Playable cities : the city as a digital playground

This book addresses the topic of playable cities, which use the 'smartness' of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of...

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Bibliographic Details
Other Authors Nijholt, Anton, 1946- (Editor)
Format Electronic eBook
LanguageEnglish
Published Singapore : Springer, [2017]
SeriesGaming media and social effects.
Subjects
Online AccessFull text
ISBN9789811019623
9789811019616
ISSN2197-9685
Physical Description1 online resource (x, 253 pages) : illustrations (some color)

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245 0 0 |a Playable cities :  |b the city as a digital playground /  |c Anton Nijholt, editor. 
264 1 |a Singapore :  |b Springer,  |c [2017] 
264 4 |c ©2017 
300 |a 1 online resource (x, 253 pages) :  |b illustrations (some color) 
336 |a text  |b txt  |2 rdacontent 
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490 1 |a Gaming media and social effects,  |x 2197-9685 
505 0 |a Introduction to Playable Cities -- Creative Tourism, Social Tourism and Playful Smart Cities -- Playful Urban Interventions -- Game Engine in Urban Planning and Citizen Participation -- Thirdplaceness -- Mischief Humor in Playable Cities -- Digital Cartography for Playable Cities -- Development of Pervasive Games -- Urban Game: Operation Noose -- Engaging with the City through Urban Data Games -- Experimentation and Playfulness. 
506 |a Plný text je dostupný pouze z IP adres počítačů Univerzity Tomáše Bati ve Zlíně nebo vzdáleným přístupem pro zaměstnance a studenty 
520 |a This book addresses the topic of playable cities, which use the 'smartness' of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events. 
504 |a Includes bibliographical references. 
590 |a SpringerLink  |b Springer Complete eBooks 
650 0 |a City planning  |x Social aspects. 
650 0 |a Information technology  |x Social aspects. 
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700 1 |a Nijholt, Anton,  |d 1946-  |e editor. 
776 0 8 |i Print version:  |t Playable Cities.  |d [Place of publication not identified] : Springer-Verlag New York Inc 2016  |z 9789811019616  |w (OCoLC)952384266 
830 0 |a Gaming media and social effects. 
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