Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects

When<b> </b>defining participation in urban renewal projects in a political sense, this concept implies the challenging of power relations in each of its dimensions while addressing the need for <i>knowledge, action</i> and <i>consciousness</i>. <i>Knowledge...

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Main Authors: Teodora Iulia Constantinescu, Oswald Devisch, Liesbeth Huybrechts
Format: Article
Language:English
Published: MDPI AG 2020-05-01
Series:ISPRS International Journal of Geo-Information
Subjects:
Online Access:https://www.mdpi.com/2220-9964/9/5/319
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spelling doaj-6ebb132678e94f1485c494b83917d31a2020-11-25T02:33:18ZengMDPI AGISPRS International Journal of Geo-Information2220-99642020-05-01931931910.3390/ijgi9050319Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal ProjectsTeodora Iulia Constantinescu0Oswald Devisch1Liesbeth Huybrechts2Architecture Department—Spatial Capacity Building Group, Hasselt University, B‐3590 Diepenbeek, BelgiumArchitecture Department—Spatial Capacity Building Group, Hasselt University, B‐3590 Diepenbeek, BelgiumArchitecture Department—Spatial Capacity Building Group, Hasselt University, B‐3590 Diepenbeek, BelgiumWhen<b> </b>defining participation in urban renewal projects in a political sense, this concept implies the challenging of power relations in each of its dimensions while addressing the need for <i>knowledge, action</i> and <i>consciousness</i>. <i>Knowledge</i> is defined as a resource which affects observable decision making. <i>Action</i> looks at who is involved in the production of such knowledge in order to challenge and shape the political agenda. <i>Consciousness </i>is how the production of knowledge changes the awareness or worldview of those involved, thus shaping the psychological and conceptual boundaries of what is possible. This paper addresses these politics of participation via the use of gamification, and more particularly gamified participatory artefacts. We discuss how a ‘good’ participatory planning process implies rebalancing existing power relations via the redistribution of <i>knowledge, consciousness</i> and <i>actions, </i>and aims to operationalize this ambition through a game. We particularly focus on the urban renewal process of one particular case, namely the Vennestraat—one of the main commercial streets of the city of Genk (BE) and present a three year participatory mapping process that made use of three gamified participatory artefacts (i.e., socio-economic network mapping, gathering mental images and scenario games). After uncovering the complex field of power relations in the entrepreneurial street, we analyze the different types of relations/groups that emerge from this participatory mapping process. The paper concludes with an analytical framework that employs gamified participatory artefacts in order to map and understand power relations and the mechanisms that frame them.https://www.mdpi.com/2220-9964/9/5/319gamified participatory artefactsscenario gamesmental imagesknowledgeactionconsciousness
collection DOAJ
language English
format Article
sources DOAJ
author Teodora Iulia Constantinescu
Oswald Devisch
Liesbeth Huybrechts
spellingShingle Teodora Iulia Constantinescu
Oswald Devisch
Liesbeth Huybrechts
Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects
ISPRS International Journal of Geo-Information
gamified participatory artefacts
scenario games
mental images
knowledge
action
consciousness
author_facet Teodora Iulia Constantinescu
Oswald Devisch
Liesbeth Huybrechts
author_sort Teodora Iulia Constantinescu
title Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects
title_short Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects
title_full Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects
title_fullStr Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects
title_full_unstemmed Participation, for Whom? The Potential of Gamified Participatory Artefacts in Uncovering Power Relations within Urban Renewal Projects
title_sort participation, for whom? the potential of gamified participatory artefacts in uncovering power relations within urban renewal projects
publisher MDPI AG
series ISPRS International Journal of Geo-Information
issn 2220-9964
publishDate 2020-05-01
description When<b> </b>defining participation in urban renewal projects in a political sense, this concept implies the challenging of power relations in each of its dimensions while addressing the need for <i>knowledge, action</i> and <i>consciousness</i>. <i>Knowledge</i> is defined as a resource which affects observable decision making. <i>Action</i> looks at who is involved in the production of such knowledge in order to challenge and shape the political agenda. <i>Consciousness </i>is how the production of knowledge changes the awareness or worldview of those involved, thus shaping the psychological and conceptual boundaries of what is possible. This paper addresses these politics of participation via the use of gamification, and more particularly gamified participatory artefacts. We discuss how a ‘good’ participatory planning process implies rebalancing existing power relations via the redistribution of <i>knowledge, consciousness</i> and <i>actions, </i>and aims to operationalize this ambition through a game. We particularly focus on the urban renewal process of one particular case, namely the Vennestraat—one of the main commercial streets of the city of Genk (BE) and present a three year participatory mapping process that made use of three gamified participatory artefacts (i.e., socio-economic network mapping, gathering mental images and scenario games). After uncovering the complex field of power relations in the entrepreneurial street, we analyze the different types of relations/groups that emerge from this participatory mapping process. The paper concludes with an analytical framework that employs gamified participatory artefacts in order to map and understand power relations and the mechanisms that frame them.
topic gamified participatory artefacts
scenario games
mental images
knowledge
action
consciousness
url https://www.mdpi.com/2220-9964/9/5/319
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