Abstract
The article promotes the idea of using the ICT and AR technologies, geoinformation as well as the gamification method to develop so-called a ‘serious game’ and support the process of creating (geo)information societies in the smart city. The aim of developing this game is to optimise the issue of spatial development and public transport through the gamification stimulated ‘carpooling’, on the one hand, and to conduct a participatory experiment and study the ethical issues of using the ICT in an urban society, on the other. The test field used to carry out such an experiment is the office district of Warsaw called Mordor, where over one hundred thousand people are employed. They use mobile devices and the ICT technology on a daily basis and are impressionable to social gamification.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
BSI Group: PAS 181 Smart city framework: https://www.bsigroup.com/en-GB/smart-cities/Smart-Cities-Standards-and-Publication/PAS-181-smart-cities-framework. Last accessed 28 April 2019
Manville, C.: Mapping Smart Cities in the EU (2014)
Pink, D.H.: A Whole New Mind: Why Right-brainers Will Rule the Future. Riverhead Books (2005)
Kapp, K.: The Gamification of Learning and Instruction. Pfeiffer/Wiley (2012)
Kim, T.W.: gamification ethics: exploitation and manipulation. In: Proceedings of the ACM SIGCHI Gamifying Research Workshop (2015)
Olszewski, R., Wieszaczewska, A.: The application of modern geoinformation technologies in social geoparticipation. In: Gotlib, D., Olszewski, R. (eds.) Smart City. Spatial Information in Smart Cities Management. PWN, Warszawa (2016)
Salen, K., Zimmermann, G.: Rules of Play. MIT Press (2006)
Werbach, K.: (Re)Defining Gamification: A Process Approach. Persuasive Technology. Lecture Notes in Computer Science, vol. 8462, pp. 266–272 (2014)
Lattemann S., Robra-Bissantz C., Zarnekow S., Brockmann R., Stieglitz T. (eds.): Gamification. Using Game Elements in Serious Contexts. Springer International Publishing (2017)
Abt, C.: Serious Games. University Press of America (1970)
Adams, E., Dormans J.: Game Mechanics. Advanced Game Design. New Readers/Pearson Education (2012)
Aldrich, C.: The Complete Guide to Simulations and Serious Games. Pfeiffer/Wiley (2009)
Bartle, R.: Designing Virtual Worlds. New Riders (2003)
Bogost, I.: Persuasive Games. MIT Press (2007)
Kapp, K.M: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, 1st edn. Pfeiffer, San Francisco, CA, USA, p. 336. (2012)
Olszewski R., Turek A.: Application of the spatial data mining methodology and gamification for the optimisation of solving the transport issues of the “Varsovian Mordor”. In: Tan, Y., Shi, Y. (eds.) Proceedings of Data Mining and Big Data. First International Conference, DMBD 2016 Lecture Notes in Computer Science, vol. 9714, pp. 103–114. Springer International Publishing, https://doi.org/10.1007/978-3-319-40973-3_10 (2016)
Olszewski, R., Pałka, P., Turek, A.: Solving smart city transport problems by designing carpooling gamification schemes with multi-agent systems: the case of the so-called “Mordor of Warsaw”. Sensors 18, 1–25 (2018). https://doi.org/10.3390/s18010141
Berry, M.J.A.; Linoff, G.S.: Mastering data mining. In: The Art and Science of Customer Relationship Management. Wiley, New York, NY, USA (2000)
Fayyad, U.M.; Piatetsky-Shapiro, G.; Smyth, P.: From data mining to knowledge discovery in databases. In: AI Magazine; American Association for Artificial Intelligence: Menlo Park, CA, USA, vol. 17, pp. 37–54 (1996)
Miller, H.J., Han, J.: Geographic Data Mining and Knowledge Discovery. Taylor & Francis, London, UK (2001)
Lu, W.; Han, J.; Ooi, B.C.: Discovery of general knowledge in large spatial databases. In: Proceedings of the Far East Workshop on GIS, Singapore, pp. 275–289 (1993)
McGraw, K.L., Harbison-Briggs, K.: Knowledge Acquisition: Principles and Guidelines. Prentice Hall, Englewood Cliffs, NJ, USA (1989)
Han, J., Kamber, M., Pei, J.: Data Mining: Concepts and Techniques. Elsevier Science & Technology, Saint Louis (2011)
Loh, C.S., Yanyan, S., Ifenthaler, D.: Serious Games Analytics. Methodologies for Performance Measurement, Assessment, and Improvement. Springer (2015)
Olszewski, R., Turek, A.: Using fuzzy geoparticipation methods to optimize the spatial development process in a smart city. In: Proceedings: 4th IEEE International Conference on Collaboration and Internet Computing. CIC 2018, pp. 430–437. https://doi.org/10.1109/cic.2018.00065 (2018)
Zimbardo, P.G., Maslach, C., Haney, C.: Reflections on the stanford prison experiment: genesis, transformations, consequences. In: T. Blass (eds.) Obedience to authority: Current Perspectives on the Milgram Paradigm pp. 193–237. Lawrence Erlbaum Associates, Mahwah, N.J. (2000)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Olszewski, R., Turek, A. (2020). The Mordor Shaper—The Warsaw Participatory Experiment Using Gamification. In: Tuba, M., Akashe, S., Joshi, A. (eds) ICT Systems and Sustainability. Advances in Intelligent Systems and Computing, vol 1077. Springer, Singapore. https://doi.org/10.1007/978-981-15-0936-0_26
Download citation
DOI: https://doi.org/10.1007/978-981-15-0936-0_26
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-15-0935-3
Online ISBN: 978-981-15-0936-0
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)