Making Smart Cities More Playable: Exploring Playable Cities

Research output: Book/ReportBook editingAcademic

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Abstract

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.
Original languageEnglish
Place of PublicationSingapore
PublisherSpringer
Number of pages377
ISBN (Electronic)978-981-13-9765-3
ISBN (Print)978-981-13-9764-6
DOIs
Publication statusPublished - 23 Jul 2019

Publication series

NameGaming Media and Social Effects
PublisherSpringer
ISSN (Print)2197-9685
ISSN (Electronic)2197-9693

Keywords

  • Playable cities
  • Smart cities
  • Digital technologies
  • Urban games
  • Location-based games

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  • Preface

    Nijholt, A., 23 Jul 2019, Making Smart Cities More Playable: Exploring Playable Cities. Nijholt, A. (ed.). Singapore: Springer, p. v-vi 2 p. (Gaming Media and Social Effects).

    Research output: Chapter in Book/Report/Conference proceedingForeword/postscriptAcademic

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