Results 11 to 20 of about 169 (136)

Automatic Geodata Processing Methods for Real-World City Visualizations in Cities: Skylines

open access: yesISPRS International Journal of Geo-Information, 2020
The city-building game Cities: Skylines simulates urban-related processes in a visually appealing 3D environment and thus offers interesting possibilities for visualizations of real-world places.
Jan Pinos, Vit Vozenilek, Ondrej Pavlis
doaj   +1 more source

Critical Playable Cities [PDF]

open access: yes, 2019
This chapter outlines a specific framework for the creation of critical playable cities. This framework combines three different concepts: DIY urbanism, critical design and urban gamification which are seen as complementary to each other. Cities are complex systems.
Hassan, Lobna, Thibault, Mattia
openaire   +3 more sources

DIO: A Surveillance Camera Mapping Game for Mobile Devices

open access: yesTecnoscienza, 2018
Surveillance cameras are fast-growing technologies in contemporary society. In poorer countries, they are used to curb urban crime; in richer nations, they are also employed to fight terrorist threats.
Rafael de Almeida Evangelista   +3 more
doaj   +1 more source

Geocraft as a Means to Support the Development of Smart Cities, Getting the People of the Place Involved - Youth Included -

open access: yesKvalita Inovácia Prosperita, 2017
Purpose: In this paper we present Geocraft, a Geo-ICT framework meant to provide the information needed to support the development of smart cities in an accessible and user-friendly way.
Henk Scholten
doaj   +1 more source

Playing the (International) Movie: Intermediality and the Appropriation of Symbolic Capital in Final Fight and the Beat ’em up Genre

open access: yesEludamos, 2018
Final Fight (Capcom 1989) is a famous example of a video game genre generally known as “beat ’em up” or “brawler,” a type of action game where the player character must fight a large number of enemies in unarmed combat or with melee weapons.
Pierantonio Zanotti
doaj   +1 more source

TerraTinker: Crafting Playful Geospatial Visualizations

open access: yesComputer Graphics Forum, EarlyView.
Abstract With the onset of digital technologies, conveying information to the young generation is becoming evermore challenging, forcing us to explore alternative methods, such as using video games. A typical area that could benefit from innovation is geography, where we want to convey the relationship between selected geographical locations and ...
J. Rosecký   +3 more
wiley   +1 more source

THE CONTESTED CITY OF VENICE: Caring for Commodified Common Infrastructures in a Touristified Environment

open access: yesInternational Journal of Urban and Regional Research, Volume 50, Issue 4, Page 1053-1064, July 2026.
Abstract In this essay I reveal contested common infrastructures in the interplay between vanishing public infrastructures in Venice and lack of care by governmental actors in a city with a shrinking number of inhabitants. I examine care and commodified public infrastructures in heritage cities facing mass tourism and climate change effects by zooming ...
Cornelia Dlabaja
wiley   +1 more source

Tehran Playable: Leveraging Synthetic Urbanism and Gamified Co-Creation for adaptive city planning

open access: yesCity and Environment Interactions
Tehran is grappling with a host of unique urbanization challenges that require innovative spatial planning practices that transcend conventional top-down spatial planning.
Ehsan Dorostkar
doaj   +1 more source

Video Game Design Ethics

open access: yesPhilosophy Compass, Volume 21, Issue 4, July/August 2026.
ABSTRACT This article introduces video game ethics as an emergent field. It then focuses on some of the pressing issues distinctive of video game design, issues which arise predominantly from the making rather than the playing of games. Many issues in video game ethics arise from an asymmetry in the relationship between designer and player.
Eliya Cohen
wiley   +1 more source

The Ambidextrous Work of Video Game Development

open access: yesR&D Management, Volume 56, Issue 3, Page 519-529, June 2026.
ABSTRACT How do video game developers balance the pursuit of creative freedom with the demands of market responsiveness? Based on 62 in‐depth qualitative interviews with Swedish game developers, this article advances a theory of individual ambidexterity in the creative digital industries.
Björn Wikhamn, Wajda Wikhamn
wiley   +1 more source

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