GamePlan TM : serious gaming for place making

Guy, Ben, Bidwell, Nicola J., and Musumeci, Phillip (2005) GamePlan TM : serious gaming for place making. In: Proceedings of the Second Australasian Conference on Interactive Entertainment 2005. From: Second Australasian Conference on Interactive Entertainment 2005, 23-25 November 2005, Sydney, NSW, Australia.

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‘Serious games’ can represent complexity and engage people in complex and partially subjective problems and option selection. A concept prototype is emerging to manage, inform and support collaboration in Town Planning in relation to developing policies, regarding future city or street shapes, and judging insertions into existing spatio-physical environments. Whilst some of these tools are already available in a limited and specialised manner, such as standard 3D models, there is no open and inclusive tool to allow multiple clients to meet, experiment and shape the future of their area of concern online. In games, where you can meet in virtual worlds, spatio-physical environments are static whilst avatars and characters are highly dynamic – the inverse requirement for experimenting with future urban form. Can we get the planner to ‘play’ with the 3D world in a useful and meaningful manner? Can we then meet online and discuss possibilities for sites and districts and see our thoughts manifest in conceptual patterns. This is the theory behind the software. Utilising urban design patterns and planning codes from a global repository of city morphology will be the planning contribution, with the technology the contribution from the games industry.

Item ID: 471
Item Type: Conference Item (Research - E1)
ISBN: 0-9751533-2-3
Keywords: urban design; town planning; wicked problems; spatial stories; gameworld; place; placemaking
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Copyright © 2005 ACM, Inc.

Date Deposited: 28 Sep 2006
FoR Codes: 08 INFORMATION AND COMPUTING SCIENCES > 0899 Other Information and Computing Sciences > 089999 Information and Computing Sciences not elsewhere classified @ 100%
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