Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects
Abstract
:1. Introduction
The Political Role of Gamified Participatory Processes
2. Literature Review
2.1. Participatory Mapping via Gamified Participatory Artefacts versus Knowledge, Action, and Consciousness
2.2. Knowledge
- when is knowledge made visible and how can it be redistributed?
2.3. Action
- how can gamified participatory artefacts make power relations visible?
- how can gamified participatory artefacts involve the voices of ‘others’ in the participatory process?
2.4. Consciousness
- when are power relations challenged?
3. Case Study
3.1. Genk: A City in Transition
3.2. The Urban Renewal Process of Vennestraat
3.3. Urban Space
3.4. Subsidies
3.5. Markets and Festivals
3.6. Call for Projects
3.7. The Outcome
4. Methodology
4.1. A Participatory Mapping Process
4.1.1. Socio-Economic Network Mapping
4.1.2. Knowledge
4.1.3. Action
4.1.4. Consciousness
4.2. Mental Images
4.2.1. Knowledge
4.2.2. Action
4.2.3. Consciousness
4.3. Scenario Games
4.3.1. Knowledge
4.3.2. Action
4.3.3. Consciousness
5. Research Results
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Floating City | City Makers | |
---|---|---|
Design goals | What collective project do we want? What do we want to do together? • generating ideas • explaining values | What do we need to implement this collective project? • balancing individual and collective goals • networking |
Type of game | video game | card-based game |
Who is the game for? | Mixed groups and/or specific groups Age: 16–60+ Education: mixed groups and/or specific groups (low educated–higher education) Gaming experience: low to none | Mixed groups and/or specific groups Age: 16–60+ Education: mixed groups and/or specific groups (low educated–higher education) Gaming experience: low to none |
Input | Player brainstorms | Floating City |
Narrative | • foster positive thinking, commonality between participants • provides a motivating structure for discussions that involves all participants in expressing shared values | • define the steps that you need to implement the action • define your own project • define for yourself which achievements you need to succeed in this project |
Expected dynamics | • participants interact, define common values • discuss issues, compare differences in perspectives • upon issues, react to behaviour that does not comply with their norms or values | • participants collaborate over particular assignments, sabotaging common ‘enemy’, to change perspectives (e.g., no longer see something as a problem but as a challenge) • participants evaluate one’s action’s, role, assess progress |
Expected experiences | • collective reflection • collective efficacy | • increased trust • informing • collective learning |
Mechanics | collaboration | • collaboration • competition |
Output | What are (collective) ambitions? • shared norms • shared success criteria • a collective project (program) | What are the chosen projects to reach the (collective) ambitions/to address a common challenge? • alliances of players, linked to the projects/resources • strategies/steps/actors required to implement the given project • proposals for (extra) actors, individual projects and collective projects |
Debriefing | • summary and comments from people on the different ideas • informing on what happens with the collection next (follow up) | ask players to reflect on alternative projects |
Setting of the game | living lab setting, workshopslong participatory processes | living lab setting, workshopslong participatory processes |
Expected duration of the game | 1 h–1 h 30′ | 30’–40’ |
Socio-Economic Network Mapping | Mental Images | Scenario Games | |
---|---|---|---|
Knowledge | • economic networks • social networks • proprietors’ clusters • spatial division on the street • ethnic clusters | • local landmarks • nostalgia over specific shops/spaces (e.g., the Cinema) • valuation of the street | • reveal individual wishes/needs • collective reflection over shared projects on the street • identify problems/tensions |
Action | • clear goals • attention completely absorbed in the activity • high intensity of interaction • visualize abstract notions/concepts | • clear goals • articulate thoughts and lived experiences in an expressive language | • the activity has clear goals • provide high intensity and feedback • sensory and cognitive curiosity for participants • provide a continuous sense of challenge that is neither too difficult as to create frustration nor too easy as to be boring |
Consciousness | • reflect over existing links • shape psychological and conceptual boundaries • challenge existing power relations | • individual/collective carriers of urban identity • understand the general functioning of the street | • understand the driving forces of the participatory process • identify all actors involved in the decision-making process • understand priorities |
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Iulia Constantinescu, T.; Devisch, O.; Huybrechts, L. Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects. ISPRS Int. J. Geo-Inf. 2020, 9, 319. https://doi.org/10.3390/ijgi9050319
Iulia Constantinescu T, Devisch O, Huybrechts L. Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects. ISPRS International Journal of Geo-Information. 2020; 9(5):319. https://doi.org/10.3390/ijgi9050319
Chicago/Turabian StyleIulia Constantinescu, Teodora, Oswald Devisch, and Liesbeth Huybrechts. 2020. "Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects" ISPRS International Journal of Geo-Information 9, no. 5: 319. https://doi.org/10.3390/ijgi9050319
APA StyleIulia Constantinescu, T., Devisch, O., & Huybrechts, L. (2020). Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects. ISPRS International Journal of Geo-Information, 9(5), 319. https://doi.org/10.3390/ijgi9050319