4.1. Gathered Cases and Results for Determining Parameters
Study included 11 real-life cases of using videogames in urban civic participation documented sufficiently to account them into evaluation. Cases, years and used games are shown in
Table 5.
As it may be noticed, there is a significant majority of od adapted of modified products originally made for commercial users. There is also noticeable tendency in most recent cases using tailored serious games.
Once gathering process was over, each case was evaluated according to parameters specified in chapter 3.3. For the area parameter, games such as Minecraft are recommended for smaller areas, while adaptations of existing products or more complex games such as Cities: Skylines work better for larger areas (over 20 hectares). The choice of graphics and complexity of gameplay also depends on the size of the area, with symbolic and simplified graphics used for smaller areas, and stylized and realistic ones for larger ones.
The game use cases studied involved different types of spaces, from parks to entire districts. Adaptations of off-the-shelf games were comprehensively applied, covering different types of spaces, particularly districts. Modified products and new games mainly addressed larger areas, such as districts. On the graphics side, games with simplified graphics were applied to all types of spaces outside of neighborhoods, while stylized and realistic graphics were associated only with activities involving districts. Game mechanics showed similar patterns - simple games covered all types of spaces, while more complex mechanics were mainly used in the context of districts.
As for the urban context, game adaptations dominated in areas such as T2, T5, T6 and SD. For T4 and SN, both modified games and city builders were used. Simplified graphic style dominated in T2, T5, T6, and realistic in T4 and SD. Uncomplicated mechanics dominated in the T2, T5, T6 areas, while more complex mechanics were characteristic of T4 and SD.
Participatory processes using video games were characterized by a wide variation in the number of participants. Game adaptations were used in processes with a number of participants ranging from a dozen to several hundred, while new games were used in processes with a few to more than 100 participants. Symbolic graphics were present in cases with a range of 100-249 participants, while simplified graphics were used in processes involving both up to 50 and more than 250 people. Uncomplicated mechanics were preferred in processes with groups of a few dozen to more than 250 people, while more complex mechanics appeared with smaller groups.
The age of participants was important in the study, but accurate data was rarely available. Game adaptations were used in all age groups, while new games were not used in processes involving older people. The simplified graphic style was versatile, and stylized graphics were not found only in trials with older people. Realistic graphics were used mainly for adolescents and young adults.
Semi-closed, semi-open and open processes showed a weight dispersion, with a slight preference for new city builder games. The complexity of game mechanics was inversely proportional to the openness of the processes, indicating a preference for simpler games in more open processes.
The mode of process implementation was key to how the process was carried out. Most of the processes were executed stationary, with one exception of remote execution in Hameelinna, where a city builder game with realistic graphics was used. Only Mordor Shaper, a strategy game using geolocation, appeared in mobile mode. Stationary processes tended to use adaptations with simplified graphics.
Activities using games in participation were aimed at increasing residents' influence on the surrounding space. Higher levels of participation were characterized by game adaptations, especially in the creative mode. New and modified games appeared more often in opinion and consultation processes, and the graphic style depended on the mode - simplified and symbolic graphics were used in the creative mode, and stylized ones in the consultation mode.
Games used in different contexts had specific characteristics depending on the purpose of their use. For education, adapted games were most often used, as well as those with simplified or realistic graphics. Stylized games were more often used for the exploration of ideas, while all graphic styles could be used in socio-spatial dialogue. Uncomplicated games were used for education, spatial change, increased social engagement and dialogue. Moderately complex games were used in idea exploration and dialogue, while the most complex mechanics were used in education, spatial change and dialogue. The most adapted survival games were used in spatial change, while strategy and city builder games with more symbolic graphics worked well in idea exploration and increased social engagement.
Video games used in social participation can play different roles in the process, such as a superior or supplementary position. Games with an overarching role, often based on adaptations or new games, were characterized by simplified or stylized graphics, and their gameplay was uncomplicated or moderately complex. Superior role-playing games were both survival and city builder games. In contrast, games with a supplementary role often had realistic graphics, came from adaptations or were modified products, and their mechanics were more complex.
With all values ready numeric indications for each determining parameter were calculated. Detailed results for each parameter were included in
Appendix B of this manuscript.
4.2. Summary of Calculated Values for Subsequent Determined Parameters
Adaptations of existing market products are used in cases involving spaces of parks, squares and neighborhoods with relatively small areas, less than 20 hectares, set in both rural and urban contexts. These processes are characterized by indications of the number of participants above 250 and between 20 and 49. Adaptations are also aimed at audiences of virtually all age groups. The processes are both remote and stationary; they are characterized by varying degrees of openness: closed, semi-closed and open. Games are used to obtain assumptions for spatial changes and as a platform for socio-spatial dialogue, and their position is rather paramount in the participatory process.
For modified products, with the exception of the supplementary item, the process lacks indications among the values of determining parameters. The indications for new games are, as one might guess, largely the inverse of the indications for adaptations. Thus, we are talking about large areas of neighborhoods set in the context of informal habitats, characteristic of the global South. The processes are directed to both small (up to 9) and large (over 100) groups of participants, are semi-closed or semi-open, and work best for the mobile mode. The greatest use can also be found for the opinion and consultation mode of participation aimed at exploring scenarios and increasing public involvement. However, there is a lack of indication of the role of the game in the process. Recommendations for all types of genesis are presented in
Table 6.
