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The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse

Author

Listed:
  • Andrew Hudson-Smith

    (The Bartlett Centre for Advanced Spatial Analysis, University College London, UK)

  • Moozhan Shakeri

    (Department of Urban and Regional Planning and Geo-Information Management, University of Twente, The Netherlands)

Abstract

In this editorial linked to the thematic issue on “Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning,” we explore how urban planning has been, arguably, slow on the uptake of modern technologies and the move towards the next media revolution: The Metaverse is now on the horizon. By artfully pushing technological, cultural, and social boundaries in creating virtual environments, games and gaming technologies have presented interesting opportunities and challenges for the planning profession, theory, and education over the years. This thematic issue documents a wide range of innovative practices in planning enabled by games and gaming technologies. It attempts to open discussions about the way we conceptualize and treat new media and technologies in planning. By providing a wide range of examples, from non-digital games to gamified systems, interactive simulations and digital games, the issue shows that the lack of adoption of these practices has less to do with their technical possibilities and more to do with the way we understand tools and their added value in the dominant narratives of planning. As we note at the end, planning should be at the forefront of these technologies, not embracing technologies for technologies sake but because it should, as a profession, be leading the way into these new environments.

Suggested Citation

  • Andrew Hudson-Smith & Moozhan Shakeri, 2022. "The Future’s Not What It Used To Be: Urban Wormholes, Simulation, Participation, and Planning in the Metaverse," Urban Planning, Cogitatio Press, vol. 7(2), pages 214-217.
  • Handle: RePEc:cog:urbpla:v:7:y:2022:i:2:p:214-217
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    References listed on IDEAS

    as
    1. Flora Roumpani, 2022. "Procedural Cities as Active Simulators for Planning," Urban Planning, Cogitatio Press, vol. 7(2), pages 321-329.
    2. Stephan Hügel & Anna R. Davies, 2022. "Playing for Keeps: Designing Serious Games for Climate Adaptation Planning Education With Young People," Urban Planning, Cogitatio Press, vol. 7(2), pages 306-320.
    3. Bryann Avendano-Uribe & Heide Lukosch & Mark Milke, 2022. "Playing With Uncertainty: Facilitating Community-Based Resilience Building," Urban Planning, Cogitatio Press, vol. 7(2), pages 278-294.
    4. Moozhan Shakeri, 2022. "Unstable Wormholes: Communications Between Urban Planning and Game Studies," Urban Planning, Cogitatio Press, vol. 7(2), pages 218-228.
    5. Cristina Ampatzidou & Joost Vervoort & Zeynep Falay von Flittner & Kirsikka Vaajakallio, 2022. "New Insights, New Rules: What Shapes the Iterative Design of an Urban Planning Game?," Urban Planning, Cogitatio Press, vol. 7(2), pages 295-305.
    6. Ekim Tan, 2022. "Network of Games: An Ecology of Games Informing Integral and Inclusive City Developments," Urban Planning, Cogitatio Press, vol. 7(2), pages 264-277.
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