Last week I attended a
seminar in Tilburg that focused on the possibilities of gamification for
regional development. The presentations were aimed at exploring how playing
games (or better: interaction through game-play) can redirect the planning
process and the decision-making process of regional development and deliver
alternatives for top-down planning.
The event was prompted by
the arrival in Tilburg of the travelling exhibition MozaïekBrabant which incorporates Carpet Metropolis Brabant City
(although Tapestry Metropolis would
have been a better translation of Tapijtmetropool)
a vision of the future of the urban landscape as a mosaic of functions and possibilities
literally woven into a large carpet.
As was clear during earlier
events by Rezone, game-play is useful as a tool in negotiating development
processes and organising participation. All spatial development games revolved
around organising stakeholder wishes and creating insight into the spatial and
functional effects of certain choices (through simulation and role-playing
devices). The games varied from very low-tech (Simlandscape) to high-tech (Rezone
the Game) and from organising the decision making process (Play the City and The Making Of), channelling initiatives (SpoorLoos) to organising awareness and participation (Leve de Krimp and Enercities).
Most games were directed
towards urban redevelopment and urban infill projects. So here regional planning
was the framework that these project functioned within as the issues were of a
lesser scale. Especially Leve de Krimp
truly had a regional focus as it is aimed at translating and simulating the
effects of population decrease combined with an ageing population and shifts in
employment opportunities away from low-skilled industrial and agricultural
work.
I was very impressed with
the SpoorLoos board game (on the left) that coupled an attractive design with
an interesting game play. The game is centred around an inner-city brown field
site along the railway. Rezone the Game (shown in the middle) is played against
a computer and is mainly concerned with buildings that stand empty. These can
be former industrial sites, factories, schools, office blocks and blocks of
flats. The game Play the City had a lovely design (as can be seen on the right)
and seems to be a very useful and fun way of organising participation in an
open-ended planning process.
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