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A videogame for architectural design? Minecraft for young people to imagine desirable climate futures

Andrade, Bruno orcid logoORCID: 0000-0002-1191-8082, Crowley, Saul orcid logoORCID: 0000-0003-1922-4306, Cocco, Chiara orcid logoORCID: 0000-0002-4156-1491 and McNally, Brenda orcid logoORCID: 0000-0002-4405-6319 (2024) A videogame for architectural design? Minecraft for young people to imagine desirable climate futures. In: International Conference on Videogame Sciences and Arts (VJ2023), 28-30 Nov 2023, Aveiro, Portugal. ISBN 978-3-031-51452-4

Abstract
Cultural heritage has been under pressure from impacts of climate change, yet its conservation and rehabilitation seldom play a role in coastal sustainable development. Two-thirds of the world’s population will live in cities until 2050, and more than one billion will live in coastal areas. New digitalization methods and tools have been applied in architectural, urban and landscape design to raise awareness of coastal communities about climate change adaptation and to protect their cultural heritage. Still, younger people have seldom been involved in the planning process, such as the review of master plans. Geogames, location-based games for public engagement, such as Minecraft, have been applied as an active educational tool for young people. Thus, how can Minecraft support youth engagement in co-designing climate adaptation scenarios for heritage-sensitive sites? We applied Minecraft as a geogame to engage 10–12 years old children to co-design climate adaptation scenarios for the Rogerstown Estuary area in North Dublin, Ireland. Parents also got involved, supporting their children’s design process and reflections on climate change impacts and risks to their local/cultural heritage. Young people showed awareness of environmental issues and community needs. New questions emerged about using Minecraft and other geogames for capacity-building in wider consultation processes, as well as informing urban policy-making for greater conservation and sustainability of heritage-sensitive sites.
Metadata
Item Type:Conference or Workshop Item (Paper)
Event Type:Conference
Refereed:Yes
Uncontrolled Keywords:Climate Adaptation; Geogames; Youth Engagement; Co-Design; Cultural Heritage
Subjects:Computer Science > Computer simulation
Computer Science > Visualization
Social Sciences > Communication
DCU Faculties and Centres:DCU Faculties and Schools > Faculty of Humanities and Social Science > School of Communications
Published in: Videogame Sciences and Arts. Proceedings of the 13th International Conference. Communications in Computer and Information Science (CCIS) 1984. Springer. ISBN 978-3-031-51452-4
Publisher:Springer
Official URL:https://doi.org/10.1007/978-3-031-51452-4_11
Copyright Information:© 2023 The Authors.
Funders:UIDB/05105/2020 Program Contract, funded by national funds through the FCT I.P, Project 2022.08215.CEECIND, being undertaken at REMIT – Research on Economics, Management and Information Technologies (https://remit.upt.pt/en/), Portucalense University.
ID Code:29522
Deposited On:01 Feb 2024 15:01 by Brenda Mcnally . Last Modified 12 Feb 2024 11:09
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