Engaging with the Smart City Through Urban Data Games

  • Annika Wolff
  • Alan-Miguel Valdez
  • Matthew Barker
  • Stephen Potter
  • Daniel Gooch
  • Emilie Giles
  • John Miles
Part of the Gaming Media and Social Effects book series (GMSE)


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.


Gamification Data Co-creation Design Transport Smart city Data literacy 


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Copyright information

© Springer Science+Business Media Singapore 2017

Authors and Affiliations

  • Annika Wolff
    • 1
  • Alan-Miguel Valdez
    • 1
  • Matthew Barker
    • 1
  • Stephen Potter
    • 1
  • Daniel Gooch
    • 1
  • Emilie Giles
    • 1
  • John Miles
    • 2
  1. 1.The Open UniversityMilton KeynesUK
  2. 2.University of CambridgeCambridgeUK

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