The mechanics of drawing

Helping planners use serious games for participatory planning

Authors

Downloads

DOI:

https://doi.org/10.24306/plnxt/80

Keywords:

Board Games, Drawing, Participatory Planning, Serious Games

Abstract

Participatory planning is a way planners can gather valuable information and improve the planning process. To engage citizens in participatory approaches, planners should explore new interactive methods. Combining drawing as a communication activity, and games as an engaging approach can be one of the participatory methods. We propose to explore games that planners can use as tools for this purpose. We searched for analogue games with core drawing mechanics, where planners could learn how to build their serious games. Board Game Geek (BGG) allowed us to explore the most successful modern board games that use drawing mechanics, focusing on examples of how they engaged players. We discussed these, proposing the Modding Drawing Games for Planning Process (MDGPP) framework, and arguing how these core and auxiliary game mechanics could help planners to make game-based planning approaches. With this contribution, we hope to provide a process to help professional planners deliver engaging experiences to collect data for participatory planning approaches.

Published

2022-04-01

References

Adams, E. (2014). Fundamentals of Game Design. New Riders.

Ampatzidou, C., Constantinescu, T., Berger, M., Jauschneg, M., Gugerell, K., & Devisch, O. (2018). All work and no play? Facilitating serious games and gamified applications in participatory urban planning and governance. Urban Planning, 3(1), 34–46.

Angel, R. (1985). Pictionary. Hasbro.

Anning, A. (1999). Learning to draw and drawing to learn. Journal of Art & Design Education, 18(2), 163–172.

Användbart Litet Företag. (2009). Telestrations. Användbart Litet Företag.

Baker, M., Coaffee, J., & Sherriff, G. (2007). Achieving successful participation in the new UK spatial planning system. Planning, Practice & Research, 22(1), 79–93.

Bly, S. A. (1988). A use of drawing surfaces in different collaborative settings. Proceedings of the 1988 ACM Conference on Computer-Supported Cooperative Work, 250–256.

Brathwaite, B., & Schreiber, I. (2009). Challenges for game designers. Nelson Education.

Bromley, D., & Fawcett, B. (1982). Empire builder. Mayfair Games.

Brömmelstroet, M. Te, & Schrijnen, P. M. (2010). From planning support systems to mediated planning support: a structured dialogue to overcome the implementation gap. Environment and Planning B: Planning and Design, 37(1), 3–20.

Castronova, E., & Knowles, I. (2015). Modding board games into serious games: The case of Climate Policy. International Journal of Serious Games, 2(3), 41–62. https://doi.org/10.17083/ijsg.v2i3.77

Champlin, C. J., Flacke, J., & Dewulf, G. P. M. R. (2021). A game co-design method to elicit knowledge for the contextualization of spatial models. Environment and Planning B: Urban Analytics and City Science, 23998083211041372.

Chvátil, V. (2011). Pictomania. Czech Games Edition.

Cilliers, E. J., & Timmermans, W. (2014). The importance of creative participatory planning in the public place-making process. Environment and Planning B: Planning and Design, 41(3), 413–429.

Constantinescu, T., Devisch, O., & Kostov, G. (2020). Game Mechanics as Thinking Mechanisms for Urban Development. https://doi.org/10.4018/978-1-7998-4018-3.ch009

Costikyan, G. (2013). Uncertainty in Games. MIT Press. https://books.google.pt/books?id=5fVuf0pRK6sC

Crookall, D. (2010). Serious Games, Debriefing, and Simulation/Gaming as a Discipline. Simulation & Gaming, 41(6), 898–920. https://doi.org/10.1177/1046878110390784

Dodig, M. B., & Groat, L. N. (2019a). Architecture and Urban Planning? Game On!: Games as Tools for Design, Teaching/Learning, and Research in Architecture and Urban Planning. In The Routledge Companion to Games in Architecture and Urban Planning (pp. 1–14). Routledge.

Dodig, M. B., & Groat, L. N. (2019b). The Routledge Companion to Games in Architecture and Urban Planning: Tools for Design, Teaching, and Research. Routledge.

Dörner, R., Göbel, S., Effelsberg, W., & Wiemeyer, J. (2016). Serious Games. Springer. https://doi.org/10.1007/978-3-319-40612-1

Doumen, J., & Wiersinga, J. (1999). Roads & Boats. Splotter Spellen.

