This paper presents the results of the study of the influence of city-builder video games, considered as interactive creative environments, on the socialization process of the concept of city creation. The article includes the general characteristics of city-builder games with reference to the reality of city creation and management in general, as well as the specific production that forms the basis of the study. Through a correlative research method, an attempt was made to answer the question of whether video games can be a catalyzing factor in the socialization process of the notion of city creation. In the conclusions, an attempt is made to answer the question of whether digital games have an impact on the popularization of issues related to city creation. Furthermore, reference is made to the participatory potential of digital games, understood as collective, interactive creative environments.
Architecture and context are the inseparable elements of the scene of existence. They determine its nature and its perception. Architecture does not exist without context, and itself creates another context. The progressing digitalisation of reality begins to create a virtual layer, understood in many ways, existing in the non-material space of zeros and ones that build a new global context for a given object. Buildings are no longer recognized in-situ, but through their (often distorted) image. The image and the essence of the space come apart, disturbing perception, and the surfeit of media and interactivity leads to blurring and relativisation of truth about architecture and its context. The chaos of meanings coded in architectural forms escapes human perceptive abilities, and this may result in reducing architecture to meaningless noise.
Za sprawą rozwoju technologicznego, gospodarczego i społecznego powstały takie pojęcia jak partycypacja społeczna, koopetycja i kultura cyfrowa. Niniejszy artykuł podnosi kwestie partycypacji oraz koopetycji w odniesieniu do małych miast. Przytacza również zagadnienia związane z grami wideo, w tym geogames, będącymi jednym z odłamów gier, ich rolą we współczesnym społeczeństwie i potencjałem koopetycyjnym. Drogą analizy porównawczej wykazuje także najskuteczniejsze metody implementacji gier wideo w procesie partycypacji społecznej. Odnosząc rezultaty analizy do stanu partycypacji społecznej w małych miastach, artykuł podejmuje próbę odpowiedzi na pytanie o zasadność implementacji zagadnień koopetycji w proces partycypacji społecznej stosujący gry wideo jako narzędzie wsparcia.
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