@misc{13000,
  abstract     = {{The following paper examines how gamification principles can expand citizen engagement and participatory processes in the Smart City. Smart city data in particular can be communicated excellently via digital media, regardless of location and time, due to the way it is technologically generated, stored and processed. Consequently, it makes sense to develop separate digital visualizations and tools for citizens, which on the one hand explain relevant relationships in a generally understandable way and on the other hand can reduce the high technological complexity. Especially in recent times, new formats of digital citizen participation have been emerging, some of which are specially developed between actors in urban development and media agencies (i.e. ZebraLog, Decidim, etc.). It is not uncommon that also the latest technologies such as VR glasses, digital twins, etc. come to use. But despite all the technological innovation, one of the basic problems of classic participation remains unsolved: The mix of participating citizens does not reflect the diversity of society even remotely. Socioeconomically disadvantaged groups in particular are not sufficiently reached and hence not included; instead, it tends to be the educated middle class that participates "who may be passionate about certain issues and ignore larger issues" (Ampatzidou et al. 2018; Akers 2022). Moreover, digital platforms require the decision to actively access it online. Against the background of this challenge, the two research teams of the Institute for Design Strategies at the University of Applied Sciences and Arts Ostwestfalen-Lippe are trying to link digital Smart City techniques with the potential of gamification by building and testing very simple and analog tools and methods. In these the linked digital data tends to take place much more in the background while the joy of playing with tangible elements could support citizen engagement and behavioural changes in an easier way. This paper looks at a selection of six applied methods and formats that the team has tested in the public spaces of the medium sized city Detmold, Germany, in a completely or partially analog way in 2024. Topics such as urban planning, data security, mobility, climate change and the Smart City itself were discussed in the formats. The methods tested serve as supplementary elements to online participation and as a further development of classic outreach. Categorizations of gamification elements were reviewed for the analysis. In addition, the methods were classified at different levels of participation according to Cardullo and Kitchin based on Arnstein's work. The paper also takes a critical look at the statement that "Many believe that technological advancements in communication will support a bright new era of political engagement and dialogue" (Green 2020) and that digitalization is therefore the panacea for participation. Furthermore, it has been examined how power imbalances can be countered and a more inviting environment for participatory practices can be achieved.}},
  author       = {{Licht, Mareile and Albrecht, Kyra and Ashmawy, Mohamed Khaled and Scholten-Reintjes, Marie-Joelle and Nether, Ulrich and Häusler, Axel}},
  booktitle    = {{REAL CORP 2025: Urban innovation to boldly go where no cities have gone before - medium sized cities and towns as a major arena of global urbanisation : proceedings of 30th International Conference on Urban Planning, Regional Development and Information Society }},
  editor       = {{Schrenk, Manfred and Popovich, Tatiana and Zeile, Peter and Elisei, Pietro and Beyer, Clemens and Ryser, Judith and Trattnig, Uwe}},
  isbn         = {{978-3-9504945-4-9}},
  issn         = {{2521-3938}},
  keywords     = {{citizen, smart city, gamification, participation, communication}},
  location     = {{Graz}},
  pages        = {{553--564}},
  publisher    = {{CORP - Competence Center of Urban and Regional Planning }},
  title        = {{{Gamification in the Smart City: Insights from Participation and Communication Processes}}},
