Abstract
This paper investigates how pervasive games, which explore the potential of storytelling on mobile and locative media, can transfer knowledge about serious topics regarding public space. The discussion anchors on Chronica Mobilis (Barcelona 2014), a situated playing experience devoted to supporting critical thinking about contemporary cities’ issues. The authors expose the inception, interaction design, implementation and public presentation process of the mentioned artwork, as well as a qualitative analysis of the participants’ experience. They evaluate the manner in which this serious pervasive game manifests as a ludic mechanism to inform the reflection on the immigration and gentrification phenomenon.
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Notes
- 1.
In this particular domain, designers have been adopting the gameplay dynamics for creating playful public participation in urban planning. For example, see: [9].
- 2.
This paper defines locative media according to Lemos and Josgrilberg [10], as the technological interfaces, such as mobile phones with Global Positioning System receivers, 3G and Bluetooth technologies, which allow interaction between the physical, social and digital networks, by generating data that identifies the location of people and objects in physical space.
- 3.
- 4.
The project 22@Barcelona claims that it will transform “two hundred hectares of industrial land of Poblenou into an innovative district offering modern spaces for the strategic concentration of intensive knowledge-based activities. This initiative is also a project of urban refurbishment and a new model of city”. See: http://www.22barcelona.com/.
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Santos, V., Burguès, R.P. (2018). Authoring a Serious Pervasive Game for Reflecting upon Urban Spaces. In: Brooks, A., Brooks, E., Vidakis, N. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2017 2017. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 229. Springer, Cham. https://doi.org/10.1007/978-3-319-76908-0_8
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