IJFANS International Journal of Food and Nutritional Sciences

ISSN PRINT 2319 1775 Online 2320-7876

GAMES FOR URBAN DESIGN-COMPARATIVE STUDY

Main Article Content

Akhil Das, Sneha Maji,

Abstract

The primary emphasis of our article is on the integration of professional video games and internet gaming within the field of urban planning. From the beginning, we establish clear definitions for games and serious entertainment and discuss the potential of these specific forms of games. We offer an overview of online urban planning games, along with gaming examples that encompass various topics and storylines. In order to guarantee the precision of environmental measurements, a standardised operating process is established, uncertainty is evaluated, and quality assurance methods are implemented. The main aim of the paper is to explore the potential of serious games in facilitating public engagement in the planning process. We provide a concise summary of the selected games that are now available for purchase. We opt to classify the accessible games according to their variety, distinguishing between traditional, digital, and non-digital gaming. The assortment of analog/conventional games comprises the subsequent titles: Masterplan, Neue Heimat, Pop-up Pest, Stadtspieler, Broken Cities, CLUG, and Ginkgo Polis; a few of these products have gained considerable recognition, while others are more recent innovations. The computer games that we considered are: Plasticity, Securing Sydney's Planning and Development, SimCity, Anno, City One, Civilization, Community Plant, Green Sight City, and Minecraft/Block by Block. Some of the widely available games included Pac Manhattan, REXplorer, and Mogi. We evaluated them based on predetermined criteria, which encompassed knowledge transfer, learning effect, realistic visualisation, involvement, and engagement. One benefit was the realisation that certain games are used to incorporate students or participants into the urban planning process. An noteworthy observation is that although many games dealt with urban planning subjects, only a small number of them actively included players in real urban planning activities. As we conclude our research, we provide a thorough evaluation of the study's results and suggest areas for future investigation about the relationship between video games and urban planning.

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