiers Media SA
Pages 108
Release 2022-02-17
Genre Science
ISBN 2889744221

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Playing Place

Playing Place
Title Playing Place PDF eBook
Author Chad Randl
Publisher MIT Press
Pages 270
Release 2023-08-15
Genre Games & Activities
ISBN 0262373432

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An essay collection exploring the board game’s relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Board games harness the creation of entirely new worlds. From the medieval warlord to the modern urban planner, players are permitted to inhabit a staggering variety of roles and are prompted to incorporate preexisting notions of placemaking into their decisions. To what extent do board games represent the social context of their production? How might they reinforce or subvert normative ideas of community and fulfillment? In Playing Place, Chad Randl and D. Medina Lasansky have curated a collection of thirty-seven fascinating essays, supplemented by a rich trove of photo illustrations, that unpack these questions with breadth and care. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes. This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their “discoveries”; and even the uncanny prescience of games that have players responding to a global pandemic. Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted.

The Library as Playground

The Library as Playground
Title The Library as Playground PDF eBook
Author Dale Leorke
Publisher Rowman & Littlefield
Pages 165
Release 2022-04-13
Genre Language Arts & Disciplines
ISBN 1538164329

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Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and “reimagining” of libraries in the digital era. The library’s association with play has historically been understood through its classification as a “third place”: somewhere to relax, socialise and experiment outside of the utilitarian demands of work and home. But far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies agendas around their municipality’s economic and cultural development. Attending to the institutionalisation of play, the book sheds new light both on the contradictions at the heart of play as a theoretical concept, and what libraries are in contemporary public life.

Transforming Urban Nightlife and the Development of Smart Public Spaces

Transforming Urban Nightlife and the Development of Smart Public Spaces
Title Transforming Urban Nightlife and the Development of Smart Public Spaces PDF eBook
Author Abusaada, Hisham
Publisher IGI Global
Pages 290
Release 2021-05-14
Genre Architecture
ISBN 1799870065

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Public places are places where all citizens, irrespective of their race, age, religion, or class level (social or economic), cannot be excluded. It serves to improve the lifestyle experience of its inhabitants, as well as promote social connections. All citizens are responsible for it and are interested in it, and the intervention for change must be the responsibility of all without exception. As such, bottom-up urban planning is essential for urban environments and for transforming nightlife in public places in order to create more meaningful experiences and instill a greater sense of identity and community. Transforming Urban Nightlife and the Development of Smart Public Spaces analyzes the patterns of transformations of nightlife in public life. The book investigates urban nightlife transformations and the challenge of enhancing the sense of belonging in sensitive areas such as local communities and historical sites. The chapters present new insights to control the chaotic intervention related to the elements of traditional or digital technology, whether from citizens themselves or local authorities. The objective also is to document urban nightlife transformations that enhance the sense of belonging in historical sites. Important topics covered include urban-gamification, digital urban art, urban socio-ecosystems, and reimagining space in the urban nightlife. This book is ideal for urban planners, developers, social scientists, technologists, civil engineers, architects, policymakers, government officials, practitioners, researchers, academicians, and students who are interested in urban nightlife and nightscape and the smart technologies used for transformation.