Duarte, L. C. S., Battaiola, A. L., & Silva, A. H. P. (2015). Cooperation in Board Games. Anais Do XIV Simpósio Brasileiro de Jogos e Entretenimento Digital, Sociedade Brasileira de Computação.

Engelstein, G., & Shalev, I. (2019). Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms. CRC Press LLC. https://doi.org/10.1201/9780429430701

Eppler, M. J. (2006). A comparison between concept maps, mind maps, conceptual diagrams, and visual metaphors as complementary tools for knowledge construction and sharing. Information Visualization, 5(3), 202–210.

Eppler, M. J., & Pfister, R. A. (2010). Drawing conclusions: Supporting decision making through collaborative graphic annotations. 2010 14th International Conference Information Visualisation, 369–374.

Fainstein, S. S., & DeFilippis, J. (2015). Readings in planning theory. John Wiley & Sons. https://doi.org/10.1002/9781119084679

Forester, J. (1999). The deliberative practitioner: Encouraging participatory planning processes. Mit Press.

Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games (4th Editio). AK Peters/CRC Press. https://doi.org/10.1201/b16671

Goodspeed, R. (2016). Sketching and learning: A planning support system field study. Environment and Planning B: Planning and Design, 43(3), 444–463.

Hach, H., & Silva, L. (2018). Railroad Ink: Deep Blue Edition. CMON Global Limited.

Healey, P. (1997). Collaborative planning: Shaping places in fragmented societies. Macmillan International Higher Education.

Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop - Technical Report, 1, 1722–1726.

Innes, J. E., & Booher, D. E. (2018). Planning with complexity: An introduction to collaborative rationality for public policy. Routledge. https://doi.org/10.4324/9781315147949

Jacobson, W., & Kohout, A. (2005). Duplik. Braincog, Inc.

Knight, L., Zollo, L., McArdle, F., Cumming, T., Bone, J., Ridgway, A., Peterken, C., & Li, L. (2016). Drawing out critical thinking: testing the methodological value of drawing collaboratively. European Early Childhood Education Research Journal, 24(2), 320–337.

Koens, K., Klijs, J., Weber-Sabil, J., Melissen, F., Lalicic, L., Mayer, I., Önder, I., & Aall, C. (2020). Serious gaming to stimulate participatory urban tourism planning. Journal of Sustainable Tourism, 1–20.

Legacy, C. (2017). Is there a crisis of participatory planning? Planning Theory, 16(4), 425–442.

Lis, A. (2019). ARTBOX. Jet Games Studio.

Matthews, W. J., & Adams, A. (2008). Another reason why adults find it hard to draw accurately. Perception, 37(4), 628–630.

Mayer, I., Bekebrede, G., Harteveld, C., Warmelink, H., Zhou, Q., van Ruijven, T., Lo, J., Kortmann, R., & Wenzler, I. (2014). The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology, 45(3), 502–527. https://doi.org/10.1111/bjet.12067

Mayer, I. S. (2009). The gaming of policy and the politics of gaming: A review. Simulation & Gaming, 40(6), 825–862.

Michael, D. R., & Chen, S. L. (2005). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade.

Nijholt, A. (2020). Playful Introduction on “Making Smart Cities More Playable.” In Making Smart Cities More Playable (pp. 1–22). Springer.

Rauws, W., & De Roo, G. (2016). Adaptive planning: Generating conditions for urban adaptability. Lessons from Dutch organic development strategies. Environment and Planning B: Planning and Design, 43(6), 1052–1074.

Rogerson, M. J., & Gibbs, M. (2018). Finding Time for Tabletop: Board Game Play and Parenting. Games and Culture, 13(3), 280–300. https://doi.org/10.1177/1555412016656324

Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press. https://books.google.pt/books?id=UM-xyczrZuQC

Salter, J. D., Campbell, C., Journeay, M., & Sheppard, S. R. J. (2009). The digital workshop: Exploring the use of interactive and immersive visualisation tools in participatory planning. Journal of Environmental Management, 90(6), 2090–2101.

Sasaki, J. (2012). A Fake Artist Goes to New York. Oink Games.

Sato, A., & de Haan, J. (2016). Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games. International Journal of Instruction, 9, 3–16.

