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  • © 2020

Making Smart Cities More Playable

Exploring Playable Cities

Editors:

  • Includes chapters on location-based entertainment and games, game-based and public sharing of affective experiences, and game-based social services
  • Addresses outdoor play for children in natural environments, what can be learned from traditional play, and how biodiversity awareness can be enhanced in urban environments, not only for children
  • Critically reviews commercial playable city initiatives; the McDonaldization, the Disneyization, the gamification, and the privatization of public spaces; and the Googleization of smart city services

Part of the book series: Gaming Media and Social Effects (GMSE)

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Table of contents (16 chapters)

  1. Front Matter

    Pages i-xi
  2. Views on Playable Cities

    1. Front Matter

      Pages 23-23
    2. Critical Playable Cities

      • Lobna Hassan, Mattia Thibault
      Pages 71-85
    3. The Sustainable Playable City: Making Way for the Playful Citizen

      • Miriam Börjesson Rivera, Tina Ringenson, Daniel Pargman
      Pages 87-106
  3. Designing and Experimenting with Playfulness in Urban Environments

    1. Front Matter

      Pages 129-129
  4. Nature, Playscapes and Landscapes

    1. Front Matter

      Pages 205-205
    2. The DigiPhysical Playscape

      • Eva-Lotta Sallnäs Pysander, Jon Back, Annika Waern, Susan Paget
      Pages 207-234
    3. Towards Eco-Centric Interaction: Urban Playful Interventions in the Anthropocene

      • Valentina Nisi, Catia Prandi, Nuno Jardim Nunes
      Pages 235-257
  5. Designing Location-Based Games

    1. Front Matter

      Pages 259-259
    2. Interactive Narrative Design for Geographically Dispersed Points of Interest

      • Tonguc Sezen, Ido Iurgel, Nicolas Fischöder, Digdem Sezen
      Pages 261-277
    3. A Game-Based Service to Mitigate the Risk of Inundations Caused by Solid Waste Accumulation

      • Francisco Lepe-Salazar, Tania Cortés-Álvarez, Elia Serratos-Chávez, Luis Jáuregui-Flores, Erick Juárez-Cervantes, Rodolfo Valdovinos-López et al.
      Pages 279-299
  6. Nomadic and Traditional Games

    1. Front Matter

      Pages 301-301
    2. Levelling Playing Fields, A Nomadic Play Design

      • Annika Olofsdotter Bergström
      Pages 303-317

About this book

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers.

This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

Editors and Affiliations

  • Faculty of Electrical Engineering, Mathematics and Computer Science, University of Twente, Enschede, The Netherlands

    Anton Nijholt

About the editor

Anton Nijholt studied mathematics and computer science at the Technical University of Delft, the Netherlands and received a Ph.D. in theoretical computer science from the Vrije Universiteit, Amsterdam, in 1980. Currently a Professor of Computer Science in the Human Media Interaction Group, University of Twente, Enschede, the Netherlands, he has held previous positions at various universities in the Netherlands and abroad.

His main research interests are in entertainment computing, multimodal interaction, affective computing, and brain–computer interfacing. He has produced hundreds of scientific publications, including (edited) books on the history of computing, language processing, and brain–computer interfacing. Recently he has edited two books: Playable Cities and Brain Art, both with Springer. He has been a Guest Editor for Journal on Multimodal User InterfacesInternational Journal of Arts and TechnologyEntertainment ComputingInternational Journal of Creative Interfaces and Computer Graphics (IJCICG) and Brain–Computer Interfaces. In addition, Professor Nijholt has served as Program Chair and General Chair for the leading international conferences on affective computing, multimodal interaction, virtual agents, and entertainment computing.

 


Bibliographic Information

Buy it now

Buying options

eBook USD 139.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 179.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 179.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access