Speaker
Description
The rapid industrialization and urbanization in China have transformed rural landscapes into urban areas, giving rise to urban villages. Shenzhen, with over 1,000 urban villages housing approximately 7 million permanent residents and migrants, presents a unique context for studying these transitional spaces. Gangxia, located in the heart of Shenzhen, serves as an exemplary case to explore the intersection of social complexity, policy shifts, and digital innovation in urban renewal.
This study focuses on the design and implementation of a gamified digital platform tailored for Gangxia Urban Village. The platform aims to engage diverse social groups, including migrant workers, landlords, and government stakeholders, in participatory urban planning. Through a gamification approach, residents are encouraged to contribute their insights, voice concerns, and collaborate on community development initiatives. The platform integrates elements such as interactive feedback systems, reward-based participation, and scenario simulations to foster active involvement and enhance communication among stakeholders.
The research adopts a qualitative methodology, incorporating a literature review, in-depth analysis of Gangxia’s socio-economic and policy context, and semi-structured interviews with residents and policymakers. The findings highlight the pressing need for digital tools that address the unique challenges of informal urban areas while bridging the digital divide.
By proposing a gamified workflow for participatory planning, this study illustrates the potential of digital participatory design to enhance inclusivity and efficiency in urban renewal. It emphasizes the importance of tailoring technological solutions to local contexts and creating engagement strategies that resonate with diverse community groups. This research contributes to the broader discourse on the role of emerging technologies, such as gamification and artificial intelligence, in fostering resilient, inclusive, and sustainable urban environments.
References
Gonçalves, J. E., Ioannou, I. & Verma, T., 2024. No one-size-fits-all: Multi-actor perspectives on public participation and digital participatory platforms. Philosophical Transactions A, 382(2285), p.20240111.
Nourian, P. et al., 2024. EquiCity game: a mathematical serious game for participatory design of spatial configurations. Scientific Reports, 14(1), p.10912. doi: 10.1038/s41598-024-61093-4. Available at: https://doi.org/10.1038/s41598-024-61093-4 [Accessed 14 January 2025].
Helbing, D. et al., 2024. Co-creating the future: participatory cities and digital governance. Philosophical Transactions A: Mathematical, Physical and Engineering Sciences, 382(2285), p.20240113. doi: 10.1098/rsta.2024.0113. Available at: https://doi.org/10.1098/rsta.2024.0113 [Accessed 14 January 2025].
Keywords | Urban Villages, Gamification, Digital Participatory Design, Digital Platform,Urban Renewal, Shenzhen |
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Best Congress Paper Award | Yes |