Games in urban planning – a comparative study

Reinart, Bärbel and Poplin, Alenka (2014) Games in urban planning – a comparative study. REAL CORP 2014 – PLAN IT SMART! Clever Solutions for Smart Cities. Proceedings of 19th International Conference on Urban Planning, Regional Development and Information Society. pp. 239-248.

Text (Games in urban planning – a comparative study)
CORP2014_58.pdf - Published Version

Download (1MB) | Preview
Official URL:


The purpose of this paper is to show and discuss the results of a comparative study of games for urban planning. We provide an overview of the selected games available on the market. Because of the variety of offered games, we decided to group them in categories distinguishing among non-digital/traditional, digital and pervasive. The group of non-digital/traditional games includes some well-known, but also some recently developed games: Broken Cities, CLUG, Ginkgopolis, Masterplan, Neue Heimat, Pop-up Pest, Stadtspieler and The Harbour Game. In the category of digital games we considered: Anno, City One, Civilisation, Community PlanIt, Green Sight City, Minecraft/Block by block, Plasticity, Securing Sydney´s Urban Planning, SimCity and Surfing Global Change. The category of pervasive games included: Mogi, PacManhattan and REXplorer. We compared them according to the predefined criteria including participation, interaction, realistic visualization, learning effect and knowledge transfer. One of the positive aspects comprehended that there are some games used for integrating people in urban planning processes. The critical aspects included that there are many games focusing on urban planning issues, but only little were used for integrating people in active urban planning processes. We conclude our paper with a critical discussion of the results of our study and a reflection about further research on games for urban planning.

Item Type: Article
Uncontrolled Keywords: Board- and card games/PC-Games/Games in real space, Comparative study of selected games, Games in urban planning, Non-digital/digital and pervasive games, Participation/interactivity/real reference/learning effect and knowledge transfer
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure
H Social Sciences > HD Industries. Land use. Labor
Depositing User: REAL CORP Administrator
Date Deposited: 28 Jul 2016 08:20
Last Modified: 28 Jul 2016 08:20

Actions (login required)

View Item View Item