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.
The book explores the key factors affecting the successful implementation of public participation spatial systems in participatory planning as part of the urban governance system. It brings insight from nation-wide research in the Czech Republic and the implications to other countries in the region and beyond. The main aim of the proposed book is to analyse the state-of-the-art of using geoparticipatory tools for citizens’ participation in community decision-making process and to suggest the effective implementation of the geoparticipatory tools available in urban governance. This book explores the situation in the Czech Republic as a representative of for Eastern Bloc country, three decades after the political transition, on its way to public participation in local and urban governance. The active involvement of the citizens into the local and urban decision making process via geoparticipatory spatial tools is becoming a popular research field among human geographers, behavioural geographers, GIS scientists, environmental psychologists, policy scientists and many others scientific areas.
The Routledge Companion to Games in Architecture and Urban Planning aims to identify and showcase the rich diversity of games, including: simulation games, game-like approaches, game scenarios, and gamification processes for teaching/learning, design and research in architecture and urban planning. This collection creates an opportunity for exchange and reflection on games in architecture and urban planning. Theoretical discussions, descriptive accounts, and case studies presenting empirical evidence are featured; combined with reflections, constructive critical analysis, discussions of connections, and various influences on this field. Twenty-eight international contributors have come together from eleven countries and five continents to present their studies on games in architecture and urban planning, pose new questions, and advocate for innovative perspectives.
1. Theme and focus Few books are available to integrate the models for facilities siting, transportation, and land-use. Employing state-of-the-art quantitative-models and case-studies, this book would guide the siting of such facilities as transportation terminals, warehouses, nuclear power plants, military bases, landfills, emergency shelters, state parks, and industrial plants. The book also shows the use of statistical tools for forecasting and analyzing implications of land-use decisions. The idea is that la- use on a map is necessarily a consequence of individual, and often conflicting, siting decisions over time. Since facilities often develop to form a community, these decisions are interrelated spatially—i. e. , they need to be accessible to one another via the transportation system. It is our thesis that a common methodological procedure exists to analyze all these spatial-temporal constructs. While there are several monographs and texts on subjects related to this book's, this volume is unique in that it integrates existing practical and theoretical works on facility-location, transportation, and land-use. Instead of dealing with individual facility-location, transportation, or the resulting land-use pattern individually, it provides the underlying principles that are behind these types of models. Particularly of interest is the emphasis on counter-intuitive decisions that often escape our minds unless deliberate steps of analysis are taken. Oriented toward the fundamental principles of infrastructure management, the book transcends the traditional engineering and planning disciplines, where the main concerns are often exclusively either physical design, fiscal, socioeconomic or political considerations.
This book constitutes the refereed proceedings of the 13th International Conference on Interactive Technologies and Sociotechnical Systems, VSMM 2006, held in Xi'an, China in October 2006. The 59 revised full papers presented together with one keynote paper were carefully reviewed and selected from more than 180 submissions.