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[journal article]

dc.contributor.authorHudson-Smith, Andrewde
dc.contributor.authorShakeri, Moozhande
dc.date.accessioned2022-07-27T12:23:35Z
dc.date.available2022-07-27T12:23:35Z
dc.date.issued2022de
dc.identifier.issn2183-7635de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/80343
dc.description.abstractIn this editorial linked to the thematic issue on "Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning", we explore how urban planning has been, arguably, slow on the uptake of modern technologies and the move towards the next media revolution: The Metaverse is now on the horizon. By artfully pushing technological, cultural, and social boundaries in creating virtual environments, games and gaming technologies have presented interesting opportunities and challenges for the planning profession, theory, and education over the years. This thematic issue documents a wide range of innovative practices in planning enabled by games and gaming technologies. It attempts to open discussions about the way we conceptualize and treat new media and technologies in planning. By providing a wide range of examples, from non-digital games to gamified systems, interactive simulations and digital games, the issue shows that the lack of adoption of these practices has less to do with their technical possibilities and more to do with the way we understand tools and their added value in the dominant narratives of planning. As we note at the end, planning should be at the forefront of these technologies, not embracing technologies for technologies sake but because it should, as a profession, be leading the way into these new environments.de
dc.languageende
dc.subject.ddcStädtebau, Raumplanung, Landschaftsgestaltungde
dc.subject.ddcLandscaping and area planningen
dc.subject.otherMetaverse; gaming; public participation; simulationde
dc.titleThe Future's Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaversede
dc.description.reviewbegutachtetde
dc.description.reviewrevieweden
dc.identifier.urlhttps://www.cogitatiopress.com/urbanplanning/article/view/5893de
dc.source.journalUrban Planning
dc.source.volume7de
dc.publisher.countryPRTde
dc.source.issue2de
dc.subject.classozRaumplanung und Regionalforschungde
dc.subject.classozArea Development Planning, Regional Researchen
dc.subject.thesozStadtplanungde
dc.subject.thesozurban planningen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozneue Mediende
dc.subject.thesoznew mediaen
dc.subject.thesozneue Technologiede
dc.subject.thesoznew technologyen
dc.subject.thesozSpielde
dc.subject.thesozplayingen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10035393
internal.identifier.thesoz10058702
internal.identifier.thesoz10039324
internal.identifier.thesoz10053171
internal.identifier.thesoz10045837
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo214-217de
internal.identifier.classoz20700
internal.identifier.journal794
internal.identifier.document32
internal.identifier.ddc710
dc.source.issuetopicGaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planningde
dc.identifier.doihttps://doi.org/10.17645/up.v7i2.5893de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review2
internal.dda.referencehttps://www.cogitatiopress.com/urbanplanning/oai/@@oai:ojs.cogitatiopress.com:article/5893
ssoar.urn.registrationfalsede


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