Current trends in using serious games and video games in the field of urban planning
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15310%2F19%3A73598156" target="_blank" >RIV/61989592:15310/19:73598156 - isvavai.cz</a>
Výsledek na webu
<a href="https://gis.fns.uniba.sk/kartografickelisty/archiv/KL27/2.pdf" target="_blank" >https://gis.fns.uniba.sk/kartografickelisty/archiv/KL27/2.pdf</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Current trends in using serious games and video games in the field of urban planning
Popis výsledku v původním jazyce
The use of games for research and practical use has gathered considerable momentum in recent years. In the presented article, the author analyses past and current research as well as non-research practical uses of serious games and commercial video games for the purposes of urban planning. First, the experience of using games as a learning tool in urban planning classes is discussed, both the benefits and the concerns this approach brings. Another preferred use of games in urban planning is to engage various stakeholders in a participation project. This can be done by employing digital serious games that incorporate attractive modern information technologies but also by using popular commercial video games such as Minecraft. One of the main functionalities that enables the use of video games “seriously” is the possibility of modifying the game to solve a given problem by modding, the process of implementing user-written custom scripts. Further, digital serious games, video games and video games with modding that have been employed in urban planning are compared in six selected criteria: attractivity, configuration, “white box”, reusability, reflecting reality and support.
Název v anglickém jazyce
Current trends in using serious games and video games in the field of urban planning
Popis výsledku anglicky
The use of games for research and practical use has gathered considerable momentum in recent years. In the presented article, the author analyses past and current research as well as non-research practical uses of serious games and commercial video games for the purposes of urban planning. First, the experience of using games as a learning tool in urban planning classes is discussed, both the benefits and the concerns this approach brings. Another preferred use of games in urban planning is to engage various stakeholders in a participation project. This can be done by employing digital serious games that incorporate attractive modern information technologies but also by using popular commercial video games such as Minecraft. One of the main functionalities that enables the use of video games “seriously” is the possibility of modifying the game to solve a given problem by modding, the process of implementing user-written custom scripts. Further, digital serious games, video games and video games with modding that have been employed in urban planning are compared in six selected criteria: attractivity, configuration, “white box”, reusability, reflecting reality and support.
Klasifikace
Druh
J<sub>ost</sub> - Ostatní články v recenzovaných periodicích
CEP obor
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OECD FORD obor
50702 - Urban studies (planning and development)
Návaznosti výsledku
Projekt
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Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2019
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Kartografické listy
ISSN
1336-5274
e-ISSN
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Svazek periodika
27
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
SK - Slovenská republika
Počet stran výsledku
11
Strana od-do
14-24
Kód UT WoS článku
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EID výsledku v databázi Scopus
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