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  • Mapping_the_Beach_beneath_the_Street

    Rights statement: The final publication is available at Springer via http://dx.doi.org/10.1007/978-981-10-1962-3_7

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Mapping the beach beneath the street: digital cartography for the playable city

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter (peer-reviewed)peer-review

Published

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Mapping the beach beneath the street: digital cartography for the playable city. / Coulton, Paul; Huck, Jonathan; Gradinar, Adrian Ioan et al.
Playable cities: the city as a digital playground. ed. / Anton Nijholt. Singapore: Springer-Verlag, 2016. p. 137-162 (Gaming Media and Social Effects).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter (peer-reviewed)peer-review

Harvard

Coulton, P, Huck, J, Gradinar, AI & Salinas, L 2016, Mapping the beach beneath the street: digital cartography for the playable city. in A Nijholt (ed.), Playable cities: the city as a digital playground. Gaming Media and Social Effects, Springer-Verlag, Singapore, pp. 137-162. https://doi.org/10.1007/978-981-10-1962-3_7

APA

Coulton, P., Huck, J., Gradinar, A. I., & Salinas, L. (2016). Mapping the beach beneath the street: digital cartography for the playable city. In A. Nijholt (Ed.), Playable cities: the city as a digital playground (pp. 137-162). (Gaming Media and Social Effects). Springer-Verlag. https://doi.org/10.1007/978-981-10-1962-3_7

Vancouver

Coulton P, Huck J, Gradinar AI, Salinas L. Mapping the beach beneath the street: digital cartography for the playable city. In Nijholt A, editor, Playable cities: the city as a digital playground. Singapore: Springer-Verlag. 2016. p. 137-162. (Gaming Media and Social Effects). doi: 10.1007/978-981-10-1962-3_7

Author

Coulton, Paul ; Huck, Jonathan ; Gradinar, Adrian Ioan et al. / Mapping the beach beneath the street : digital cartography for the playable city. Playable cities: the city as a digital playground. editor / Anton Nijholt. Singapore : Springer-Verlag, 2016. pp. 137-162 (Gaming Media and Social Effects).

Bibtex

@inbook{9250e8c505e240beabb666a3f2d4252a,
title = "Mapping the beach beneath the street: digital cartography for the playable city",
abstract = "Maps are an important component within many of the playful and gameful experiences designed to turn cities into a playable infrastructures. They take advantage of the fact that the technology used for obtaining accurate spatial information, such as GPS receivers and magnetometers (digital compasses), are now so wide-spread that they are considered as {\textquoteleft}standard{\textquoteright} sensors on mobile phones, which are themselves ubiquitous. Interactive digital maps, therefore, are are widely used by the general public for a variety of purposes. However, despite the rich design history of cartography digital maps typically exhibit a dominant aesthetic that has been de-signed to serve the usability and utility requirements of turn-by-turn urban navigation, which is itself driven by the proliferation of in-car and personal navigation services. The navigation aesthetic is now widespread across almost all spatial applications, even where a be-spoke cartographic product would be better suited. In this chapter we seek to challenge this by exploring novel neo-cartographic ap-proaches to making maps for use within playful and gameful experi-ences designed for the cities. We will examine the potential of de-sign approaches that can producte not only more aesthetically pleasing maps, but also offer the potential for influencing user be-haviour, which can be used to promote emotional engagement and exploration in playable city experiences.",
keywords = "game design, cartography, digital maps, Location Based Games, Design Methods",
author = "Paul Coulton and Jonathan Huck and Gradinar, {Adrian Ioan} and Lara Salinas",
note = "The final publication is available at Springer via http://dx.doi.org/10.1007/978-981-10-1962-3_7",
year = "2016",
month = oct,
day = "15",
doi = "10.1007/978-981-10-1962-3_7",
language = "English",
isbn = "9789811019616",
series = "Gaming Media and Social Effects",
publisher = "Springer-Verlag",
pages = "137--162",
editor = "Anton Nijholt",
booktitle = "Playable cities",

}

RIS

TY - CHAP

T1 - Mapping the beach beneath the street

T2 - digital cartography for the playable city

AU - Coulton, Paul

AU - Huck, Jonathan

AU - Gradinar, Adrian Ioan

AU - Salinas, Lara

N1 - The final publication is available at Springer via http://dx.doi.org/10.1007/978-981-10-1962-3_7

PY - 2016/10/15

Y1 - 2016/10/15

N2 - Maps are an important component within many of the playful and gameful experiences designed to turn cities into a playable infrastructures. They take advantage of the fact that the technology used for obtaining accurate spatial information, such as GPS receivers and magnetometers (digital compasses), are now so wide-spread that they are considered as ‘standard’ sensors on mobile phones, which are themselves ubiquitous. Interactive digital maps, therefore, are are widely used by the general public for a variety of purposes. However, despite the rich design history of cartography digital maps typically exhibit a dominant aesthetic that has been de-signed to serve the usability and utility requirements of turn-by-turn urban navigation, which is itself driven by the proliferation of in-car and personal navigation services. The navigation aesthetic is now widespread across almost all spatial applications, even where a be-spoke cartographic product would be better suited. In this chapter we seek to challenge this by exploring novel neo-cartographic ap-proaches to making maps for use within playful and gameful experi-ences designed for the cities. We will examine the potential of de-sign approaches that can producte not only more aesthetically pleasing maps, but also offer the potential for influencing user be-haviour, which can be used to promote emotional engagement and exploration in playable city experiences.

AB - Maps are an important component within many of the playful and gameful experiences designed to turn cities into a playable infrastructures. They take advantage of the fact that the technology used for obtaining accurate spatial information, such as GPS receivers and magnetometers (digital compasses), are now so wide-spread that they are considered as ‘standard’ sensors on mobile phones, which are themselves ubiquitous. Interactive digital maps, therefore, are are widely used by the general public for a variety of purposes. However, despite the rich design history of cartography digital maps typically exhibit a dominant aesthetic that has been de-signed to serve the usability and utility requirements of turn-by-turn urban navigation, which is itself driven by the proliferation of in-car and personal navigation services. The navigation aesthetic is now widespread across almost all spatial applications, even where a be-spoke cartographic product would be better suited. In this chapter we seek to challenge this by exploring novel neo-cartographic ap-proaches to making maps for use within playful and gameful experi-ences designed for the cities. We will examine the potential of de-sign approaches that can producte not only more aesthetically pleasing maps, but also offer the potential for influencing user be-haviour, which can be used to promote emotional engagement and exploration in playable city experiences.

KW - game design

KW - cartography

KW - digital maps

KW - Location Based Games

KW - Design Methods

U2 - 10.1007/978-981-10-1962-3_7

DO - 10.1007/978-981-10-1962-3_7

M3 - Chapter (peer-reviewed)

SN - 9789811019616

T3 - Gaming Media and Social Effects

SP - 137

EP - 162

BT - Playable cities

A2 - Nijholt, Anton

PB - Springer-Verlag

CY - Singapore

ER -