Home > Research > Publications & Outputs > Using Serious Games to Establish a Dialogue Bet...

Links

Text available via DOI:

View graph of relations

Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design: The Architectural Portal of People’s Narratives

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Published

Standard

Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design : The Architectural Portal of People’s Narratives. / Di Mascio, Danilo; Dalton, Ruth.

Serious Games and Edutainment Applications. ed. / Minhua Ma; Andreas Oikonomou. Vol. II Germany : Springer, 2017. p. 433-454.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

APA

Vancouver

Author

Di Mascio, Danilo ; Dalton, Ruth. / Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design : The Architectural Portal of People’s Narratives. Serious Games and Edutainment Applications. editor / Minhua Ma ; Andreas Oikonomou. Vol. II Germany : Springer, 2017. pp. 433-454

Bibtex

@inbook{c4c6fc61cfd84436ae848581265a45c6,
title = "Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design: The Architectural Portal of People{\textquoteright}s Narratives",
abstract = "The use of serious games in participatory design activities in architecture and planning has received growing attention in recent years. Their alternative ways of representing and communicating information have the potential to make the learning process more interesting and playful and hence more effective. This book chapter presents an alternative way to establish a dialogue between designers and citizens and raise citizens{\textquoteright} awareness of the urban environment and its architectural representation through the creation of an {\textquoteleft}Architectural Portal of People{\textquoteright}s Narratives{\textquoteright} using a game engine. The research presents a theoretical, methodological and technical approach. The literature review includes definitions of participatory design and related issues, the use of 3D city models as participatory tools, 3d representations of city in videogames, and serious games as participatory tools. The final part of the chapter deals with the main points of the development process of the virtual Grainger Street (Newcastle upon Tyne, UK).",
keywords = "Participatory design, Videogames, 3d representations, Narrative, Architecture, urban design, Virtual environment, Game engines",
author = "{Di Mascio}, Danilo and Ruth Dalton",
year = "2017",
month = mar,
day = "4",
doi = "10.1007/978-3-319-51645-5_20",
language = "English",
isbn = "9783319516431",
volume = "II",
pages = "433--454",
editor = "Minhua Ma and Andreas Oikonomou",
booktitle = "Serious Games and Edutainment Applications",
publisher = "Springer",

}

RIS

TY - CHAP

T1 - Using Serious Games to Establish a Dialogue Between Designers and Citizens in Participatory Design

T2 - The Architectural Portal of People’s Narratives

AU - Di Mascio, Danilo

AU - Dalton, Ruth

PY - 2017/3/4

Y1 - 2017/3/4

N2 - The use of serious games in participatory design activities in architecture and planning has received growing attention in recent years. Their alternative ways of representing and communicating information have the potential to make the learning process more interesting and playful and hence more effective. This book chapter presents an alternative way to establish a dialogue between designers and citizens and raise citizens’ awareness of the urban environment and its architectural representation through the creation of an ‘Architectural Portal of People’s Narratives’ using a game engine. The research presents a theoretical, methodological and technical approach. The literature review includes definitions of participatory design and related issues, the use of 3D city models as participatory tools, 3d representations of city in videogames, and serious games as participatory tools. The final part of the chapter deals with the main points of the development process of the virtual Grainger Street (Newcastle upon Tyne, UK).

AB - The use of serious games in participatory design activities in architecture and planning has received growing attention in recent years. Their alternative ways of representing and communicating information have the potential to make the learning process more interesting and playful and hence more effective. This book chapter presents an alternative way to establish a dialogue between designers and citizens and raise citizens’ awareness of the urban environment and its architectural representation through the creation of an ‘Architectural Portal of People’s Narratives’ using a game engine. The research presents a theoretical, methodological and technical approach. The literature review includes definitions of participatory design and related issues, the use of 3D city models as participatory tools, 3d representations of city in videogames, and serious games as participatory tools. The final part of the chapter deals with the main points of the development process of the virtual Grainger Street (Newcastle upon Tyne, UK).

KW - Participatory design

KW - Videogames

KW - 3d representations

KW - Narrative

KW - Architecture

KW - urban design

KW - Virtual environment

KW - Game engines

U2 - 10.1007/978-3-319-51645-5_20

DO - 10.1007/978-3-319-51645-5_20

M3 - Chapter

SN - 9783319516431

VL - II

SP - 433

EP - 454

BT - Serious Games and Edutainment Applications

A2 - Ma, Minhua

A2 - Oikonomou, Andreas

PB - Springer

CY - Germany

ER -