Schouten, B., Ferri, G., de Lange, M., & Millenaar, K. (2017). Games as strong concepts for city-making. In Playable Cities (pp. 23–45). Springer.

Scott, D. (2006). Luck of the Draw. Gamewright.

Sirieix, F. (2020). What’s Missing? Ludonaute.

Smith, R. W. (1973). A theoretical basis for participatory planning. Policy Sciences, 4(3), 275–295.

Sousa, M. (2020a). A Planning Game Over a Map: Playing Cards and Moving Bits to Collaboratively Plan a City. Frontiers in Computer Science, 2, 37. https://doi.org/10.3389/fcomp.2020.00037

Sousa, M. (2021a). Modding modern board games for e-learning : a collaborative planning exercise about deindustrialization. IEEE International Conference of the Portuguese Society for Engineering Education. https://doi.org/10.1109/CISPEE47794.2021.9507250

Sousa, M. (2021b). Serious board games : modding existing games for collaborative ideation processes Modding board games to be serious games. 8(2), 129–147. https://doi.org/10.17083/ijsg.v8i2.405

Sousa, M. (2020b). Fast Brainstorm techniques with modern board games adaptations for daily uses in business and project managing. Proceedings of the International Conference of Applied Business and Manage-Ment (ICABM2020), 508–524. https://icabm20.isag.pt/images/icabm2020/BookofProceedings.pdf

Sousa, M. (2020c). Modern Serious Board Games: modding games to teach and train civil engineering students. 2020 IEEE Global Engineering Education Conference (EDUCON), 197–201. https://doi.org/10.1109/EDUCON45650.2020.9125261

Sousa, M., Antunes, A. P., & Pinto, N. (2022). Fast Serious Analogue Games in Planning: The Role of Non-Player Participants. Simulation & Gaming, 0(0), 1–19. https://doi.org/10.1177/10468781211073645 (in press)

Sousa, M., & Bernardo, E. (2019). Back in the Game: modern board games. In N. Zagalo, A. I. Veloso, L. Costa, & Ó. Mealha (Eds.), Videogame Sciences and Arts (pp. 72–85). Springer International Publishing. https://doi.org/10.1007/978-3-030-37983-4_6

Sousa, M., & Dias, J. (2020). From learning mechanics to tabletop mechanisms: modding steam board game to be a serious game. 21st Annual European GAMEON® Conference, GAME‐ON®’2020.

Sousa, M., Oliveira, A. P., Cardoso, P., Zagalo, N., & Vairinhos, M. (2021). Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame. Joint International Conference on Serious Games, 31–46.

Sousa, M., Oliveira, P., & Zagalo, N. (2021). Mechanics or Mechanisms : defining differences in analog games to support game design. IEEE Conference on Games 2021.

Tan, E. (2016). The evolution of city gaming. In Complexity, Cognition, Urban Planning and Design (pp. 271–292). Springer.

Tan, E. (2017). Play the city: games informing the urban development. Jap Sam Books.

Tanaka, Y., Nakamura, S., & Takemata, K. (2009). Enhancing the creativity of engineers by idea drawing. Proceedings of the Seventh ACM Conference on Creativity and Cognition, 405–406.

Tang, J. C. (1991). Findings from observational studies of collaborative work. International Journal of Man-Machine Studies, 34(2), 143–160.

Vanolo, A. (2018). Cities and the politics of gamification. Cities, 74, 320–326.

Warsch, W. (2019). Subtext. Pegasus Spiele.

Whiteford, R. (2009). Have fun with drawing. Practical Pre-School, 2009(98), 15–16.

Wilson, A., & Tewdwr-Jones, M. (2020). Let’s draw and talk about urban change: Deploying digital technology to encourage citizen participation in urban planning. Environment and Planning B: Urban Analytics and City Science, 47(9), 1588–1604.

Woods, S. (2012). Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland, Incorporated, Publishers.

Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative Games: Lessons Learned from Board Games. Simulation & Gaming, 37(1), 24–40. https://doi.org/10.1177/1046878105282279

Zagalo, N. (2020). Engagement Design : Designing for Interaction Motivations. Springer Nature. https://doi.org/10.1007/978-3-030-37085-5

Zubek, R. (2020). Elements of Game Design. MIT Press.