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GAMES FOR ENGAGEMENT

Beautiful Park

A digital platform involving the community in the co-creation of urban green spaces, with a possible reward system.

Overview of the Engagement Tool/Innovation: 

This engagement tool uses video games to enable participants to take part in the creative design process of UGN projects. The basis behind using a video game is to create a toolkit option which is accessible to as many people as possible. This provides the opportunity to interact and build relationships with certain communities who do not traditionally have a prominent voice in park design and decision-making. 

 

Role in decision-making: 

This toolkit option would allow community members to be involved in designing greenspaces. Although participants would not have a final say over on decisions made regarding the parks, they could, if UGN enabled, provide recommendations and indicate preferences over a period of time. 

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Consulting: allows for sustainable and continuous feedback, which will help understand the needs/wants of park users over a prolonged period. 

Online: those who are unable to attend other forms of consultation can participate at a more favourable time. 

Hard to reach groups: communities encompass “dense social networks” and “heterogeneous competencies”. 

Empowering: gives participants a voice in the decision process through consultation. Ultimately, UGN will have the final say on decision made. However participants will get to put forward ideas to inform UGN about what they want. There are some cases of those who take part being rewarded for doing so (Trust & relationship building). 

Good for informing: can enable citizens to better understand what is being done, with some games also putting across the constraints UGN may be facing (economic/land restraints). 

Collaborating: there is an opportunity for collaboration, especially if UGN partner this with a physical version such as Lego, which would also help those who struggle with technology (Lego/Games for change/XEODesign). Another way of collaborating would be the Block-by-Block scheme which uses Minecraft to plan public spaces. 

Suitable for:  

The software is able to accommodate a range of design restrictions so would be suitable for various park design projects. 

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HOW TO DO IT:

Engagement with the software - The way in which participants would engage with the software depends on which option from the software sections is chosen. 

  • Option 1, 2 and 4 could provide a link via the UGN website. 

  • Option 3 would require participants to attend a workshop (option 4 would also allow for workshops). 

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Engagement with UGN – The game will facilitate engagement by providing participants the opportunity to create their ideal renovations to a park. It will allow UGN to educate those who use the tool about the process which goes into park design, as well as informing those in the community about the constraints UGN faces when it comes to projects, such as finances and land use. 

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UGN engagement with participants – UGN could incorporate workshops and/or skills videos into the process which would teach participants how to use the game, as well as inform them of the project and how their designs will be used. There is also the possibility to incorporate a reward system for participants. There are examples such as in Manor, Texas where citizens have helped with the improvement of city services and earnt points in the process. They could then cash these in for prizes. 

 

Feedback – All parks created using this tool would be stored on a server or in a database, which would allow UGN to view all the saved creations made by participants. From here UGN can review the designs and use them to inform future park design plans. UGN’s design plans could be published on UGN’s website to keep participants up to date and give them an opportunity to see the impact of their engagement. 

 

Selection method: 

Selection of participants – Once again this will come down to which option is chosen. 

  • Option 1, 2 and 4 would allow for anyone who is interested in participating to do so. 

  • Option 3 would require UGN to open workshops which would limit engagement due to available workshop capacity. UGN would be able to target particular participants by partnering with certain groups. For example, they could arrange for schools to visit workshops and provide children with the opportunity to engage with park design. Another solution is having open workshops which would allow anyone with an interest to take part. 

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Selection of designs – Once the participation phase is complete, UGN would go through submissions and could create a short list of designs. As mentioned, it would be a good idea to keep the public updated on this process, as it would allow for them to feel more closely connected with the process past their previous interaction. 

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Formats: 

Online – This would be suitable for online engagement and, as such, could reach a higher number of participants 

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In person – There are different ways this could be done in person e.g. through workshops with access to computer facilities and/or adopting a physical version using  Lego or similar, which would allow people without access to the software the ability to participate.

Groups who would benefit: 

ADULTS/ 

FAMILIES

This tool would be useful for working adults who have limited time to attend in person events, allowing them to participate in their own time. Additionally, many adults have the ability to access a sandbox game (games which focus on user creation), due to them either having experience with games, or if not, the fact these games have a shallow learning curve. 

CHILDREN AND 

YOUNG PEOPLE

The tool would also encourage children to participate, as it could be a method more familiar and relatable to many of them. They might also find this option very accessible, due to it taking place in their homes, whereas traditional means would require them attending meetings or other events. 

