Abstract
The term ‘smart cities’ is contested: its interpretation is becoming ever broader, often to accommodate commercial interests. Since cities are made up of individuals, all of whom are guided by their own world views and attitudes, the residual question is not ‘what should we do?’ but ‘how should we do it and how should we encourage and enable everyone to join in?’ By exploring the ways that gamification can be used to understand the effects of ‘smart initiatives’ on cities and their operation, it was concluded that gaming has considerable potential to affect individual and societal practices by profoundly influencing the gamers themselves, while technology and the game design itself play a central role to how gamification is implemented and used. This paper proposes one way of both creating cities to which citizens aspire and delivering a beneficial change in attitudes and behaviours to make such cities work. We propose that way-finding games should be developed as the most appropriate tools for participation. Designing such serious games with sustainability, resilience and liveability agendas in mind, encouraging widespread citizen participation as gamers, and taking cognisance of the outcomes would lead to both smarter citizens and smarter cities.
Original language | English |
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Pages (from-to) | 695-710 |
Number of pages | 16 |
Journal | Behaviour and Information Technology |
Volume | 39 |
Issue number | 6 |
DOIs | |
Publication status | Published - 2 Jun 2020 |
Bibliographical note
Funding Information:The authors gratefully acknowledge the financial support of the UK Engineering and Physical Sciences Research Council under grant numbers EP/F065965 (Mapping The Underworld), EP/F007426 (Designing Resilient Cities–Urban Futures), EP/K012398 (iBUILD), EP/K021699 (Assessing The Underworld), EP/J017698 (Liveable Cities–Transforming the Engineering of Cities to Deliver Societal and Planetary Wellbeing), EP/N010523 (Self-Repairing Cities–Balancing the impact of City Infrastructure Engineering on Natural Systems using Robots), and EP/P002021 (Urban Living Birmingham), and the University of Birmingham for funding the Policy Commission on Future Urban Living.
Publisher Copyright:
© 2019, © 2019 Informa UK Limited, trading as Taylor & Francis Group.
Keywords
- gamification
- liveability
- Smart cities
- smartness
- truly smart cities
ASJC Scopus subject areas
- Developmental and Educational Psychology
- Arts and Humanities (miscellaneous)
- General Social Sciences
- Human-Computer Interaction