id |
acadia22_138 |
authors |
Varinlioglu, Guzden; Balaban, Ozgun; Tsai, Daniel; Wu, Charles Ngai-Hang; Nagakura, Takehiko |
year |
2022 |
title |
Learning from Players |
source |
ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 138-149. |
summary |
This paper explores the unconventional decision-making environment of gamification to uncover past urban networks. To test the validity of decision making behavior of humans in the simulated topography, we designed, implemented, and tested a serious board game simulating the urban networks of the past. Using the topography, we abstracted, simplified, and represented several layers of GIS data into hexagon tiles to design a board game. The game also employs playing cards, divided into chance and trade cards, which are used to determine players’ movement on the board and their scores. In the game environment, we simulate the movement of trade, while the players, as agents, explore and reveal possible intercity networks. We monitor and document the gamers’ pathfinding/pathmaking decisions and use these to make comparisons with computational simulations. By tracking users’ movements and behaviors, we were able to create data for spatial analysis, game statistics, and user behaviors. Based on experiments and employing gamers’ stig- mergy, the research provides predictions for lost urban networks of Anatolia. |
series |
ACADIA |
type |
paper |
email |
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full text |
file.pdf (6,421,847 bytes) |
references |
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last changed |
2024/02/06 14:00 |
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