© 2020

Making Smart Cities More Playable

Exploring Playable Cities

  • Anton Nijholt

Part of the Gaming Media and Social Effects book series (GMSE)

Table of contents

  1. Front Matter
    Pages i-xi
  2. Views on Playable Cities

  3. Designing and Experimenting with Playfulness in Urban Environments

    1. Front Matter
      Pages 129-129
  4. Nature, Playscapes and Landscapes

    1. Front Matter
      Pages 205-205
    2. Eva-Lotta Sallnäs Pysander, Jon Back, Annika Waern, Susan Paget
      Pages 207-234
    3. Valentina Nisi, Catia Prandi, Nuno Jardim Nunes
      Pages 235-257
  5. Designing Location-Based Games

    1. Front Matter
      Pages 259-259
    2. Tonguc Sezen, Ido Iurgel, Nicolas Fischöder, Digdem Sezen
      Pages 261-277
    3. Francisco Lepe-Salazar, Tania Cortés-Álvarez, Elia Serratos-Chávez, Luis Jáuregui-Flores, Erick Juárez-Cervantes, Rodolfo Valdovinos-López et al.
      Pages 279-299
  6. Nomadic and Traditional Games

    1. Front Matter
      Pages 301-301
    2. Annika Olofsdotter Bergström
      Pages 303-317

About this book


This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers.

This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.


Playable Cities Smart Cities Affective Cities Human-Computer Interaction Pervasive Computing Ubiquitous Computing Sensor Network Urban Games Entertainment Computing Multimodal Interaction

Editors and affiliations

  • Anton Nijholt
    • 1
  1. 1.Faculty of Electrical Engineering, Mathematics and Computer ScienceUniversity of TwenteEnschedeThe Netherlands

About the editors

Anton Nijholt studied mathematics and computer science at the Technical University of Delft, the Netherlands and received a Ph.D. in theoretical computer science from the Vrije Universiteit, Amsterdam, in 1980. Currently a Professor of Computer Science in the Human Media Interaction Group, University of Twente, Enschede, the Netherlands, he has held previous positions at various universities in the Netherlands and abroad.

His main research interests are in entertainment computing, multimodal interaction, affective computing, and brain–computer interfacing. He has produced hundreds of scientific publications, including (edited) books on the history of computing, language processing, and brain–computer interfacing. Recently he has edited two books: Playable Cities and Brain Art, both with Springer. He has been a Guest Editor for Journal on Multimodal User InterfacesInternational Journal of Arts and TechnologyEntertainment ComputingInternational Journal of Creative Interfaces and Computer Graphics (IJCICG) and Brain–Computer Interfaces. In addition, Professor Nijholt has served as Program Chair and General Chair for the leading international conferences on affective computing, multimodal interaction, virtual agents, and entertainment computing.


Bibliographic information

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