ClairCity Skylines
A serious game about air quality, carbon and health.
Earlier
posts have taken as their subjects Gamification and Motivation
and Gamification and domestic energy consumption. This post
looks at a particular game, ClairCity Skylines and its
context, as described in
ClairCity
Project: citizen-led scenarios to improve air quality in European
cities.
by
Enda Hayes et al. (2018), Air Pollution XXVI pp. 233 – 241. Open
access:
The
ClairCity Project is concerned with air pollution particularly in
major cities; Bristol, Amsterdam, Ljubljana, Sosnowiec, Aveiro
and Liguria (Genova) are piloting it. The project aims to create a
“major shift in public understanding towards the causes of poor air
quality, inviting citizens to give their opinions on air pollution
and carbon reduction policies to shape the cities of the future.”
The
game ClairCity Skylines is one of the means used to promote
citizen engagement, and it is thus felt to be relevant to Community
Energy, the topic of this blog.
The
Skylines Game allows the players ‘to augment a stylised “living
city” ’ resembling one of the pilot cities in the project.
Players take the role of Major of ClairCity, and make decisions about
low carbon, clean air policies and the ways in which they interact
with other important issues. Players are retained through offering
“the unique opportunity to replay and try-out alternative
strategies and behaviours”, and are forced to question “their
pre-conceived notions and the emotional reality of their envisaged
future”.
The
game has a policy library based on sources including existing
databases of city solutions. Ideas are scored for short and long term
impacts on climate/carbon, air quality/health, citizen
satisfaction/happiness and city economy. Players promote ideas to
policies “with the aim to improve air quality, carbon and health in
the city while maintaining citizen satisfaction and the city
economy.” Policies are categorised in such terms as transport,
energy, industry, waste, and agriculture; regulatory, financial
incentive, technological improvement, information provision; and the
responsible authority.
Methods
of promoting the game (in Bristol) have included “commuter pop-ups
in train and bus stations … social media … local networks and
community groups … events … such as walking and running
festivals, science centre days … and local media news”.
Interim
results are presented and analysed, and have allowed some main areas
of concern to be identified in Bristol. A discussion follows, and it
is concluded that “By putting people at the heart of both the
problems and the solutions, the research has stimulated the public
engagement necessary to tackle our challenging emissions problems
through the development of a range of citizen-led future scenario and
policy packages.”
The
game can be downloaded in iOS and Android versions at:
A
power point presentation on the project is available at
A
YouTube presentation can be seen at:
Comments
Post a Comment