  doi          = {{10.48494/REALCORP2025.6032}},
  year         = {{2025}},
}

@misc{12900,
  abstract     = {{Green (and blue) spaces receive attention as important components of cities that can help to mitigate the effects of climate change, support biodiversity and improve public health. Green space planning aims to transform cities towards urban sustainability and resilience. In a longitudinal study, representatives from eleven European municipalities that had previously been interviewed in 2014 were re-interviewed in 2020–2021 on changes in urban greening and related practices. The interviewees reported mainly advancements in dealing with ecological issues, such as new plans, strategies, regulations or funding programmes for climate adaptation or biodiversity support, as well as some progress in co-governance with non-governmental stakeholders. Promising developments include breaking professional silos by creating new units that can better deal with complex urban issues. In a few cases, high-level local politicians induced profound changes. These changes stimulated the development of new planning and governance cultures, resulting in more co-creation of urban green spaces. However, from a transformation studies perspective, incremental strategies dominate, and even when municipal representatives are aware that substantive changes are needed, they often lack the means to act. For more radical system change, significant extra efforts are needed.}},
  author       = {{Hansen, Rieke and Buizer, Marleen and Buijs, Arjen and Pauleit, Stephan and Mattijssen, Thomas and Fors, Hanna and van der Jagt, Alexander and Kabisch, Nadja and Cook, Mandy and Delshammar, Tim and Randrup, Thomas B. and Erlwein, Sabrina and Vierikko, Kati and Nieminen, Hanna and Langemeyer, Johannes and Soson Texereau, Camille and Luz, Ana Catarina and Nastran, Mojca and Olafsson, Anton Stahl and Steen Møller, Maja and Haase, Dagmar and Rolf, Werner and Ambrose-Oji, Bianca and Branquinho, Cristina and Havik, Gilles and Kronenberg, Jakub and Konijnendijk, Cecil}},
  booktitle    = {{European Planning Studies}},
  issn         = {{1469-5944}},
  keywords     = {{Co-governance, participation, climate change, sustainability transformations, green infrastructure}},
  number       = {{12}},
  pages        = {{2401--2424}},
  publisher    = {{Taylor & Francis}},
  title        = {{{Transformative or piecemeal? Changes in green space planning and governance in eleven European cities}}},
  doi          = {{10.1080/09654313.2022.2139594}},
  volume       = {{31}},
  year         = {{2023}},
}

@inbook{13300,
  abstract     = {{Die Energiewende und die Erreichung der politisch formulierten und gesellschaftlich gewollten Umweltschutzziele bedarf zukunftstauglicher Planungswerkzeuge, die sowohl die übergeordnete Verwaltungsperspektive als auch die Perspektive der individuellen Nachbarschaften vor Ort berücksichtigen. Im Idealfall sollten diese beiden Perspektiven zu einem gemeinsamen Interessenmanagement zusammengeführt werden. Folglich stellen der Informationserwerb und das Erlernen der relevanten Zusammenhänge und Wechselwirkungen entscheidende Faktoren zum Gelingen dieses Transformationsprozesses dar. Das webbasierte Tool myField soll es den Bürger*innen ermöglichen, im persönlichen Wohnumfeld projektorientierte Maßnahmen zur Erzeugung umweltschutzorientierter Energievorhaben zu projektieren und durch Simulations- und Eigenabschätzungsverfahren eine Optimierung solcher Projektideen vorzunehmen. myField bietet neben der computerspiel-ähnlichen 3D-Welt zusätzlich eine Cloud-Plattform zur Kommunikation kollaborativer Ideen und zur Vernetzung zwischen den Akteur*innen. myField wurde vom Forschungsschwerpunkt nextPlace der Technischen Hochschule Ostwestfalen-Lippe in Kooperation mit der Arbeitsgruppe GIS des Geografischen Instituts der Universität Bonn als interaktive Softwareapplikation auf Basis der Gaming-Engine Unity3D entwickelt. Die ersten Arbeitsschritte beinhalteten Literatur- und Software-Recherchen zur inhaltlichen Positionierung. Die Kernarbeit bestand aus der Programmierung des Software-Prototypen und der Implementierung amtlicher Geodateninfrastrukturen. Die Entwicklungsarbeit wurde gefördert durch die Deutsche Bundesstiftung Umwelt (DBU), begleitet durch Expertengespräche, Rückkopplungen mit Fachvertretern der Beispielumgebung LEADER-Region Nordlippe und einzelnen Anwendertests.}},
