Modeling Urban Spaces with Cubes: Building analogue serious games for collaborative planning

Q3 Arts and Humanities International Journal of Film and Media Arts Pub Date : 2023-06-15 DOI:10.24140/ijfma.v8.n1.01
Micael da Silva Sousa
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Abstract

Games are popular as ever. Professionals from every field are trying to build their serious games, combining engaging playability with simulation and learning outcomes. Urban planning is no exception. However, materializing these games is no easy task. We propose a serious game development process to combine modern board game mechanisms with realistic urban maps, profiting from the simplicity, flexibility, and collaboration dynamics analogue games provide. For this, we tested two collaborative games with architecture students. Although different, the games have similar core mechanical and economic systems, modelling urban zones with hexagons and squares. The experience revealed some pitfalls to avoid in game-based planning practice and helped to define a development process for serious games for urban planning.
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用立方体建模城市空间:为协同规划构建模拟严肃游戏
游戏一如既往地受欢迎。各个领域的专业人士都在努力打造自己的严肃游戏,将吸引人的可玩性与模拟和学习结果相结合。城市规划也不例外。然而,实现这些游戏并非易事。我们提出了一个严肃的游戏开发过程,将现代棋盘游戏机制与现实的城市地图结合起来,从模拟游戏提供的简单、灵活和协作动态中获益。为此,我们测试了两个与建筑系学生合作的游戏。虽然不同,但这两款游戏都有相似的核心机制和经济系统,都是用六边形和正方形来模拟城市区域。这一经验揭示了在基于游戏的规划实践中需要避免的一些陷阱,并帮助我们定义了用于城市规划的严肃游戏的开发过程。
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来源期刊
International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.20
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1
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