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The City Innovation Game Buiksloterham


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Design a city by playing a game.

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The City Innovation Game Buiksloterham

  1. 1. The Hackable City Briefs edition 01 Pakhuis de Zwijger, Amsterdam November 2015 THE CITY INNOVATION GAME BUIKSLOTERHAM: DESIGN A CITY BY PLAYING A GAME
  2. 2. More than 30 stakeholders assembled in Pakhuis de Zwijger to Play the City – Buiksloterham.
  3. 3. They are all part of the (re)development of Buiksloterham – a brownfield transformation and regeneration project in the north of Amsterdam.
  4. 4. Scoring for Evaluation The game became a ‘market place’, where players learned about each other’s goals and formed alliances in order to achieve them.
  5. 5. Not only does the game ask ‘what if..?’, it is also asks ’how to..?’
  6. 6. Energy Water Materials Plug into regular grid WATER USE € 250,000 € 50,000 € 1,000 households 250 households 50 1 household households 250 households 50 1 household Waste as building material MATERIALS & WASTE RE-USE — - 10% on m2 price - 20% on m2 price - 25% on m2 price — Tesla powerwall battery ENERGY STORE Requires GENERATE: renewable energy. € 500,000 € 100,000 € 3,000 households 250 households 50 1 household — — New collaborations were born, to tackle the complex challenges on the way to realizing their collective goal: establishing a circular living and working community, in Buiksloterham.
  7. 7. ‘There is no circularity without cooperation.’
  8. 8. Some important themes emerged...
  9. 9. 1. If the city is serious about endorsing the goals of a circular economy, should it force future residents to comply with its principles?
  10. 10. How can rules for compliance be established, while at the same time leaving room for experimentation and innovation? Should they be focused on achieving goals, rather than prescribing the exact procedures to get there?
  11. 11. 2. New roles are emerging. Architects, designers and other professionals are also ‘producers’ and ‘developers’, in order to help realize collective goals.
  12. 12. Yet... the search for new business models, and legal contexts to facilitate these new ways of city making has only just begun.
  13. 13. 3. Social opportunities should not be ignored. Can sharing new forms of energy, like solar farms, trigger a social connection between different neighbourhoods?
  14. 14. 4. Timing is important. How can developers and self-builders synchronize their trajectories so that important infrastructural decisions, and investments, can be made collectively?
  15. 15. What kind of systems can we design to make long-term investments in sustainable technology lucrative in the here and now?
  16. 16. During future sessions, we’ll develop the City Innovation Game Buiksloterham further to collaboratively find answers to these issues.
  17. 17. The City Innovation Game was developed by Play the City in close cooperation with The Hackable City, Pakhuis de Zwijger, Stadslab Buiksloterham and the Lectorate of Play and Civic Media from the Amsterdam University of Applied Sciences. Play the City, Play the City is a consultancy practice that designs physical games as a method for collaborative decision making and conflict resolution. We tailor our games accord- ing to the questions of our clients. These can relate to large urban projects, refugee camps, violence prevention and other multi-stakeholder challenges societies face. We use gaming as a problem-solving method bringing top down decision makers together with bottom up stakeholders. In the accessible environment of games, freed from the jargons, various ideas, plans and projects meet, conflict and collaborate towards negotiated outcomes. Ekim Tan, Richard Pelgrim, Janine Loubser, Mariana Fabris and Maxim Amasov are contributors. Hackable City, The Hackable City is an on-going research project on the role of digital media in the process of citymaking that has resulted from a cooperation between One Architecture and The Mobile City Foundation. Current project partners are The University of Amsterdam, Utrecht University, The lectorate Play & Civic Media of the Amsterdam University of Applied Sciences, Pakhuis de Zwijger, The Ministry of the Interior and Kingdom Relations and Stadslab Buiksloterham. The goal of this research project is to explore the opportunities as well as challenges of the rise of new media technologies for an open, democratic process of collaborative citymaking. How can citizens, design professionals, local government institutions and others employ digital media platforms in collaborative processes of urban planning, management and social organization, to contribute to a liveable and resilient city, with a strong social fabric? Matthijs Bouw, Tara Karpinski, Froukje van de Klundert, Michiel de Lange, Martijn de Waal Stadslab Buiksloterham, The area development of Buiksloterham is characterized by an open zoning plan, many opportunities for self-building, a cooperative process and room for experimentation. Future residents, together with creative professionals, already launched several initiatives to help ensure that Buiksloterham will become a circular neighborhood. Stadslab BSH offers a platform for all initiatives. Together with stakeholders a social and cultural agenda for the area is being developed to ensure the (self-) organizing capacity of Circular Buiksloterham. Pakhuis de Zwijger, Pakhuis de Zwijger is a unique cultural organisation which opened its doors in 2006 and grew out to be an independent platform for and by the city of Amsterdam and her inhabitants. The role of a city in the omnipresent transition to a sustainable society is complex. The creative and innovative approach to related issues has become Pakhuis de Zwijger’s trademark. Under the name of New Amsterdam – City in Transition Pakhuis de Zwijger organises events about the urgent and complex urban challenges of today. Lectorate of Play and Civic Media / Amsterdam University of Applied Sciences, lectoraat-play-and-civic-media.html The professorship Play and Civic Media of the Hogeschool van Amsterdam is researching the design and use of games and games for social innovation. We mainly focus on the use of applied games and game applications in which participation, social connectedness, group dynamics and empowerment are key.