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Wolff, Annika; Valdez Juarez, Alan; Barker, Matthew; Potter, Stephen; Gooch, Daniel; Giles, Emilie and Miles, John
(2017).
DOI: https://doi.org/10.1007/978-981-10-1962-3
URL: http://www.springer.com/gp/book/9789811019616
Abstract
This chapter will explore how gamification can be used to motivate citizens to engage with data about their city. Through two case studies, we aim to show how prompting hands-on experiences with urban data can improve data literacy and ultimately increase citizen participation in urban innovation and the co-creation of smart city apps. The first case study presents a game called ‘Turing’s Treasure’ designed to elicit design features and data from the players for MotionMap, an interactive map that improves the planning of travel through different modes of transport around Milton Keynes, UK. The second case study describes the outcome of several creative and competitive app design sessions that have been conducted with school children in London and Milton Keynes. We conclude by discussing where we think this field is heading in the future and what additional benefits this will bring.
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About
- Item ORO ID
- 47326
- Item Type
- Book Section
- Project Funding Details
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Funded Project Name Project ID Funding Body MK:SMART, an integrated innovation and training programme leveraging large-scale city data to drive economic growth (Q-13-037-EM) H04 HEFCE - Keywords
- smart city; games; data literacy; transport
- Academic Unit or School
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Faculty of Science, Technology, Engineering and Mathematics (STEM) > Computing and Communications
Faculty of Science, Technology, Engineering and Mathematics (STEM)
Faculty of Science, Technology, Engineering and Mathematics (STEM) > Engineering and Innovation - Research Group
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OpenSpace Research Centre (OSRC) - Copyright Holders
- © 2017 Springer Science+Business Media Singapore
- Depositing User
- Annika Wolff