2020
DOI: 10.1016/j.cities.2019.102574
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Exploring teenagers' spatial practices and needs in light of new communication technologies

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Cited by 10 publications
(7 citation statements)
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“…Cohen et al (2016) recognise the role that young people can play in bottom-up approaches to the smart city. Costa et al (2020) stress the positive role that ICT can play in involving teenagers in placemaking processes but warn about the potential challenges of ownership, privacy, and surveillance. Gamification approaches to e-participation in planning such as the use of Minecraft (Rexhepi et al, 2018) also provide new avenues for empowerment and engagement, promising a power shift towards youth.…”
Section: The Human-centred Smart Citymentioning
confidence: 99%
“…Cohen et al (2016) recognise the role that young people can play in bottom-up approaches to the smart city. Costa et al (2020) stress the positive role that ICT can play in involving teenagers in placemaking processes but warn about the potential challenges of ownership, privacy, and surveillance. Gamification approaches to e-participation in planning such as the use of Minecraft (Rexhepi et al, 2018) also provide new avenues for empowerment and engagement, promising a power shift towards youth.…”
Section: The Human-centred Smart Citymentioning
confidence: 99%
“…However, recently several projects have developed Living Labs in greenspaces or urban parks, such as the CyberParks and C3Places project which used a Living Lab approach with teenagers using ICTs. These projects coined the term 'cyberpark' to define a new aspect of public open spaces integrated with technologies [29]. The projects found that engaging teenagers in placemaking required thinking outside the box [29] and can result in more informed and engaged participation in urban governance.…”
Section: Citizen Science and Placemaking: The Living Lab Approachmentioning
confidence: 99%
“…These projects coined the term 'cyberpark' to define a new aspect of public open spaces integrated with technologies [29]. The projects found that engaging teenagers in placemaking required thinking outside the box [29] and can result in more informed and engaged participation in urban governance. The iSCAPE project identified the following essential characteristics for Living Lab activities: multi-stakeholder participation, active-user involvement, a real-life setting, co-creation, and a multi-method approach [30].…”
Section: Citizen Science and Placemaking: The Living Lab Approachmentioning
confidence: 99%
“…That led to it being difficult to motivate them to participate. Further details on the findings can be found in Smaniotto Costa et al (2020).…”
Section: Lisbon Living Labmentioning
confidence: 99%