Table of contents
About this book
This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers.
This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.
Playable Cities Smart Cities Affective Cities Human-Computer Interaction Pervasive Computing Ubiquitous Computing Sensor Network Urban Games Entertainment Computing Multimodal Interaction
Editors and affiliations
- DOI https://doi.org/10.1007/978-981-13-9765-3
- Copyright Information Springer Nature Singapore Pte Ltd. 2020
- Publisher Name Springer, Singapore
- eBook Packages Intelligent Technologies and Robotics
- Print ISBN 978-981-13-9764-6
- Online ISBN 978-981-13-9765-3
- Series Print ISSN 2197-9685
- Series Online ISSN 2197-9693
- Buy this book on publisher's site