  author       = {{Dally, Benjamin and Henning, Kai-Fabian and Oldenburg, Carsten and Häusler, Axel and Greve, Klaus and Kühle, Sebastian}},
  booktitle    = {{Flächennutzungsmonitoring XIII: Flächenpolitik - Konzepte - Analysen - Tools}},
  isbn         = {{978-3-944101-79-8}},
  keywords     = {{Raumplanung, spatial planning, Partizipation, participation, Flächennutzung, area utilization, Umweltschutz, environmental protection, Simulation, simulation, Bundesrepublik Deutschland, Federal Republic of Germany}},
  location     = {{Dresden}},
  pages        = {{293--302}},
  publisher    = {{Rhombos-Verlag}},
  title        = {{{myField: Ein webbasiertes Partizipations-Tool zur Simulation und Eigenabschätzung nachbarschaftlicher Energie- und Umweltschutzvorhaben}}},
  doi          = {{https://doi.org/10.26084/13dfns-p027}},
  volume       = {{79}},
  year         = {{2021}},
}

@inbook{6908,
  abstract     = {{Es liegt auf der Hand, dass eine digitale Unterstützung von Planungs- und Beteiligungsverfahren in vielfacher Hinsicht enorme Vorteile bietet. So können mittels moderner, digitaler Partizpationsplattformen Prozessbeteiligte orts- und zeitunabhängig an städtebaulichen Ideenfindungs- und Bewertungsverfahren teilnehmen und ihre Gedanken, Meinungen und Vorschläge mit anderen teilen und diskutieren. Seit einigen Jahren stehen hierfür eine Reihe adaptierbarer Softwareprodukte zur Verfügung, z. B. Consul, ein community-basiertes Opensource-Projekt der Consul Democracy Foundation auf GitHub, die proprietäre Software citizenLab des gleichnamigen belgischen Unternehmens, oder dem neuseeländischen Pendant Loomio der Loomio Cooperative Ltd. und viele weitere. Der webbasierte Zugang ermöglicht dabei nicht nur eine potenzielle Reichweitensteigerung an Teilnehmenden und die schnelle Verlinkung zu anderen digitalen Inhalten bzw. Medien, sondern erleichtert auch die statistische Informationsauswertung und die mediale wie inhaltliche Dokumentation des Gesamtprozesses. Aktuelle Softwarelösungen sind dabei als anwenderfreundliches Baukastensystem konzipiert, das je nach Anwendungsfall individuell, modular und ohne Programmierkenntnisse zusammengesetzt werden kann. Die zuschaltbaren Module reichen von einfachen Formularmasken über interaktive Karten-Tools, MindMaps und Umfragen bis hin zu integrierten Video-Chat-Funktionen und kollaborativen Whiteboards. Zukünftig ist davon auszugehen, dass die modulare Struktur und die enorm vielfältigen Einsatzgebiete dieser Softwarelösungen zunehmend auch KI-gestützte Funktionen als neue Features enthalten werden bzw. im Baukasten bestehende Module optimieren oder ablösen werden. Die Gründe hierfür liegen größtenteils im disruptiven Fortschritt der Softwarentwicklung. Andererseits darf aber auch erwogen werden, ob nicht doch häufig beobachtete Hemmnisse oder Probleme bisheriger Partizipationsverfahren ggf. durch den unterstützenden Einsatz von KI auch abgebaut oder verringert werden könnten. Beide Perspektiven stellen für sich genommen schon sehr breite Grundlagenforschungsfelder dar, die insbesondere durch die noch hinzukommenden Aspekte der Technologieakzeptanz enorm komplex werden können. Da aber die technologische Hürde zur Umsetzung einfacher Software-Prototypen durch die Vielzahl zur Verfügung stehender Opensource-Tools sehr niedrig ist, entwickelte der Forschungsschwerpunkt nextPlace der Technischen Hochschule Ostwestfalen-Lippe zunächst eine allererste, prototypische Hardware-Software-Applikation, um - im Sinne eines Proof-of-Concept – die Relevanz und Aufwände tiefergehender Forschungs- und Entwicklungsarbeiten abschätzen zu können. Folglich stellen die nachfolgenden Ausführungen einen technischen Erfahrungsbericht der ersten Entwicklungsschritte dar, um einen einfachen, kostengünstigen und experimentellen Zugang in dieses noch recht junge Forschungsfeld nachvollziehbar zu machen.}},
