Gaming Media and Social Effects

Playable Cities

The City as a Digital Playground

Editors: Nijholt, Anton (Ed.)

  • The first book to exhaustively review key recent research into playability in smart and digital cities
  • Addresses pervasive games and the relation between gameful and gamified applications and the design of playful architecture
  • Includes special chapters on playful civic hacking applications and the use of urban data for playful applications
see more benefits

Buy this book

eBook 118,99 €
price for Spain (gross)
  • ISBN 978-981-10-1962-3
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover 145,59 €
price for Spain (gross)
  • ISBN 978-981-10-1961-6
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
  • The final prices may differ from the prices shown due to specifics of VAT rules
About this book

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.

About the authors

Anton Nijholt studied mathematics and computer science at the Technical University of Delft, the Netherlands and received a Ph.D. degree in theoretical computer science from the Vrije Universiteit, Amsterdam, The Netherlands, in 1980. He is a Professor of Computer Science in the Human Media Interaction group, University of Twente, Enschede, The Netherlands. He held positions at various universities in and outside The Netherlands.
His main research interests are entertainment computing, multimodal interaction, affective computing, and brain–computer interfacing. He has hundreds of scientific publications, including (edited) books on the history of computing, language processing, and brain–computer interfacing. Recently he edited three books: “Playful User Interfaces”, “More Playful User Interfaces” and “Entertaining the Whole World”, all with Springer. He has been a guest-editor for Journal on Multimodal User Interfaces, International Journal of Arts and Technology, Entertainment Computing, International Journal of Creative Interfaces and Computer Graphics (IJCICG) and the Brain-Computer Interfaces journal.
Presently, he is editing a section on Brain-computer Interaction and Games in a Springer Handbook on Digital Games and Entertainment. Professor Nijholt is also Specialty Chief Editor of Frontiers in Human-Media Interaction and (associate) editor of several other journals. He has also served as Program Chair and General Chair for the main international conferences on affective computing, multimodal interaction, virtual agents, and entertainment computing.

Reviews

“In Playable Cities, edited by Anton Nijholt, several researchers pose ideas for ‘smart cities’ - developing current metropolitan hubs to allow citizens to ‘playfully connect with [their] environments, and with one another, by way of environments.’ … Playable Cities contains a lot of interesting, highly descriptive information on the many facets of the research involving smart cities. … the amount of Playable Cities contains will be helpful in leading to further research on smart cities … .” (Brian Couch, Fudan Journal of the Humanities and Social Sciences, Vol. 10, 2017)

Table of contents (11 chapters)

  • Towards Playful and Playable Cities

    Nijholt, Anton

    Pages 1-20

    Preview Buy Chapter 30,19 €
  • Games as Strong Concepts for City-Making

    Schouten, Ben (et al.)

    Pages 23-45

    Preview Buy Chapter 30,19 €
  • Engaging with the Smart City Through Urban Data Games

    Wolff, Annika (et al.)

    Pages 47-66

    Preview Buy Chapter 30,19 €
  • Size and Shape of the Playing Field: Research Through Game Design Approach

    Bedö, Viktor

    Pages 67-86

    Preview Buy Chapter 30,19 €
  • Game Engines for Urban Exploration: Bridging Science Narrative for Broader Participants

    Cristie, Verina (et al.)

    Pages 87-107

    Preview Buy Chapter 30,19 €

Buy this book

eBook 118,99 €
price for Spain (gross)
  • ISBN 978-981-10-1962-3
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover 145,59 €
price for Spain (gross)
  • ISBN 978-981-10-1961-6
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
  • The final prices may differ from the prices shown due to specifics of VAT rules
Loading...

Recommended for you

Loading...

Bibliographic Information

Bibliographic Information
Book Title
Playable Cities
Book Subtitle
The City as a Digital Playground
Editors
  • Anton Nijholt
Series Title
Gaming Media and Social Effects
Copyright
2017
Publisher
Springer Singapore
Copyright Holder
Springer Science+Business Media Singapore
eBook ISBN
978-981-10-1962-3
DOI
10.1007/978-981-10-1962-3
Hardcover ISBN
978-981-10-1961-6
Series ISSN
2197-9685
Edition Number
1
Number of Pages
X, 253
Number of Illustrations and Tables
2 b/w illustrations, 71 illustrations in colour
Topics