For a long time now, the game has been proposed as a way of interaction between designers, planners, citizens and public administrations to facilitate shared choices in the processes of transformation of the built environment. The Imitation Game research, funded through a competitive call for tenders within the Politecnico di Milano – Dipartimento di Architettura e Studi Urbani, for the assignment of the Fondo di Ateneo per la Ricerca di Base (formerly FARB), deepens and applies this approach to the specific topic actions on the territory oriented towards deep sustainability objectives, where the framework of environmental resources available is clear by applying the logic of role-playing and simulation games and verifying their effectiveness for sharing sustainability design choices that require significant changes to lifestyle of the players. The research, still in its initial phases, allowed a first definition of the areas of interest and a survey on the state of the art of the Serious Games.

The Imitation Game. The game as experience of a sustainable project

Alessandro Rogora;Paolo Carli;Alessandro Trevisan
2019-01-01

Abstract

For a long time now, the game has been proposed as a way of interaction between designers, planners, citizens and public administrations to facilitate shared choices in the processes of transformation of the built environment. The Imitation Game research, funded through a competitive call for tenders within the Politecnico di Milano – Dipartimento di Architettura e Studi Urbani, for the assignment of the Fondo di Ateneo per la Ricerca di Base (formerly FARB), deepens and applies this approach to the specific topic actions on the territory oriented towards deep sustainability objectives, where the framework of environmental resources available is clear by applying the logic of role-playing and simulation games and verifying their effectiveness for sharing sustainability design choices that require significant changes to lifestyle of the players. The research, still in its initial phases, allowed a first definition of the areas of interest and a survey on the state of the art of the Serious Games.
2019
Pro-Innovation: Process, Production, Product
978-88-5509-052-0
gamification, edutainment, sustainability, environment, role play
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1107078
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