Author: Dale Leorke
Publisher: Routledge
ISBN: 1000217728
Category : Architecture
Languages : en
Pages : 281
Book Description
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
Games and Play in the Creative, Smart and Ecological City
Author: Dale Leorke
Publisher: Routledge
ISBN: 1000217728
Category : Architecture
Languages : en
Pages : 281
Book Description
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
Publisher: Routledge
ISBN: 1000217728
Category : Architecture
Languages : en
Pages : 281
Book Description
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
Games and Play in the Creative, Smart and Ecological City
Author: Dale Leorke
Publisher: Routledge
ISBN: 1000217787
Category : Architecture
Languages : en
Pages : 255
Book Description
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
Publisher: Routledge
ISBN: 1000217787
Category : Architecture
Languages : en
Pages : 255
Book Description
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
Playing Place
Author: Chad Randl
Publisher: MIT Press
ISBN: 0262373432
Category : Games & Activities
Languages : en
Pages : 270
Book Description
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.
Publisher: MIT Press
ISBN: 0262373432
Category : Games & Activities
Languages : en
Pages : 270
Book Description
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.
Urban Play and the Playable City: A Critical Perspective
Author: Yoram Chisik
Publisher: Frontiers Media SA
ISBN: 2889744221
Category : Science
Languages : en
Pages : 108
Book Description
Publisher: Frontiers Media SA
ISBN: 2889744221
Category : Science
Languages : en
Pages : 108
Book Description
Smart Cities and Smart Communities
Author: Srikanta Patnaik
Publisher: Springer Nature
ISBN: 9811911460
Category : Technology & Engineering
Languages : en
Pages : 471
Book Description
“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.
Publisher: Springer Nature
ISBN: 9811911460
Category : Technology & Engineering
Languages : en
Pages : 471
Book Description
“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.
Architecture from Public to Commons
Author: Marcelo López-Dinardi
Publisher: Taylor & Francis
ISBN: 1003809227
Category : Architecture
Languages : en
Pages : 250
Book Description
This book provides an urgent framework and collective reflection on understanding ways to reconsider and recast architecture within ideas and politics of the commons and practices of commoning. Architecture from Public to Commons opens with Institutions the dialogue with the scales of the commons, the limits of language for fluid identities, the practices and challenges of architecture as an institution, the design of objects with apparent shared value in Chile, land protocols that explore alternatives to profit-seeking of property in New York, and spirited conversations about revolting against architectural labor from Latin America. Continuing chapters explore, under Territories, the boundaries of Blackness across the Atlantic between Ethiopia and Atlanta, the underground woven network with conflicting grounds of ipê wood between Brazil and the US, water cycles in depleted territories in Chile, indigenous women-led territorial and human rights struggles in Guatemala, climate change accidental commons in California, and the active search for racial justice between design and place in New Orleans. Contributions range from theoretical and historical essays to current case studies of on-the-ground practices in the US, the Middle East, Europe, and Central and South America. Bringing together architects, scholars, artists, historians, sociologists, curators, and activists, this book instils an urgent framework and renewed set of tools to pivot from architecture’s traditional public to a politicized commons. It will greatly interest students, academics, and researchers in architecture, urban design, architectural theory, landscape architecture, political economy, and sociology.
Publisher: Taylor & Francis
ISBN: 1003809227
Category : Architecture
Languages : en
Pages : 250
Book Description
This book provides an urgent framework and collective reflection on understanding ways to reconsider and recast architecture within ideas and politics of the commons and practices of commoning. Architecture from Public to Commons opens with Institutions the dialogue with the scales of the commons, the limits of language for fluid identities, the practices and challenges of architecture as an institution, the design of objects with apparent shared value in Chile, land protocols that explore alternatives to profit-seeking of property in New York, and spirited conversations about revolting against architectural labor from Latin America. Continuing chapters explore, under Territories, the boundaries of Blackness across the Atlantic between Ethiopia and Atlanta, the underground woven network with conflicting grounds of ipê wood between Brazil and the US, water cycles in depleted territories in Chile, indigenous women-led territorial and human rights struggles in Guatemala, climate change accidental commons in California, and the active search for racial justice between design and place in New Orleans. Contributions range from theoretical and historical essays to current case studies of on-the-ground practices in the US, the Middle East, Europe, and Central and South America. Bringing together architects, scholars, artists, historians, sociologists, curators, and activists, this book instils an urgent framework and renewed set of tools to pivot from architecture’s traditional public to a politicized commons. It will greatly interest students, academics, and researchers in architecture, urban design, architectural theory, landscape architecture, political economy, and sociology.
Information and Communication Technologies in Tourism 2022
Author: Jason L. Stienmetz
Publisher: Springer Nature
ISBN: 3030947513
Category :
Languages : en
Pages : 503
Book Description
This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)'s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11-14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research.
Publisher: Springer Nature
ISBN: 3030947513
Category :
Languages : en
Pages : 503
Book Description
This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)'s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11-14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research.
Understanding Games and Game Cultures
Author: Ingrid Richardson
Publisher: SAGE
ISBN: 1529738520
Category : Language Arts & Disciplines
Languages : en
Pages : 175
Book Description
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.
Publisher: SAGE
ISBN: 1529738520
Category : Language Arts & Disciplines
Languages : en
Pages : 175
Book Description
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.
Play the City. Games Informing the Urban Development
Author: Ekim Tan
Publisher:
ISBN: 9789490322878
Category :
Languages : en
Pages : 392
Book Description
A new book by Play the City. From Cape Town to Amsterdam to Istanbul, the book sheds light into the particular applications and outcomes of City Gaming in diverse planning and city making regimes worldwide. Following Ekim Tan's PhD work on city gaming, this book has been designed to make her research more accessible to all. The book features a chapter dedicated to unravelling the city-gaming method as developed by the Play the City teams, with case studies from Shenzhen, Cape Town, Amsterdam, Almere and Istanbul. In addition to Play the City's work, the book includes reviews of select influential city-games from around the world, and is enriched with personal interviews from gaming experts such as Eric Gordon, Pablo Suarez and Mohini Dutta.0.
Publisher:
ISBN: 9789490322878
Category :
Languages : en
Pages : 392
Book Description
A new book by Play the City. From Cape Town to Amsterdam to Istanbul, the book sheds light into the particular applications and outcomes of City Gaming in diverse planning and city making regimes worldwide. Following Ekim Tan's PhD work on city gaming, this book has been designed to make her research more accessible to all. The book features a chapter dedicated to unravelling the city-gaming method as developed by the Play the City teams, with case studies from Shenzhen, Cape Town, Amsterdam, Almere and Istanbul. In addition to Play the City's work, the book includes reviews of select influential city-games from around the world, and is enriched with personal interviews from gaming experts such as Eric Gordon, Pablo Suarez and Mohini Dutta.0.
Playable Cities
Author: Anton Nijholt
Publisher: Springer
ISBN: 9811019622
Category : Technology & Engineering
Languages : en
Pages : 256
Book Description
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.
Publisher: Springer
ISBN: 9811019622
Category : Technology & Engineering
Languages : en
Pages : 256
Book Description
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.