Metropolis: Emergence in a Serious Game to Enhance the Participation in Smart City Urban Planning

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Metropolis: Emergence in a Serious Game to Enhance the Participation in Smart City Urban Planning Jose Aguilar 1,2 & Francisco Díaz 1 & Junior Altamiranda 1 & Jorge Cordero 3 & Danilo Chavez 4 & Jose Gutierrez 5 Received: 6 August 2018 / Accepted: 30 July 2020/ # Springer Science+Business Media, LLC, part of Springer Nature 2020

Abstract This article presents a city simulator game named Metropolis. It is an emerging serious game that generates emergent properties. Metropolis can be used as a smart city for city planning, based on collective decisions. It also analyzes how its emergent properties might be used for managing a smart city and, especially, how it promotes e-participation as an e-decision-making tool within the context of urban planning. In addition, this paper explores the use of Metropolis for analyzing a smart city’s emergent citizen and urban patterns (urban spatial distribution) based on e-participation. Keywords Emerging serious games . E-participation . Smart cities . Urban planning

* Jose Aguilar [email protected] Francisco Díaz [email protected] Junior Altamiranda [email protected] Jorge Cordero [email protected] Danilo Chavez [email protected] Jose Gutierrez [email protected]

1

CEMISID, Dpto. Computación, Universidad de Los Andes, Mérida 5101, Venezuela

2

GIDITIC, Universidad EAFIT, Medellín, Colombia

3

DCCE, Universidad Técnica Particular de Loja, Loja, Ecuador

4

LSIR, Escuela Politécnica Nacional, Quito, Ecuador

5

Dpto Ciencias de la Computación, Universidad de Alcalá, Alcalá de Henares, Spain

Journal of the Knowledge Economy

Introduction Recent advances in artificial intelligence have become critical in the design of video games. In particular, the concept of emergent game marks the beginning of a new era in video games (Sweetser 2007; Sweetser and Wiles 2005): emergent games represent the evolution of games that are adapted to the player while maintaining the central thread of the game. In the emergent games, the emergence is based on the dynamic creation of a world, so that the player’s actions influence this world, generating emergent behaviors in the world according to what is happening in the game. On the other hand, the term participation means taking part in joint activities to reach a common goal. This practice is highly complex due to its goal-oriented process, which involves decision-making and control. E-participation in a smart city supports the participation of citizens in governance through the use of information and communications technologies (ICTs) (Vrabie and Tirziu 2016; Komninos 2018; Deakin 2014). Citizen participation is especially important in a smart city; hence, its planning should consider the needs of its citizens (Chourabi et al. 2012; Graniera and Hiroko 2016; Mellouli et al. 2014; Deakin 2014). In general, e-participation encompasses different purposes: administration, policy-making, service delivery, and decision-making. With this in view, this paper analyzes the e-participation in the context of decisionmaking in a smart city (Komni