PEOPLE WITH DISABILITIES

Would provide a way of interacting for individuals with some disabilities, especially individuals who struggle to leave their homes. 

BME COMMUNITIES

Like other groups, this tool could help to reach out to minority groups as it would be accessible from their own home. Additionally, a games tool could help transcend language barriers, due to universality of them, for example aside from the names of blocks, Minecraft has no language within it. 

SCHOOLS

Could be a good target audience as UGN would be able to work with local schools to create further engagement with children. Schools might have the necessary equipment in place to run the software, therefore children from lower incomes would be able to participate even if they did not have computers at home. 

OTHER 
GROUPS

Groups such as community groups like ‘Friends of Parks’ would also be able be able to engage through the tool. 

Resources needed: 

Possible software – FlowScape/Minecraft/Cities: Skiylines (would need the downloadable content pack: Parklife) – Cost is anywhere between £0 (if free software is found) to £30 (for a game like Minecraft). The issue with this is that UGN would need to either purchase multiple copies of a game or have those participating buy a copy. 

Three possible ways around this have been found. First, UGN could use a company like XEODesign, who will work with UGN to create a gaming experience to increase engagement. The cost of this is unknown due to prices being dependent on the project. Second, UGN could sign up for a service like the ‘Steam site licensing programme’, which gives access to a catalogue of games. The pricing for this is not clear, however, it could cost an initial $29.99, then a monthly payment of $9.99. A potential problem with this option is that individuals may not be able to have access to games from home, and would instead need to attend UGN premises and/or workshops where the game is made available. 

Third, UGN could send a proposal to Block-to-Block. This leaves UGN with four options: 

  • Option 1: purchasing individual games 

  • Option 2: have the game made 

  • Option 3: acquire a license through a subscription like ‘Steam site licensing programme’ 

  • Option 4: Apply for a scheme like Block-by-Block 

Help with administration and the running and storage of data could be provided if using an outside company like XEODesign the game. This would limit the need for UGN staff to have a high level of relevant IT expertise, knowledge, or skills. 

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The issue of time heavily depends on which option UGN chooses to go with on the distribution of the game. Options 1 and 2 would allow for UGN to operate in people’s homes, removing the time constraint of having staff at events. Although option 2 does come with the issue of the time it would take for a company to design and make a game. Option 3 on the other hand, would require UGN to set up workshops and have staff at events, but UGN would be able to acquire the games in a short space of time. 

Option 4 would require time to formulate a proposal and go through the application process. 

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Staff will be needed to answer questions individuals may have about the process; such as accessing the game or how to use it. This will mean that they will need an understanding of the basics to help members of the community use the software. Staff will also be needed to go through the recommendations of users to ensure that only realistic ones are passed on. If workshops are used, staff will also be needed to attend these. If option 4 is used, staff will be needed to write a proposal. 

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Forest Trail

ADVANTAGES

  • Possibility of large-scale engagement 

  • Inclusion of groups who would normally lack representation 

  • Sustainability of continued user feedback 

  • Potential to educate participants in the design process and associated constraints 

  • Possibility of the interaction being conducted in participants homes 

  • Gives participants a say over decisions that are being made 

  • Creates a large database of ideas which UGN could use in future projects 

  • This technique is innovative, fun, engaging and offers something ‘unique’ which may encourage participants to take part. 

  • Allows participants to be creative and use their imaginations which could allow for some ‘out of the box’ approaches and results from the engagement. 

  • Could appeal to those with additional needs, such as autism or ADHD, who may find this tool allows their creative ideas to be realised and interpreted without the need to speak or write something down. 

CHALLENGES

  • Acquiring and implementing the software in a way in which it is accessible to as many people as possible 

  • The community of users may initially be led by a core group of participants, this might limit the scope of feedback and participation 

  • Possibility of there being only a few active members 

  • Providing the necessary information to teach users how to interact with the game 

  • If workshops are used, relationships with schools or other institutions may be needed, as well as the appropriate equipment necessary to conduct the workshop 

  • Some may be put off by the use of games and technology, for example, older people. 

  • There could be licencing and copyright issues about using a licenced gaming product. 

Other similar toolkits:

Community Engagement Toolkit by Urban Green Newcastle and Northumbria University Newcastle's Social Science Department. 

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