Symbolic graphics have indications for the number of participants - groups of more than 100 participants. These are mobile and semi-closed processes directed at increasing involvement in the process of creating local spatial policy. The simplified graphic style is characterized by indications for areas of relatively small size, namely squares, parks and neighborhoods in a downtown or rural context. The processes here target the full spectrum of age groups and are stationary in nature. A simplified graphic style applies to both open and closed processes, and participation was carried out in a creative mode. Games in the process had an overarching function and were used to obtain assumptions for spatial changes and to support socio-spatial dialogue. The stylized graphics have moderate recommendations for large-area themes, such as districts set in the context of informal habitats. It characterizes productions used in processes involving up to 20 people, usually adults. The process is characterized by half-openness, and participation is carried out in an opinionated and consultative mode. Games are used as a medium for exploring spatial scenarios. Realistic gaming is applied to themes set in suburban contexts and special districts, such as warehouse or industrial districts. The process is open and remote, and games are used supplementarily for educational purposes. Table 7 shows recommendations for all graphic styles.
Table 6.
Summary of indications for individual values of the graphic parameter (source: author).
Table 6.
Summary of indications for individual values of the graphic parameter (source: author).
|
Graphics |
Parameter |
Symbolic |
Simplified |
Stylized |
Realistic |
Area |
none |
|
up to 20 ha |
1,00 |
20+ ha |
0,50 |
none |
|
Type of space |
none |
|
Square, neighbourhood, park |
1,00 |
District |
0,50 |
none |
|
Urban context |
none |
|
T2, T5, T6 |
1,00 |
SN |
0,60 |
SD |
1,00 |
|
|
|
|
|
|
T4 |
0,67 |
Number of participants |
100-249 |
1,00 |
250+ |
1,00 |
5-9 |
1,00 |
10-19 |
0,50 |
|
|
20-49 |
0,80 |
10-19 |
0,50 |
|
|
Age groups |
none |
|
Seniors |
1,00 |
Adult |
0,50 |
none |
|
|
|
Children |
0,75 |
|
|
|
|
|
|
Youth |
0,57 |
|
|
|
|
|
|
Adult |
0,50 |
|
|
|
|
Process accessibility |
Semi-closed |
0,50 |
Closed |
1,00 |
Semi-open |
0,50 |
Open |
0,50 |
|
|
Semi-closed, Open |
0,50 |
|
|
|
|
Process mode |
Mobile |
1,00 |
On site |
0,56 |
none |
|
Remote |
1,00 |
Participation level |
none |
|
Creative |
0,72 |
Opinion and consultation |
0,75 |
none |
|
Purpose of using game |
Fostering engagement |
1,00 |
Spatial changes |
0,80 |
Idea exploration |
1,00 |
Education |
0,50 |
|
|
Socio-spatial discourse |
0,57 |
|
|
|
|
|
|
Education |
0,50 |
|
|
|
|
Role of the game |
none |
|
Superior |
0,56 |
none |
|
Complimentary |
1,00 |
Strategies are characterized by a low number of indications, indicating rather low versatility and utilitarianism compared to other genres used. It is known that they can be used for groups of more than 100 people in semi-closed processes implemented to increase social engagement.
Games of the survival genre show particular usefulness for themes covering medium and small areas of neighborhoods, parks and squares. For context, we are referring to T2, T5 and T6 zones. Activities are directed to both large groups (over 250) and groups of a few dozen participants. What is missing here is a trend in the accessibility of the process - so these are rather comprehensive games in this regard. The process itself tended to be stationary, and participation - creative level. Games were used for educational purposes as a tool for forming assumptions for spatial change and as a medium for dialogue. They also had an superior position in the process (
Table 8).
Productions with low complexity of mechanics were applied to projects involving small and medium-sized areas, namely parks, squares and neighborhoods. Downtown and rural contexts appeared here. Processes were aimed at all age groups, and involved both a few dozen and more than 100 participants. Accessibility to the process was full, partial and completely closed, and the process itself was carried out in mobile mode, but a stationary version should also be considered. Participation had a creative level, the game was used for educational purposes, gathering assumptions for spatial changes, as a platform for dialogue and as a factor to contribute to the growth of public involvement. The medium-complex mechanics were applicable to large areas of districts. The largest indications here are for informal habitats, and the processes target smaller groups of participants with no indication of specific age groups and are semi-open.
The level of participation is lower than for the previous parameter - opinion and consultation. Games are used as a medium for exploration of ideas.
The last group of productions with complex mechanics has indications for averages in terms of the area of topics concerning suburban contexts. Processes in this case are directed to groups of several people without specific age indications, and are open and remote in nature. Games are used for educational purposes and have a supplementary role in the projects. A list of recommendations for the parameter of complexity of mechanics is presented in
Table 9.