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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamifying the City: Pervasive Game Elements in the Urban Environment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Author Keywords Gamification</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Critical Design</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Design Fiction</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pervasive Technologies.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Alessia Calafiore University of Torino Torino</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Amon Rapp University of Torino Torino</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>After years using ICT to be connected with others, the world population average weight had tremendously increased. To face the rapid spread of obesity the World Health Organization (WHO) has leveraged the popularity of augmented reality games such as Pokémon go to force people out of their homes pushing them to walk. An application, namely Gamifying the City (GC), has been set up, immediately involving millions of users. Since then, the use of the application has pervaded many other aspects of people's city life, going beyond its original aim of making people engage in healthier habits. This paper focuses on understanding how the use of this technology is affecting our behavior in society.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        about 100 million downloads were recorded with 20
million daily active users [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The game brought all
these users to real places to catch fantasy creatures
(Pokémon), which were placed in public locations (as
Pokéstops), or to battle for other players’ Pokémon.
This was the first mass application fully overflowing the
virtual dimension in the real one, affecting physical
spaces as well as social relationships. It encouraged
people walking up to 10 km in order to find such
creatures with evident positive impacts on their health.
Also, the interaction with other users supported
socialization processes and the use of public spaces
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Even if there were some drawbacks in the use of
the game (e.g. London teenagers who were robbed of
their phones at gunpoint [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], or US players who had
been involved in real shoot-outs [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]), there was a
general enthusiasm for its potential. In particular, it
was seen as a means to promote physical activity
preventing obesity [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and diabetes [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Given the
success of Pokémon go, a new generation of
augmented reality games emerged.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Understanding GC function</title>
      <p>During the first century of XXI sec many scholars
worked on the idea of the Smart City. However, making
cities “smarter” implied also to involve people in the
use of new complex applications, whose direct benefits
for them were sometimes quite obscure. Engagement
became a harder problem to solve than developing AR
technologies. Therefore, the mass use of Pokémon go
was inspirational to solve the engagement issue in a
Smart City.
Gamifying the City (GC) represented the successful
answer to such issues, being adopted at national level
in many countries. GC aims at improving the people’s
general wellbeing within cities making them play while
performing virtuous activities. Tests on GC prototypes
demonstrated that the mix of augmented reality and
gamification elements has a positive response on users
making them feel involved and amused. Nowadays, GC
is based on two main axes: health and public life.</p>
      <sec id="sec-2-1">
        <title>Gamifying the City for health</title>
        <p>Within GC a variety of information needs to be stored in
order to start the game. For example, pressure, heart
rate and weight should be recorded every morning by
players. Then, a personalized set of objectives for the
day are established. For example:
 Make the right meal: the system recognizes the
image of what the player cooked comparing the
amount of kilocalories it has with the optimal one). It
gives her a score depending on how close she is to
the optimum.
 Go catch the ingredients: to improve her score
and reach the top level of the game ranking the
player needs to have the right ingredients in her
receipts. Then, she will find them only after having
covered a certain distance by walking
 Do sports take gadgets: a number of gadgets are
available in GC, like a gold ball for football, or a giant
racket for tennis. The player can obtain them by
letting the system recognize her movements when
she is doing physical activity through the use of the
proper support.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Gamifying the City for public life</title>
        <p>Another crucial aspect of GC is the definition of game
stages addressed to produce a more ethic and
collaborative behavior in society.</p>
        <p>In particular, we can mention three game stages aimed
at supporting the citizens engagement in defining their
own urban environments:
 Regenerate: space regeneration is an important
task in urban planning. In recent years it is become
much more participative than in the past. However,
engaging people in such a task is not easy. Thanks
to GC, people can participate in a game frame to add
new urban elements in the spaces to be regenerated.
In this, way citizens can give a design idea to the
city council (See Figure 1).
 Collaborate: the regenerate game stage can be
supported by the collaborate stage. In particular, in
some cases it is crucial to come up with a common
design. As a consequence, teams are created and
arenas are set up. In the end, the urban design is
the result of a negotiation process which gives to the
participants different scores depending on the
collaborative attitude they had. An automated
moderation system is in charge of giving space to
minorities.
