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Game-Based Learning and Machizukuri: Gamification in youth participatory urban planning in Japan

Author

Listed:
  • Martial, Léo

    (Chuo University)

  • Kubono, Hiroyuki
  • Miura, Shino

Abstract

This paper examines the intersection of machizukuri, Japan’s collaborative, bottom-up approach to community planning, and the growing field of game-based learning in urban design. It traces the evolu-tion of participatory planning methods in Japan, emphasizing how machizukuri has progressively incor-porated digital tools and gamification to strengthen civic engagement. Drawing on international and do-mestic examples, the study analyzes how serious games and game engines, such as Godot, can enhance spatial literacy, collaborative learning, and youth empowerment in urban contexts. Building on this theo-retical foundation, the paper proposes an open-source participatory workshop framework that integrates open-source GIS data, 3D modeling (Blender), and real-time simulation (Godot). This framework reinter-prets machizukuri as a form of digital civic experimentation, bridging traditional community practices with contemporary digital infrastructures. The study concludes by discussing the framework’s pedagogi-cal, methodological, and social implications, highlighting its potential to foster spatial reasoning, civic re-sponsibility, and inclusive urban co-design among younger generations.

Suggested Citation

  • Martial, Léo & Kubono, Hiroyuki & Miura, Shino, 2025. "Game-Based Learning and Machizukuri: Gamification in youth participatory urban planning in Japan," SocArXiv 2jdz9_v1, Center for Open Science.
  • Handle: RePEc:osf:socarx:2jdz9_v1
    DOI: 10.31219/osf.io/2jdz9_v1
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