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Abstract

This paper aims to propose a semiotic perspective on how play can be used to change the citizens’ perception of the city. The paper propose a meaning-centered understanding both of play activities (seen as resemantisations of the surrounding environment) and of urban spaces (seen as complex meaning-making machines) and attempts to show how the first ones can be used to re-interpret the second ones. Finally, a few examples such as parkour and flash mobs are analyses in order to test the efficacy of the approach.

Keywords

Urban play Gamification Semiotics Parkour Flash mobs 

Notes

Acknowledgements

This project has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie grant agreement No. 793835. Open image in new window

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Copyright information

© ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2019

Authors and Affiliations

  1. 1.Tampere University of TechnologyTampereFinland

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