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Locally played : real-world games for stronger places and communities / Benjamin Stokes ; foreword by Tracy Fullerton.

MIT Press Direct (eBooks) Available online

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MIT Press Direct 2020 Collection Available online

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Format:
Book
Author/Creator:
Stokes, Benjamin, author.
Language:
English
Subjects (All):
Games--Social aspects--United States.
Games.
Community development, Urban--United States.
Community development, Urban.
Community life--United States.
Community life.
Neighborhoods--United States.
Neighborhoods.
United States.
Physical Description:
1 online resource (288 pages).
Place of Publication:
Cambridge : The MIT Press, [2020]
Summary:
How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the "buy local" economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games "fit" to the local community--not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money , where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here , where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Contents:
Intro
Contents
Foreword
Acknowledgments
1: Introduction: A New Opportunity
The Social Basis of Local Games
The Right Kind of Game
A Definition: Local Community Games
Which Games? Two in Preview
Traction Depends on Local Fit
Avoiding "Games" of the Wrong Kind
How This Book Investigates Local Games
How to Read This Book
Part I
2: Social Exchange: Macon Money
Justine's Trajectory
Does It Count as a Local Game?
What Shapes Success?
3: Local Fit: A Framework for Stronger Communities
Four Roads to Community Strength
Local Fit: Impact through Better Alignment
Part II
4: Game Mechanics and Social Policy: Fit in Macon
Where the Data Comes From
Tracing the Social Mixing
New Frontier: Games as Socioeconomic Policy
More Fit to Come
5: Small Groups and Network Science: Reality Ends Here
A Game for Team Creativity
Tracing the Game
Looking Deeper: Network Methods
Counterpoint: A Failure to Adapt
6: Circulating across Platforms: Playful Movement, Stories, and Civic Data
Longstanding Investments
Case Study: Placemaking (and Keeping)
Contrasting Case: City Data and Mapping
From Method to Mainstream
7: Reclaiming Commercial Games: Cities Remix Pokémon GO
Comparing Cities and Tactics
Model 1: Street Festivals and Large Public Events
Philly Free Streets-and Networked Recruiting
Model 2: Neighborhood Hosts with Walking Tours
Model 3: Local Voice and Rewriting Game Content
Picking the Right Model
8: Sustainable Growth and Design: Embedding with Scale
Growing the Right Things
The Blinders of Mass Media
Adapting and Embedding
What If: "Locally Played" as an Invitation
Rethinking Cost as Investment
Adaptive Scaling: For Quality
Sharing Power in Design
Retaining a Playful Spirit
Notes
Chapter 1: Introduction
Chapter 2: Social Exchange
Chapter 3: Local Fit
Chapter 4: Game Mechanics and Social Policy
Chapter 5: Small Groups and Network Science
Chapter 6: Circulating across Platforms
Chapter 7: Reclaiming Commercial Games
Chapter 8: Sustainable Growth and Design
Bibliography
Index
Notes:
Includes bibliographical references and index.
OCLC-licensed vendor bibliographic record.
ISBN:
9780262356930
0262356937
9780262356923
0262356929
OCLC:
1130311024

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