Making Smart Cities More Playable

Exploring Playable Cities

Nonfiction, Computers, Advanced Computing, Programming, User Interfaces, Artificial Intelligence, General Computing
Cover of the book Making Smart Cities More Playable by , Springer Singapore
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Author: ISBN: 9789811397653
Publisher: Springer Singapore Publication: July 23, 2019
Imprint: Springer Language: English
Author:
ISBN: 9789811397653
Publisher: Springer Singapore
Publication: July 23, 2019
Imprint: Springer
Language: English

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers.

This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

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This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers.

This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

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