TY - JOUR
T1 - Game.UP
T2 - Gamified Urban Planning Participation Enhancing Exploration, Motivation, and Interactions
AU - Muehlhaus, Sarah L.
AU - Eghtebas, Chloe
AU - Seifert, Nils
AU - Schubert, Gerhard
AU - Petzold, Frank
AU - Klinker, Gudrun
N1 - Publisher Copyright:
© 2022 The Author(s). Published with license by Taylor & Francis Group, LLC.
PY - 2023
Y1 - 2023
N2 - We present our interdisciplinary research on gamification as a communication tool in urban planning. Approaching the topic from a user-centered perspective, we combine knowledge from the domains of architecture and human-computer interaction and define domain-specific requirements and areas of interest. To substantiate our findings, we present a prototypical case study of a public participation application, developed in consultation with the urban planning project driver and evaluated on-location with members of the public. Our results highlight the opportunities in pursuing a new sub-field of gamification within urban planning and include concepts of game interfaces and spaces in this research. In our case study, we present a methodological approach to assessing gamification in urban planning participation and provide findings on how gamification changes the users’ relationship to participation as well as evidence that the “avatar” game element can affect the motivational affordances meaning of task, perceived competence, and social relatedness.
AB - We present our interdisciplinary research on gamification as a communication tool in urban planning. Approaching the topic from a user-centered perspective, we combine knowledge from the domains of architecture and human-computer interaction and define domain-specific requirements and areas of interest. To substantiate our findings, we present a prototypical case study of a public participation application, developed in consultation with the urban planning project driver and evaluated on-location with members of the public. Our results highlight the opportunities in pursuing a new sub-field of gamification within urban planning and include concepts of game interfaces and spaces in this research. In our case study, we present a methodological approach to assessing gamification in urban planning participation and provide findings on how gamification changes the users’ relationship to participation as well as evidence that the “avatar” game element can affect the motivational affordances meaning of task, perceived competence, and social relatedness.
UR - http://www.scopus.com/inward/record.url?scp=85122434316&partnerID=8YFLogxK
U2 - 10.1080/10447318.2021.2012379
DO - 10.1080/10447318.2021.2012379
M3 - Article
AN - SCOPUS:85122434316
SN - 1044-7318
VL - 39
SP - 331
EP - 347
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
IS - 2
ER -