Abstract
This chapter examines the growing intersection of digital games and the ‘smart city’ model. It explores the various ways that games and playful practices can alternately support, challenge, or counter the push to instrumentalise, optimise, and ‘program’ the city through ubiquitous smart technologies and ‘sentient’ infrastructure. I begin with a brief overview of the smart city model and how digital games figure into its economic and cultural policies. I then examine current debates around how games and play might more broadly contribute to and counteract the smart city approach, through an analysis of different groups and movements that propose themselves as playful ‘alternatives’ to the smart city. I outline three broad conceptual categories into which these alternatives fit, which alternately propose to reappropriate, reconfigure, and augment the smart city. In doing so, I connecting each of these approaches not only to contemporary discourses around urban policy, but also historical and present visions of play in urban space.
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Acknowledgements
I would like to thank my colleagues from the Tampere University Games Seminar for their detailed and helpful feedback on an earlier version of this paper; and Jan Švelch for his comments and corrections on this version, although all mistakes and oversights are of course my own.
I use Web Archive where possible to capture online references as they appear at the time of writing. Use the full link provided to see the version I am quoting from, or the link within the link to view current and non-archived versions of them.
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Leorke, D. (2020). Reappropriating, Reconfiguring and Augmenting the Smart City Through Play. In: Nijholt, A. (eds) Making Smart Cities More Playable. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-13-9765-3_3
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