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Institute for Advanced Architecture of Catalonia
The authors argue that climate change, migration, urbanisation, economic change and COVID-19 call for grassroots, participatory placemaking. Playful, gamified methods are presented as a way to secure resident buy-in.
The "Public Play Space" project, co-funded by the Creative Europe Programme from 2019-2021, investigates the transformative potential of games and play, integrated with advanced digital technologies, to foster co-design and co-habitation in urban environments. The core thesis is that by leveraging the intrinsic and extrinsic values of play, cities can create more inclusive, cohesive, and sustainable public places, moving beyond traditional participatory practices in urban planning. The project's scope is primarily European, with workshops and events conducted in Barcelona, Palermo, and Breda, focusing on various urban segments and community scales.
A key finding is that cities, much like games, are complex systems where localized actions can lead to broader solutions. Placemaking, defined as a collaborative, community-driven process, is significantly enhanced by "serious games" and playful methodologies, which effectively engage citizens, including adults, in understanding complex urban challenges and fostering sustainable behaviors. Digital game technologies, such as ubiquitous play and immersive realities, are identified as powerful tools for shaping human interaction within urban environments, offering new avenues for data analysis and broad engagement, though they must be carefully designed to prioritize local identity over mere consumption.
The project employed a "learning-by-doing" methodology, emphasizing Capacity Building, Audience Development, and Transnational Mobility. This involved analyzing 30 best-practice case studies, conducting creative and capacity-building workshops, and developing specific games like "Generation Earth" and "SCITHOS" to engage diverse stakeholders—from teenagers to city planners—in co-creating urban spaces. These initiatives demonstrated the effectiveness of both digital and analog ludic practices in empowering communities, visualizing proposals, and gathering feedback for municipalities, even amidst challenges like balancing diverse urban needs and the scarcity of specialized expertise.
Significant outcomes include the development of innovative project proposals leveraging Augmented Reality for community decision-making, the successful engagement of participants in designing game hypotheses for placemaking, and the creation of an open-source, digitally fabricated urban board game for collaborative planning. The project also effectively utilized digital platforms for showcasing initiatives and culminated in a widely viewed online symposium, underscoring the power of digital tools and community engagement in promoting active citizenship and innovative urban development. The overall conclusion is that integrating game principles and playful learning into urban planning processes can significantly enhance citizen participation, foster collective reflection, and lead to more meaningful and adaptable public spaces.