2020
Leorke, Dale
Games, Play and Playfulness in the Creative City: A Brief Overview Book Section
In: Leorke, Dale; Owens, Marcus (Ed.): Games and Play in the Creative, Smart and Ecological City, pp. 27-37, Routledge, 2020, ISBN: 978-0-367-44123-4.
Abstract | Links | Tags: Creative cities, Creative industries, Game studies, Urban policy, Urban studies
@incollection{Leorke2020,
title = {Games, Play and Playfulness in the Creative City: A Brief Overview},
author = {Dale Leorke},
editor = {Dale Leorke and Marcus Owens},
doi = {10.4324/9781003007760},
isbn = {978-0-367-44123-4},
year = {2020},
date = {2020-12-31},
booktitle = {Games and Play in the Creative, Smart and Ecological City},
pages = {27-37},
publisher = {Routledge},
abstract = {This chapter provides a critical overview of the creative city agenda and how games, play and playfulness more broadly contribute to its objectives. I argue this is tied to the growing imperative for citizens and urban policymakers alike to ‘be playful’ in order to thrive in the new economy premised on the economic and spatial reconfiguration of cities in the post-industrial era. I begin with an overview of the literature on the creative city and the processes that led to its emergence, before identifying how games, play and playfulness instrumentally serve the creative city’s underpinning goal of attracting knowledge workers to its spaces. I argue that they serve this goal in three overarching ways: through their existence as a creative industry; by promoting cities as playful and playable; and by playfully instilling citizens with a creative ethos. I aim to establish a framework for examining this overlap between the games industry – and playful practices more broadly – and the economic exigencies of the creative city. In this vein, the chapter concludes with a series of provocations for future research on the role of games and play in urban economic policy and the imperative for cities to position themselves as creative, fun and playful.
},
keywords = {Creative cities, Creative industries, Game studies, Urban policy, Urban studies},
pubstate = {published},
tppubtype = {incollection}
}
Leorke, Dale; Owens, Marcus
Introduction: Connecting Games, Play and Urban Discourse Book Section
In: Leorke, Dale; Owens, Marcus (Ed.): Games and Play in the Creative, Smart and Ecological City, pp. 1-26, Routledge, 2020, ISBN: 978-0-367-44123-4.
Links | Tags: Creative cities, Game studies, Resilience, Smart city, Sustainability, Urban policy, Urban studies
@incollection{Leorke2020b,
title = {Introduction: Connecting Games, Play and Urban Discourse},
author = {Dale Leorke and Marcus Owens },
editor = {Dale Leorke and Marcus Owens },
doi = {10.4324/9781003007760},
isbn = {978-0-367-44123-4},
year = {2020},
date = {2020-12-31},
booktitle = {Games and Play in the Creative, Smart and Ecological City},
pages = {1-26},
publisher = {Routledge},
keywords = {Creative cities, Game studies, Resilience, Smart city, Sustainability, Urban policy, Urban studies},
pubstate = {published},
tppubtype = {incollection}
}
Ramírez-Moreno, Carlos; Leorke, Dale
Promoting Yokosuka Through Videogame Tourism: The Shenmue Sacred Spot Guide Map Book Section
In: Leorke, Dale; Owens, Marcus (Ed.): Games and Play in the Creative, Smart and Ecological City, pp. 38-63, Routledge, 2020, ISBN: 978-0-367-44123-4.
Abstract | Links | Tags: Contents tourism, Game studies, Tourism, Urban studies
@incollection{Ramírez-Moreno2020,
title = {Promoting Yokosuka Through Videogame Tourism: The Shenmue Sacred Spot Guide Map},
author = {Carlos Ramírez-Moreno and Dale Leorke},
editor = {Dale Leorke and Marcus Owens},
url = {https://trepo.tuni.fi/handle/10024/130111},
doi = {10.4324/9781003007760},
isbn = {978-0-367-44123-4},
year = {2020},
date = {2020-12-31},
urldate = {2020-12-31},
booktitle = {Games and Play in the Creative, Smart and Ecological City},
pages = {38-63},
publisher = {Routledge},
abstract = {Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, scholars have to date largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka in Japan, which has recognised the cult classic videogame Shenmue (1999) as a drawcard for tourists and fans outside the city. Through its sacred spot guide map, Yokosuka officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore the city’s spaces through affiliated promotion campaigns. Drawing on an analysis of the guide map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the guide map and other forms of city-funded videogame tourism to put cities that are otherwise overlooked in travel guides and reviews figuratively ‘on the map’ and to boost their local economy.},
keywords = {Contents tourism, Game studies, Tourism, Urban studies},
pubstate = {published},
tppubtype = {incollection}
}
Leorke, Dale; Owens, Marcus
Games and Play in the Creative, Smart and Ecological City Book
Routledge, 2020, ISBN: 978-0-367-44123-4.
Abstract | Tags: Creative cities, Game studies, Play, Smart city, Sustainability, Tourism, Urban policy, Urban studies
@book{Leorke2020c,
title = {Games and Play in the Creative, Smart and Ecological City},
author = {Dale Leorke and Marcus Owens},
isbn = {978-0-367-44123-4},
year = {2020},
date = {2020-11-16},
publisher = {Routledge},
abstract = {This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history.
},
keywords = {Creative cities, Game studies, Play, Smart city, Sustainability, Tourism, Urban policy, Urban studies},
pubstate = {published},
tppubtype = {book}
}
Lammes, Sybille; Leorke, Dale (Ed.)
Games, Play and Urban Environments Collection
2020, ISSN: 1938-0399.
Abstract | Links | Tags: Location-based game, Minecraft, Pervasive games, Pokémon Go, Reviews, Urban play, Urban studies, Video games, Wayfinder Live
@collection{Lammes2020,
title = {Games, Play and Urban Environments},
editor = {Sybille Lammes and Dale Leorke},
url = {https://www.museumofplay.org/journalofplay/issues/volume-12-number-3/},
issn = {1938-0399},
year = {2020},
date = {2020-01-06},
urldate = {2020-01-06},
booktitle = {American Journal of Play},
volume = {12},
issue = {3},
abstract = {Welcome to The American Journal of Play’s special issue on games, play, and urban environments, another in our series of theme issues. This special issue appears as play itself, both outdoors and indoors, has been abruptly curtailed to fit the shifting regulations and safety concerns surrounding the outbreak of the COVID-19 pandemic. To spotlight new scholarship and offer fresh perspectives on the relationship between play and space, guest editors Sybille Lammes and Dale Leorke have gathered a series of articles exploring this spatial relationship in video game play and design. Following their guest editors’ foreword, they begin with a roundtable discussion among the authors of Pervasive Games: Theory and Design—Markus Montola, Jaakko Stenros, and Annika Waern—about the evolution of pervasive games and the research it has inspired. Next, Troy Innocent and Dale Leorke take a new look at the concept of urban play, drawing on a case study of a location-based, augmented-reality game codesigned by Innocent. Hugh Davies offers an alternative cultural genealogy of Pokémon GO focused on the connections between Japan’s seasonal play and the popular augmented reality mobile game. Mia Consalvo and Andrew Phelps review the potential for game design to reveal the complex relationships between urban space, social class, and mental health through purposeful player navigation and narrative architecture. Hamza Bashandy closes the issue with an examination Minecraft’s contemporary use in community mapping and architectural design.
},
keywords = {Location-based game, Minecraft, Pervasive games, Pokémon Go, Reviews, Urban play, Urban studies, Video games, Wayfinder Live},
pubstate = {published},
tppubtype = {collection}
}