 Volunteer: after a design is created users can also
volunteer to support the realization of the design.
Even if a player did not participate in the previous
game stages, the design can be directly displayed on
the real spaces by using a mobile device. Therefore,
everyone can contribute to build the new space
structure. Users are also provided with instructions
and explanatory videos. These three stages generate
a virtuous circle aimed at involving citizens in the
public life while playing. Also, it promotes social
interaction since players can also physically meet.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>GC design principles</title>
      <p>
        GC follows the design principles introduced by Walther
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] who developed a theoretical framework for
pervasive gaming by specifying four axes as pervasive
game preconditions (See Figure 2).
 Distribution: Pervasive computing devices are more
and more embedded in the physical environment and
linked together thanks to an increasingly ubiquitous
network infrastructure composed by a wired core and
wireless edges. This combination of embedded
computing, ad-hoc networking, and information
sharing clearly affects and strengthens the
distributed computing paradigm.
 Mobility: Mobility is a challenging aspect in
pervasive computing, i.e. computing/network/user
mobility or context awareness and device
heterogeneity. In particular, for pervasive games are
the developments in mobile 3G/4G/5G technologies,
WLANs and wireless ad hoc networks.
 Persistence: Persistence means having a total
availability all the time to play. It needs to keep
existing even after the participant has left. This
affects the way people interact with the environment
as well as with other users.
 Transmediality: relates to modes of media
consumption that have been profoundly altered by a
succession of new media technologies, which enable
citizens to participate and media content.
      </p>
    </sec>
    <sec id="sec-4">
      <title>GC Social Implications</title>
      <p>
        Inspired by these principles GC has been designed to
involve every aspect of the user’s live. It is
characterized by the Game Flow eight elements that
has been suggested in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] as crucial to make games
highly enjoyable:
 Concentration: the player should be able to
concentrate on the game.
 Challenge: games should match the player’s skill
level.
 Player Skills: games must support players’ skill
development.
 Control: players should feel a sense of control over
their actions in the game.
 Clear goals: games should provide the player with
clear goals at appropriate times.
 Feedback: players must receive appropriate
feedback at appropriate times.
 Immersion: players should experience deep but
effortless involvement in the game. To this regard,
the use of two-dimensions map and augmented
reality shows great potentials.
 Social interaction: games should support social
interaction among people.
      </p>
      <p>
        Achieving the eight Game Flow elements [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] brings
users to a totalizing experience. Therefore, motivations
behind their urban behavior will be found in the game
objectives rather than on their free choice on how to
live the city.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>
        This design fiction [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] shows the two faces of
technologies based on pervasive game elements in the
urban environment. In particular, it focuses on the
potential social impact they have. The opportunity to
address people behavior, indeed, has possibly positive
and negative outcomes.
      </p>
      <p>
        Therefore, without taking extreme position on a side or
on the other, in our view it is important to underline
that the balance among them it is not easy to be
identified. Research on such technologies should start
considering a scientific way to assess these applications
also on a social basis. As a post-modernist geographer,
David Harvey [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], highlighted “the question of what
kind of city we want cannot be divorced from that of
what kind of social ties, relationship to nature,
lifestyles, technologies and aesthetic values we desire”.
Also, the right to the city he claimed stands in the
collective power we can exercise to make and remake
our cities. At this point, a question arises: how much do
urban-based applications support or interfere with our
freedom to shape the cities?
As underlined in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] the use of technologies in
governing urban systems is never neutral. Distribution
of power among the actors of a city is strongly
correlated to control of the technology itself. In the
case of introducing pervasive game elements in
contemporary cities, as it has been seen with Pokémon
Go, users are only driven by the objectives of the game
without being aware that it is an algorithm which
decides where they must be to play. Who has control of
these types of technologies can critically influence
people spatial behavior. This could led to an unequal
distribution of power within cities, which is mainly
concentrated and determined by the interests of who
develops the system as discussed in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
    </sec>
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