EconPapers    
Economics at your fingertips  
 

Gamifying Decision Support Systems to Promote Inclusive and Engaged Urban Resilience Planning

Nathan Fox, Victoria Campbell-Arvai, Mark Lindquist, Derek Van Berkel and Ramiro Serrano-Vergel
Additional contact information
Nathan Fox: School for Environment and Sustainability, University of Michigan, USA
Victoria Campbell-Arvai: Environmental Studies Program, University of Southern California, USA
Mark Lindquist: School for Environment and Sustainability, University of Michigan, USA
Derek Van Berkel: School for Environment and Sustainability, University of Michigan, USA
Ramiro Serrano-Vergel: School for Environment and Sustainability, University of Michigan, USA

Urban Planning, 2022, vol. 7, issue 2, 239-252

Abstract: Urban residents are often unevenly vulnerable to extreme weather and climate events due to socio-economic factors and insufficient greenspace. This can be amplified if citizens are not meaningfully consulted in the planning and design decisions, with changes to greenspace having detrimental impacts on local communities, e.g., through green gentrification. These deficiencies can be addressed through inclusive landscape-level collaborative planning and design processes, where residents are fully engaged in the co-creation of urban greenspaces. A promising way to support co-creation efforts is gamifying technology-based interactive decision support systems (DSSs). Gamification, the incorporation of video game elements or play into non-game contexts, has previously been used for DSSs in urban planning and to inform the public about the impacts of climate change. However, this has yet to combine informational goals with design-play functionality in the redesign of urban greenspaces. We conducted a review of state-of-the-art video game DSSs used for urban planning engagement and climate education. Here, we propose that gamified DSSs should incorporate educational elements about climate change alongside the interactive and engaging elements of urban planning games, particularly for real-world scenarios. This cross-disciplinary approach can facilitate improved community engagement in greenspace planning, informing design and management strategies to ensure multiple benefits for people and the environment in climate-vulnerable cities.

Keywords: climate change; decision support system; gamification; urban planning (search for similar items in EconPapers)
Date: 2022
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (1)

Downloads: (external link)
https://www.cogitatiopress.com/urbanplanning/article/view/4987 (text/html)

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:cog:urbpla:v7:y:2022:i:2:p:239-252

DOI: 10.17645/up.v7i2.4987

Access Statistics for this article

Urban Planning is currently edited by Tiago Cardoso

More articles in Urban Planning from Cogitatio Press
Bibliographic data for series maintained by António Vieira () and IT Department ().

 
Page updated 2025-03-22
Handle: RePEc:cog:urbpla:v7:y:2022:i:2:p:239-252