Durable Civic Technology

2022 ◽  
pp. 608-630
Author(s):  
Lisa Ward Mather ◽  
Pamela Robinson

Minecraft is a video game that allows players to interact with a 3D environment. Launched in 2009, Minecraft has surprisingly durable popularity. Users report that Minecraft is easy to learn and understand, engaging and immersive, and adaptable. Outside North America it has been piloted for urban planning public consultation processes. Five years ago, authors conducted research using key informant interviews. This study asked practicing urban planners in Canada to assess Minecraft's potential. Key findings address Minecraft's usefulness as a visualization tool, its role in building public trust in local planning processes, the place of play in planning, and the challenges associated with its use in public consultation. This chapter explores Minecraft's ongoing use, offers reflections as to how this game could effectively be used for public consultation, and concludes with key lessons for urban planners whose practice intersects with our digitally-enabled world, with a particular focus on new application possibilities in smart city planning projects.

Author(s):  
Lisa Ward Mather ◽  
Pamela Robinson

Minecraft is a video game that allows players to interact with a 3D environment. Launched in 2009, Minecraft has surprisingly durable popularity. Users report that Minecraft is easy to learn and understand, engaging and immersive, and adaptable. Outside North America it has been piloted for urban planning public consultation processes. Five years ago, authors conducted research using key informant interviews. This study asked practicing urban planners in Canada to assess Minecraft's potential. Key findings address Minecraft's usefulness as a visualization tool, its role in building public trust in local planning processes, the place of play in planning, and the challenges associated with its use in public consultation. This chapter explores Minecraft's ongoing use, offers reflections as to how this game could effectively be used for public consultation, and concludes with key lessons for urban planners whose practice intersects with our digitally-enabled world, with a particular focus on new application possibilities in smart city planning projects.


2019 ◽  
pp. 1052-1070
Author(s):  
Lisa Ward Mather ◽  
Pamela Robinson

Minecraft is a popular video game that allows players to interact with a 3D environment. Users report that it is easy to learn and understand, is engaging and immersive, and is adaptable. Outside North America it has been piloted for urban planning public consultation processes. However, this game has not yet been studied to determine how and whether it could be used for this purpose. Using key informant interviews, this study asked practicing urban planners to assess Minecraft's potential. Key findings address Minecraft's usefulness as a visualization tool, its role in building public trust in local planning processes, the place of play in planning, and the challenges associated with its use in public consultation. The paper concludes with reflections as to how this game could effectively be used for public consultation, and offers key lessons for urban planners whose practice intersects with our digitally-enabled world.


2016 ◽  
Vol 5 (3) ◽  
pp. 42-58 ◽  
Author(s):  
Lisa Ward Mather ◽  
Pamela Robinson

Minecraft is a popular video game that allows players to interact with a 3D environment. Users report that it is easy to learn and understand, is engaging and immersive, and is adaptable. Outside North America it has been piloted for urban planning public consultation processes. However, this game has not yet been studied to determine how and whether it could be used for this purpose. Using key informant interviews, this study asked practicing urban planners to assess Minecraft's potential. Key findings address Minecraft's usefulness as a visualization tool, its role in building public trust in local planning processes, the place of play in planning, and the challenges associated with its use in public consultation. The paper concludes with reflections as to how this game could effectively be used for public consultation, and offers key lessons for urban planners whose practice intersects with our digitally-enabled world.


2021 ◽  
Author(s):  
Lisa Ward

Minecraft, the popular video game, shows promise as a planning engagement tool: it allows players to experience and manipulate a three-dimensional environment, it is easy to learn and understand, it is engaging and immersive, it is adaptable, and it has already begun to be used for geodesign and planning engagement. However, this game has not yet been studied to determine how it could best be used for this purpose. Using an analysis of key informant interviews, this study seeks to address this deficit and reflect on the ways in which this game could help planners achieve various engagement goals. Key findings in this study address Minecraft’s usefulness as a visualization tool, its role in building trust, the place of play in planning, and the challenges associated with conducting an accessible, interactive online engagement using Minecraft.


2021 ◽  
Author(s):  
Lisa Ward

Minecraft, the popular video game, shows promise as a planning engagement tool: it allows players to experience and manipulate a three-dimensional environment, it is easy to learn and understand, it is engaging and immersive, it is adaptable, and it has already begun to be used for geodesign and planning engagement. However, this game has not yet been studied to determine how it could best be used for this purpose. Using an analysis of key informant interviews, this study seeks to address this deficit and reflect on the ways in which this game could help planners achieve various engagement goals. Key findings in this study address Minecraft’s usefulness as a visualization tool, its role in building trust, the place of play in planning, and the challenges associated with conducting an accessible, interactive online engagement using Minecraft.


Author(s):  
Benjamin Rodrigue

This chapter will describe several methods of detecting collision events within a 3D environment. It will also discuss some of the bounding volumes, and their intersection tests that can be used to contain the graphical representation of objects in a video game. The first part of the chapter will cover the use of Axially Aligned Bounding Boxes (AABBs) and Radial Collision Volumes. The use of hierarchies with bounding volumes will be discussed. The next section of the chapter will focus on Object Oriented Bounding Boxes (OOBs). The third section is concerned with the Gilbert-Johnson-Keerthi distance algorithm (GJK). The last three sections will focus on ways of optimizing the collision detection process by culling unnecessary intersection tests through the use of type lists, sorted lists and spatial partitioning.


2018 ◽  
Vol 54 (4) ◽  
pp. 622-642 ◽  
Author(s):  
Tessa F Nasca ◽  
Nadine Changfoot ◽  
Stephen D Hill

AbstractThis research evaluated a community-led participatory planning process that sought to involve citizens who are often marginalized within planning processes. Participatory planning – which is theoretically informed by communicative planning theory – may shift the legacy of power and marginalization within planning processes and improve planning outcomes, foster social cohesion, and enhance the quality of urban life. The two-year Stewart Street Active Neighbourhoods Canada (ANC) project aimed to build capacity among residents of a low-income neighbourhood in Peterborough, Ontario and to influence City planning processes impacting the neighbourhood. The project, led by a community-based organization, GreenUP, fostered collaborative interactions between residents and planning experts and supported residents to build and leverage collective power within planning processes. The participatory planning approach applied in the Stewart Street ANC transformed – and at times unintentionally reproduced – inequitable power relations within the planning process. Importantly, we found that GreenUP was a vital power broker between marginalized residents and more formal power holders, and successfully supported residents to voice their collective visions within professionalized planning contexts.


2019 ◽  
pp. 155541201987374
Author(s):  
Brendan Keogh

Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Japan, videogame production happens in a range of contexts, at a variety of scales, and for a number of reasons. While “the videogame industry” as a sector of the economy accounts for the flow of capital between corporate actors and global markets, as a concept it is insufficient to account for the spectrum of cultural activities and identities that constitute videogame production. In this article, I instead follow Bourdieu to consider videogame production as a cultural field. The videogame field is locally situated and constituted by a contested range of activities and identities implicated in interrelated economic, cultural, and social forces. Drawing from empirical research with videogame makers in Australia, this article’s conceptualization of the videogame field provides ways to better account for the plurality of ways videogames makers navigate economic stability and creative autonomy.


Sign in / Sign up

Export Citation Format

Share Document