Hostname: page-component-6766d58669-nqrmd Total loading time: 0 Render date: 2026-05-20T16:21:07.750Z Has data issue: false hasContentIssue false

Digitally gamified co-creation: enhancing community engagement in urban design through a participant-centric framework

Published online by Cambridge University Press:  10 October 2024

Provides Ng*
Affiliation:
School of Architecture, The Chinese University of Hong Kong (CUHK), Hong Kong, China
Shutong Zhu
Affiliation:
School of Architecture, The Chinese University of Hong Kong (CUHK), Hong Kong, China
Yuechun Li
Affiliation:
School of Architecture, The Chinese University of Hong Kong (CUHK), Hong Kong, China
Jeroen van Ameijde
Affiliation:
School of Architecture, The Chinese University of Hong Kong (CUHK), Hong Kong, China
*
Corresponding author Provides Ng provides.ng@link.cuhk.edu.hk
Rights & Permissions [Opens in a new window]

Abstract

Urban co-creation is an approach to urban design that actively involves stakeholders and end-users in the design process. As designers increasingly use digital tools to manage design information, stakeholders and residents may find it difficult to participate, resulting in a lack of engagement. The emergence of metaverse technologies offers a crucial opportunity to employ user-friendly and collaborative tools, enabling more effective participation. In the study presented in this article, a custom-designed digital game with virtual reality environment was used to facilitate a series of co-creation workshops. The study focused on changes in participants’ experience by comparing baseline and endline survey results against the design outputs. It employed a holistic framework considering four dimensions: game design, participatory experience, learning outcomes and co-creation results. The findings indicate that the digitally gamified approach helped enhance participation and knowledge sharing, and even though game design ratings varied, the use of video games motivated engagement, particularly in an intergenerational context. The co-creation workshop design documented in this article offers new methods to enhance community engagement in urban design. Especially during digital transformation, it opens renewed discussions on balancing traditional output-driven approaches with more participant-centric methods and design objectives.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2024. Published by Cambridge University Press
Figure 0

Figure 1. Through participants’ experience and design documentation, this study evaluates seven public space co-creation workshops facilitated by a digital sandbox game that was tailored using a web-based VR platform.

Figure 1

Table 1. Indicators to measure the qualities of a co-creation process.

Figure 2

Figure 2. The four dimensions and sixteen levels of the evaluation framework.

Figure 3

Figure 3. Site plan of Jat Min Chuen public housing estate. The co-creation process targeted the central plaza, an open space surrounded by three residential tower blocks (HKHS n.d.).

Figure 4

Table 2. Organisational details of each workshop event.

Figure 5

Figure 4. Distribution of participants’ gender, age and role.

Figure 6

Figure 5. Screenshots of the designed digital sandbox game with 3D assets of public space furniture.

Figure 7

Figure 6. Photo documentations of the co-creation workshops.

Figure 8

Figure 7. A sample of an endline question.

Figure 9

Figure 8. Baseline and endline questionnaire results (no bar = no data).

Figure 10

Figure 9. Changes in participants’ rating and digital game version of each workshop.

Figure 11

Table 3. Changes in participants’ responses on the four dimensions.

Figure 12

Figure 10. Participants’ evaluation of workshops on a Likert scale of 1–5, 0 = no data.

Figure 13

Figure 11. Public space co-creation outputs of WS3.2.

Figure 14

Figure 12. Public space co-creation outputs of WS3.3.

Figure 15

Figure 13. The existing site’s large grass lawn restricts access for residents.

Figure 16

Table 4. A summary of how the design differs from WS3.2 and WS3.3.