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A Low-Cost Gamified Urban Planning Methodology Enhanced with Co-Creation and Participatory Approaches

Author

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  • Ioannis Kavouras

    (School of Rural, Surveying and Geoinformatics Engineering, National Technical University of Athens, 10682 Athens, Greece
    These authors contributed equally to this work.)

  • Emmanuel Sardis

    (School of Rural, Surveying and Geoinformatics Engineering, National Technical University of Athens, 10682 Athens, Greece
    These authors contributed equally to this work.)

  • Eftychios Protopapadakis

    (Department of Applied Informatics, School of Information Sciences, University of Macedonia, 54636 Thessaloniki, Greece
    These authors contributed equally to this work.)

  • Ioannis Rallis

    (School of Rural, Surveying and Geoinformatics Engineering, National Technical University of Athens, 10682 Athens, Greece
    These authors contributed equally to this work.)

  • Anastasios Doulamis

    (School of Rural, Surveying and Geoinformatics Engineering, National Technical University of Athens, 10682 Athens, Greece
    These authors contributed equally to this work.)

  • Nikolaos Doulamis

    (School of Rural, Surveying and Geoinformatics Engineering, National Technical University of Athens, 10682 Athens, Greece
    These authors contributed equally to this work.)

Abstract

Targeted nature-based small-scale interventions is an approach commonly adopted by urban developers. The public acceptance of their implementation could be improved by participation, emphasizing residents or shopkeepers located close to the areas of interest. In this work, we propose a methodology that combines 3D technology, based on open data sources, user-generated content, 3D software and game engines for both minimizing the time and cost of the whole planning process and enhancing citizen participation. The proposed schemes are demonstrated in Piraeus (Greece) and Gladsaxe (Denmark). The core findings can be summarized as follows: (a) the time and cost are minimized by using online databases, (b) the gamification of the planning process enhances the decision making process and (c) the interactivity provided by the game engine inspired the participation of non-experts in the planning process (co-creation and co-evaluation), which decentralizes and democratizes the final planning solution.

Suggested Citation

  • Ioannis Kavouras & Emmanuel Sardis & Eftychios Protopapadakis & Ioannis Rallis & Anastasios Doulamis & Nikolaos Doulamis, 2023. "A Low-Cost Gamified Urban Planning Methodology Enhanced with Co-Creation and Participatory Approaches," Sustainability, MDPI, vol. 15(3), pages 1-27, January.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:3:p:2297-:d:1047662
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    References listed on IDEAS

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    1. Giorgio Caprari & Giordana Castelli & Marco Montuori & Marialucia Camardelli & Roberto Malvezzi, 2022. "Digital Twin for Urban Planning in the Green Deal Era: A State of the Art and Future Perspectives," Sustainability, MDPI, vol. 14(10), pages 1-16, May.
    2. Ehab Shahat & Chang T. Hyun & Chunho Yeom, 2021. "City Digital Twin Potentials: A Review and Research Agenda," Sustainability, MDPI, vol. 13(6), pages 1-20, March.
    3. Mario Wolf & Heinrich Söbke & Florian Wehking, 2020. "Mixed Reality Media-Enabled Public Participation in Urban Planning," Progress in IS, in: Timothy Jung & M. Claudia tom Dieck & Philipp A. Rauschnabel (ed.), Augmented Reality and Virtual Reality, pages 125-138, Springer.
    4. Cristina Ampatzidou & Katharina Gugerell & Teodora Constantinescu & Oswald Devisch & Martina Jauschneg & Martin Berger, 2018. "All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance," Urban Planning, Cogitatio Press, vol. 3(1), pages 34-46.
    5. Fabian Dembski & Uwe Wössner & Mike Letzgus & Michael Ruddat & Claudia Yamu, 2020. "Urban Digital Twins for Smart Cities and Citizens: The Case Study of Herrenberg, Germany," Sustainability, MDPI, vol. 12(6), pages 1-17, March.
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    Cited by:

    1. Cecilia Avila-Garzon & Jorge Bacca-Acosta, 2024. "Thirty Years of Research and Methodologies in Value Co-Creation and Co-Design," Sustainability, MDPI, vol. 16(6), pages 1-28, March.
    2. Xinyuan Lu & Fangfang Ren & Xuelin Wang & Hua Meng, 2024. "How Gamified Interactions Drive Users’ Green Value Co-Creation Behaviors: An Empirical Study from China," Sustainability, MDPI, vol. 16(9), pages 1-21, April.

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