  author       = {{Oldenburg, Carsten and Häusler, Axel}},
  booktitle    = {{	 REAL CORP 2021: Cities 20.50, creating habitats for the 3rd millennium, smart - sustainable - climate neutral : proceedings of 26th International Conference on Urban Planning, Regional Development and Information Society}},
  editor       = {{Schrenk, Mnafred and Popovich, Vasily V. and Zeile, Peter and Elisei, Pietro and Beyer, Clemens and Ryser, Judith and Stöglehner, Gernot}},
  isbn         = {{978-3-9504945-0-1}},
  keywords     = {{Data Visualisation, Participation, Speech Recognition, Artificial Intelligence, Internet of Things}},
  location     = {{Wien}},
  pages        = {{481--487}},
  title        = {{{KI-gestützter Wordcloud-Generator für Beteiligungsprozesse}}},
  doi          = {{10.48494/REALCORP2021.1116}},
  year         = {{2021}},
}

@inbook{6910,
  abstract     = {{AI is on the rise. Powerful cloud platforms and networked software components can perform increasingly complex data evaluations and simulations. Recent research and development projects1  show how great the potential of artificial intelligence is for urban planning. However, despite the impressive, technical possibilities, it currently remains unclear how planning stakeholders and the affected population can be meaningfully involved in the intelligent processes of the "black box". The authors are of the opinion that sustainable urban development planning not only requires acceptance of the spatial planning result, as has been the case up to now, but also requires acceptance of the increasingly digitally supported planning process. For this reason, it must also be possible for laypersons to understand the digital analysis and evaluation processes and to comprehend their relevance and spatial interactions. Consequently, simulations must not only run in the computers of the respective planning or engineering offices, but require a simple, haptic analog translation that can also be used in participation processes as already shown in the CityScope projects2.  
For this project, the big revitalization project of Deutzer Hafen in Cologne to a future district with more than 9.500 daily users is used as a case study in building a decision support system for urban planning. It is composed of three parts: an agent-based model, a tangible user interface and a synthetic population. The project enables users to get in touch with an agent-based model (ABM) without any knowledge in coding or even interacting with computers. It connects physical objects to digital information. Based on the theories of Castiglione et.al.3 , Gehl4 , Shannon5  and Jacobs6  this project shows how to use an artificial and analog simulation model to measure the urban vitality of the public spaces in the district, based on the activity and travelling patterns of the population. This is done by testing different scenarios in which we change interactive parameters of the model: the use of the buildings and the demographics of the population. We can then determine which scenarios benefit the most life in the public spaces of the district, by finding areas of interest or problematic ones.  }},
  author       = {{Barbosa Jardim, Amanda and Müh, Maximilian and Häusler, Axel and Kondziela, Andrea}},
  booktitle    = {{	 REAL CORP 2021: Cities 20.50, creating habitats for the 3rd millennium, smart - sustainable - climate neutral : proceedings of 26th International Conference on Urban Planning, Regional Development and Information Society}},
  editor       = {{Schrenk, Manfred and Popovich, Vasily V. and Zeile, Peter and Elisei, Pietro and Beyer, Clemens and Ryser, Judith and Stöglehner, Gernot}},
  isbn         = {{978-3-9504945-0-1}},
  keywords     = {{mart Cities, Agent-based modelling, KI/AI, Participation, Tangible Data}},
  location     = {{Wien}},
  publisher    = {{CORP - Competence Center of Urban and Regional Planning}},
  title        = {{{Synthetic and Tangible Agents for an Activity-based Urban Planning Tool}}},
  doi          = {{10.48494/REALCORP2021.1049}},
  year         = {{2021}},
}

