TY - GEN
T1 - Urban gamification during lockdown and social isolation -from the teddy bear challenge to window expeditions
AU - Thibault, Mattia
AU - Baer, Manuel F.
N1 - jufoid=53269
Funding Information:
This project has received funding from the European Union's Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie grant agreement No 793835. Additionally, this research was supported by the University Research Priority Program (URPP) "Language and Space" of the University of Zurich (UZH). We would also like to extend our gratitude to Ross Purves and Christina Ljungberg for their valuable inputs and suggestions.
Publisher Copyright:
Copyright © 2021 for this paper by its authors.
Jufoid=53269
PY - 2021
Y1 - 2021
N2 - The first wave of the COVID-19 pandemic that affected many cities around the world during the spring and summer 2020 was often met with regulations requiring people to lockdown, to quarantine or to respect social distancing. Urban spaces often became off-limits and depopulated, filled with borders isolating people confined at home. Nevertheless, in these trying times new forms of urban gamification surfaced, allowing citizens to engage their surroundings playfully, to connect with others and to escape these dire situations. In this paper, we propose an overview of the many playful activities that emerged in the cities hit by the pandemic, organised according to the urban borders they engage (windows, balconies, rooftops). We then focus on how several borders can be engaged by the same play practice, through a gamified application called Window Expeditions, which aims at participatory data generation, while addressing some of the issues related to isolation and reduced mobility of its users. In the conclusions, we discuss the potential role of urban gamification during the pandemic and, in particular, its ability to comfort, connect, increase curiosity and encourage exploration.
AB - The first wave of the COVID-19 pandemic that affected many cities around the world during the spring and summer 2020 was often met with regulations requiring people to lockdown, to quarantine or to respect social distancing. Urban spaces often became off-limits and depopulated, filled with borders isolating people confined at home. Nevertheless, in these trying times new forms of urban gamification surfaced, allowing citizens to engage their surroundings playfully, to connect with others and to escape these dire situations. In this paper, we propose an overview of the many playful activities that emerged in the cities hit by the pandemic, organised according to the urban borders they engage (windows, balconies, rooftops). We then focus on how several borders can be engaged by the same play practice, through a gamified application called Window Expeditions, which aims at participatory data generation, while addressing some of the issues related to isolation and reduced mobility of its users. In the conclusions, we discuss the potential role of urban gamification during the pandemic and, in particular, its ability to comfort, connect, increase curiosity and encourage exploration.
KW - Borders
KW - COVID-19
KW - Liminal Spaces
KW - Urban Gamification
UR - http://ceur-ws.org/Vol-2883/
M3 - Conference contribution
AN - SCOPUS:85108170866
T3 - CEUR Workshop Proceedings
SP - 130
EP - 139
BT - Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021
A2 - Bujić, Mila
A2 - Koivisto, Jonna
A2 - Hamari, Juho
PB - CEUR-WS.org
T2 - 5th International GamiFIN Conference, GamiFIN 2021
Y2 - 7 April 2021 through 9 April 2021
ER -