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Unstable Wormholes: Communications Between Urban Planning and Game Studies

Author

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  • Moozhan Shakeri

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

Abstract

The past decade has seen a gradual but steady increase in the planning scholars’ interest in outlining a functional place for games in planning. A wide range of games for and about urban planning is developed and tested, from data-driven games that rely on extensive modelling techniques and aim to reduce the cost and risk of real-world scenario testing, to those that seek to educate their players about the complex nature of political and social issues. Despite the increasing interest in strengthening communications between planning and game studies, the current state is an amalgam of confusion and optimism about games’ role and added value. To shed light on why such confusions emerge, the article reflects on the nature and outcomes of communications between urban planning and games studies and explores games’ historical and current conceptions in planning. By adopting concepts from the work of Holbrook on interdisciplinary communications, the article explores how game studies’ concepts are rendered useful in planning and how planning theory has dealt with untranslatability and incommensurability of concepts in the processes of establishing and sustaining communications with game studies.

Suggested Citation

  • Moozhan Shakeri, 2022. "Unstable Wormholes: Communications Between Urban Planning and Game Studies," Urban Planning, Cogitatio Press, vol. 7(2), pages 218-228.
  • Handle: RePEc:cog:urbpla:v:7:y:2022:i:2:p:218-228
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    References listed on IDEAS

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    1. John Minnery & Glen Searle, 2014. "Toying with the City? Using the Computer Game SimCity™4 in Planning Education," Planning Practice & Research, Taylor & Francis Journals, vol. 29(1), pages 41-55, February.
    2. Kimiz Dalkir, 2011. "Knowledge Management in Theory and Practice," MIT Press Books, The MIT Press, edition 1, volume 1, number 0262015080, December.
    3. J. Tuomas Harviainen & Lobna Hassan, 2019. "Governmental Service Gamification: Central Principles," International Journal of Innovation in the Digital Economy (IJIDE), IGI Global, vol. 10(3), pages 1-12, July.
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    Cited by:

    1. 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.

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