ZeroCity+ an urban game

Lead Research Organisation: University of Reading
Department Name: Built Environment

Abstract

As agreed with AHRC please see the Case for Support attachment for the full application information
 
Description The most significant achievements of this award includes the creation of the ZeroCity+ prototype of an urban game into a functional public participation process. At this stage of development and having fulfilled the research objectives, we can consider ZeroCity+ as able to:
1/ engage participants from the general public in a collaborative game, which has elements of deliberation and fun, establishing a common ground where reality is reflected and upon which further discussion and exchange can evolve,
2/ raise awareness and engage players in understanding the potential effects of climate change at a local level, and how they can be addressed through a set of projects of their own election and creation,
3/ facilitate the co-creation of specific strategies and mutual commitments amongst players of ZeroCity+ to tackle the environmental crisis from a bottom-up perspective, but it does not achieve by and within itself as a game,
4/ contribute to creating possible constituencies and capacities at a local level for collective action planning and agency in future change and resilience, understanding the ZeroCity+ game as part of a wider engagement process, as tested within communities at this stage.
Exploitation Route In our evaluation, one limitation in the outcomes of ZeroCity+ is that the testing of the game in the community (workshop) included role-playing representatives or commitments from a local authority, next to the role of the citizens. However, the game itself acquired more prominence in empathetic qualities, while the steps towards building strategies and commitments from the game need further development. These aims could be realised in the light of further, more institutionally framed gaming sessions. After eight months of this Design Exchange Partnership, as a tool, ZeroCity+ is still subject to both refinement and adaptation through further editing and scaled-up testing, depending on the framing of the game within a wide process of engagement to be discussed with possible stakeholders (local governments, organised communities, etc.). Currently, ZeroCity+ is more successful in simulating the local effects of the environmental crisis in the coming future than enabling collective action for change. Further development of the the urban game (in the form of a follow-up games, or modifying the game itself, or continuing the engagement through other means) may enhance this key component of the original aims of the game. Further testing seems needed in more formal setups, where the roles of local governmental bodies can be enacted and the roles of citizens taken by members of organised communities willing to play as a method to reach improvement in the environmental performance of their neighbourhood. Extending to partnerships with authorities or local stakeholders in further stages of research and prototyping can, in this regard, complement the participation of the wider public and provide a more structured involvement. Future work can be channelled in developing a database or archive of projects, initiatives and behaviours at a local level that have a positive (and measurable) impact on neighbourhoods and communities, seeking a scientific basis to substantiate the measurement of carbon footprint of specific actions and events of the game, giving more consistency and credibility to the game and its designed mechanics.
Sectors Communities and Social Services/Policy,Creative Economy,Education,Government, Democracy and Justice

 
Description ZeroCity+ was created in the context of the Design Exchange Partnership in a span of only 8 months, including its design and manufacturing for different game development workshops that involved the community. Some of the findings have been used to support partner communities in raising awareness of the effects of the environmental crisis and how to address it from a local perspective. It provided for an opportunity for people involved to co-create a list of place-specific ZeroCity+ "project cards" that were imagined and discussed by players for their local neighbourhood. The game development workshop was part of the events that Hackney Garden of Earthly Delights garden community (https://gardenearthlydelights.org/events/) included in their capacity building in supporting the quality of life, health and creative output of the local neighbourhood of Hackney Central (ensuring the renewal of the lease of the community space by Hackney Council). In an academic level, the experience of ZeroCIty+ demonstrated to the research team the value of in-person human interaction for a multi-stakeholder collaboration towards a common goal. It has also directly impacted the second phase of the project that is linked to tracking of carbon count for a specific envisaged project. Only days before the end of the project in July 2022, the worst heatwave ever recorded in the UK hit with temperatures reaching 40 degrees celsius in many places across England, including the three locations were our game development workshops were held. Just six months earlier, we were creating ZeroCity+ as a physical designed game product, and coming up with forecasts on how climate change would be affecting places like Nottingham or London in the near future. It turned out that the heatwave that he game "predicted" to affect Nottingham in 2027 "with temperatures nearing 40 degrees Celsius" was largely anticipated by reality; happening five years earlier. We have also found during the three 4-hour long game development workshops and receiving feedback from approx. 30 people that participated or discussed the project with us that from the basis of our society there exists hope, energy and solidarity in leaving behind personal interest in supporting a wider community "proposed project". This indicates the makings of a behavioural shirt in the awareness of proactive citizenship for communities to find the adequate channels to contribute with their energy and profound ethics for cities to be more resilient, sustainable and just.
First Year Of Impact 2022
Sector Communities and Social Services/Policy,Creative Economy,Other
Impact Types Societal

 
Description Design Exchange Partnerships - design the green transition
Amount £39,026 (GBP)
Funding ID AH/Y000668/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom
Start 02/2023 
End 01/2024
 
Description Community game development workshop in partnership with Hackney Garden of Earthly Delights 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact The final game development workshop of the project attracted 28 registered participants (based on Eventbrite data), hosted by the the grassroots garden community of Hackney Garden of Earthly Delights. The final prototype of the ZeroCity+ game was tested through a 4hour active game workshop, with participants coming from sustainability education, professional practitioners and local community members of the public. The iteration sparked question and discussion over lunch with produce from the local garden and the garden community of Hackney GED reported interest in a longterm collaboration.
Year(s) Of Engagement Activity 2022
URL https://www.eventbrite.co.uk/e/zerocityplus-an-urban-game-experience-at-the-garden-of-earthly-deligh...
 
Description Community game workshop Nottingham Contemporary ZeroGallery 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact This was the first pilot workshop of the ZeroCity+ urban game, where 7 participants from the Meadows community in Nottingham, participated for a 4 hour active workshop, testing the physical prototype of the board game. the focus was on user experience, relevance to climate literacy, impact on awareness (behavioural change).
Year(s) Of Engagement Activity 2022
URL https://www.urbantranscripts.org/2022/06/13/zerocityplus-a-game-for-the-regenerative-city/
 
Description Community game workshop Reading Urban Room 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Undergraduate students
Results and Impact This was the second pilot urban game workshop, which involved approx. 10 people (a mix of undergraduate, postgraduate students and members of the public). The 4 hour workshop was hosted in the Reading Urban Room, a new temporary community engagement space created in Broad Street mall, as part of the CQQOL research project Your Place Our Place events. The game workshop included approx. 10 participants, but was open to the general public who could choose to engage with it by visiting the Urban Room.
Year(s) Of Engagement Activity 2022
URL https://ccqol.org/2022/02/28/your-place-our-place-reading-launches-with-packed-schedule-of-events/