creative placemaking
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2021 ◽  
Vol 10 (4) ◽  
pp. 1-25
Author(s):  
Mona El Khafif ◽  
Kathy Hsu Wibberly ◽  
Elgin Cleckley ◽  
Tho H. Nguyen ◽  
Marcus H. Divers

Rural communities in Virginia have experienced a decline caused by national economic trends. Formerly vibrant towns with rich histories and cultures increasingly suffer from a shrinking population and a lack of new investment, directly impacting the quality of life and services like education or health care. The loss of identity is a hindrance to innovative planning strategies and entrepreneurship. This paper reflects on an ongoing serious game effort developed by the University of Virginia and piloted in Martinsville, VA. That city’s once-vibrant community faces challenges like unemployment, opioid addiction, and obesity. We are Martinsville (WAM) recognizes Martinsville’s rich ties to its history and cultural assets, offering a digital tool in support of a creative placemaking strategy. WAM fosters community engagement while simultaneously increasing outdoor activities and allowing stakeholders to generate place-based game content. This paper describes the findings of the pilot project.


2021 ◽  
Vol 10 (4) ◽  
pp. 0-0

Rural communities in Virginia have experienced a decline caused by national economic trends. Formerly vibrant towns with rich histories and cultures increasingly suffer from a shrinking population and a lack of new investment, directly impacting the quality of life and services like education or health care. The loss of identity is a hindrance to innovative planning strategies and entrepreneurship. This paper reflects on an ongoing serious game effort developed by the University of Virginia and piloted in Martinsville, VA. That city’s once-vibrant community faces challenges like unemployment, opioid addiction, and obesity. We are Martinsville (WAM) recognizes Martinsville’s rich ties to its history and cultural assets, offering a digital tool in support of a creative placemaking strategy. WAM fosters community engagement while simultaneously increasing outdoor activities and allowing stakeholders to generate place-based game content. This paper describes the findings of the pilot project.


2021 ◽  
pp. 146144482110449
Author(s):  
Nicole Basaraba

The concept of ‘place-making’ emerged in media studies in 2015, but to date, there has been little theoretical engagement with the term. The primary research question this scoping review answers is how is ‘place-making’ defined across disciplines and which methodologies have been applied to creative and digital projects? A bibliometric analysis of 1974 publications from Web of Science (published in the last 30 years) were analysed to (1) define ‘place-making’ across disciplines, (2) model common themes in scholarship, (3) identify the methodologies used and (4) understand the impacts on citizens. The results show that ‘place-making’ first appeared in geography/urban studies in 1960s, was then adopted as ‘creative placemaking’ in the creative industries, and in the past 5 years (since 2015), it has appeared as ‘digital placemaking’ in media studies. It also highlighted areas (i.e. gaps) for future research into ‘creative placemaking’ and ‘digital place-making’ practices for cultural heritage sites.


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