Games and Play in the Creative, Smart and Ecological City
Herausgeber: Leorke, Dale; Owens, Marcus
Games and Play in the Creative, Smart and Ecological City
Herausgeber: Leorke, Dale; Owens, Marcus
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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.
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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.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd (Sales)
- Seitenzahl: 258
- Erscheinungstermin: 16. November 2020
- Englisch
- Abmessung: 234mm x 156mm x 18mm
- Gewicht: 572g
- ISBN-13: 9780367441234
- ISBN-10: 0367441233
- Artikelnr.: 60013299
- Verlag: Taylor & Francis Ltd (Sales)
- Seitenzahl: 258
- Erscheinungstermin: 16. November 2020
- Englisch
- Abmessung: 234mm x 156mm x 18mm
- Gewicht: 572g
- ISBN-13: 9780367441234
- ISBN-10: 0367441233
- Artikelnr.: 60013299
Dale Leorke is a Postdoctoral Researcher at the Centre of Excellence in Game Culture Studies at Tampere University, Finland. His research focuses on the role of games and play within the cultural and economic development of cities. His other research interests include mobile and location-based media, participatory planning and civic engagement, and the intersection of cultural institutions and urban policy. He is the author of Location-based Gaming: Play in Public Space (Palgrave, 2018) and coauthor (with Danielle Wyatt) of Public Libraries in the Smart City (Palgrave, 2018). Marcus Owens is an architect and founder of CAMO Design, a landscape design firm focused on public space and urban nature. He is a lecturer at the College of Environmental Design at the University of California, Berkeley, where he completed a PhD in landscape architecture and environmental planning with a designated emphasis on science and technology studies.
1. Foreword
2. Introduction: Connecting Games, Play and Urban Discourse
Part 1: The Creative and Cultural Economies of Cities
3. Games, Play and Playfulness in the 'Creative City': A Brief Overview
4. Promoting Yokosuka through Videogame Tourism: The Shenmue Sacred Spot
Guide Map
5. Geogames for Change: Co-Creating the Future of Cities with Games
Part 2: 'Smart' and 'Playable' Cities
6. Urban Play in Practice: Seven Lenses Exploring the Sociocultural Value
of Playable Cities
7. The Postdigital Playground: Children's Public Play Spaces in the Smart
City
8. Playful Mobility and Playable Infrastructures in Smart Cities
9. In Praise of Stupid: Games, Play, and Ideology in the Smart City
10. Expanded Phenomenologies: Leveraging Game Engines and Virtual Worlds in
Design Research for the Real
Part 3: Ecological Cities: Sustainability and Resilience
11. Modelling a Critical Resilience: Board Games and the Agonism of
Engagement
12. Co-creation and Participation for Designing Sustainable Playable Cities
13. Designing the Whole Earth as a Magic Circle: Buckminster Fuller's World
Game and Stewart Brand's New Games.
2. Introduction: Connecting Games, Play and Urban Discourse
Part 1: The Creative and Cultural Economies of Cities
3. Games, Play and Playfulness in the 'Creative City': A Brief Overview
4. Promoting Yokosuka through Videogame Tourism: The Shenmue Sacred Spot
Guide Map
5. Geogames for Change: Co-Creating the Future of Cities with Games
Part 2: 'Smart' and 'Playable' Cities
6. Urban Play in Practice: Seven Lenses Exploring the Sociocultural Value
of Playable Cities
7. The Postdigital Playground: Children's Public Play Spaces in the Smart
City
8. Playful Mobility and Playable Infrastructures in Smart Cities
9. In Praise of Stupid: Games, Play, and Ideology in the Smart City
10. Expanded Phenomenologies: Leveraging Game Engines and Virtual Worlds in
Design Research for the Real
Part 3: Ecological Cities: Sustainability and Resilience
11. Modelling a Critical Resilience: Board Games and the Agonism of
Engagement
12. Co-creation and Participation for Designing Sustainable Playable Cities
13. Designing the Whole Earth as a Magic Circle: Buckminster Fuller's World
Game and Stewart Brand's New Games.
1. Foreword
2. Introduction: Connecting Games, Play and Urban Discourse
Part 1: The Creative and Cultural Economies of Cities
3. Games, Play and Playfulness in the 'Creative City': A Brief Overview
4. Promoting Yokosuka through Videogame Tourism: The Shenmue Sacred Spot
Guide Map
5. Geogames for Change: Co-Creating the Future of Cities with Games
Part 2: 'Smart' and 'Playable' Cities
6. Urban Play in Practice: Seven Lenses Exploring the Sociocultural Value
of Playable Cities
7. The Postdigital Playground: Children's Public Play Spaces in the Smart
City
8. Playful Mobility and Playable Infrastructures in Smart Cities
9. In Praise of Stupid: Games, Play, and Ideology in the Smart City
10. Expanded Phenomenologies: Leveraging Game Engines and Virtual Worlds in
Design Research for the Real
Part 3: Ecological Cities: Sustainability and Resilience
11. Modelling a Critical Resilience: Board Games and the Agonism of
Engagement
12. Co-creation and Participation for Designing Sustainable Playable Cities
13. Designing the Whole Earth as a Magic Circle: Buckminster Fuller's World
Game and Stewart Brand's New Games.
2. Introduction: Connecting Games, Play and Urban Discourse
Part 1: The Creative and Cultural Economies of Cities
3. Games, Play and Playfulness in the 'Creative City': A Brief Overview
4. Promoting Yokosuka through Videogame Tourism: The Shenmue Sacred Spot
Guide Map
5. Geogames for Change: Co-Creating the Future of Cities with Games
Part 2: 'Smart' and 'Playable' Cities
6. Urban Play in Practice: Seven Lenses Exploring the Sociocultural Value
of Playable Cities
7. The Postdigital Playground: Children's Public Play Spaces in the Smart
City
8. Playful Mobility and Playable Infrastructures in Smart Cities
9. In Praise of Stupid: Games, Play, and Ideology in the Smart City
10. Expanded Phenomenologies: Leveraging Game Engines and Virtual Worlds in
Design Research for the Real
Part 3: Ecological Cities: Sustainability and Resilience
11. Modelling a Critical Resilience: Board Games and the Agonism of
Engagement
12. Co-creation and Participation for Designing Sustainable Playable Cities
13. Designing the Whole Earth as a Magic Circle: Buckminster Fuller's World
Game and Stewart Brand's New Games.