Co-gnito: A Participatory Physicalization Game for Urban Mental Mapping

Download
2022-06-20
Panagiotidou, Georgia
Görücü, Sinem
Nofal, Eslam
Akkar Ercan, Zübeyde Müge
Vande Moere, Andrew
This study introduces Co-gnito, a participatory physicalization game that supports collaborative urban mental mapping through storytelling. Through Co-gnito we investigate gaming as a means to elicit subjective spatial experiences and to steer the synchronous construction of a physicalization that aligns and represents them. Co-gnito was evaluated during seven deployments by analyzing how 28 players mapped their spatial experiences of two university campuses. Our results indicate that storytelling as a gaming mechanic, guided and motivated the gradual addition of personal contributions towards a collective outcome, but its reward system did not nudge the mapping direction as expected. We also demonstrate how the shared construction process of a physicalization is influenced by how the data encoding scheme was negotiated, by the token physical affordances and by the game mechanics. We therefore believe that our core contributions, comprising of: 1) a working research prototype; 2) an augmentation of the physicalization pipeline towards collaborative settings; and 3) a set of reflective considerations, provide actionable knowledge on how to design participatory physicalizations in the future.
14th ACM Creativity and Cognition Conference, C and C 2022

Suggestions

Co-gnito as a serious game to understand users’ urban perception
Görücü, Sinem; Akkar Ercan, Zübeyde Müge; Urban Design in City and Regional Planning Department (2019)
This thesis offers an experimental research tool to be used for understanding people’s perceptions and experiences in urban environments with regards to Kevin Lynch’s well-known theory of The Image of the City. “Co-gnito” was designed as a serious game in order to produce collective and cognitive maps which are based on the users’ real experiences. Hence, this research aims to evaluate this originally designed tool’s performance in terms of its ability to collect reliable and valid perceptional data. The me...
Flow experiences of children in an interactive social game environment
inal, yavuz; Çağıltay, Kürşat (2007-05-01)
This study examines children's flow experiences in an interactive social game environment. A total of 33 children aged from 7 to 9 years participated in the study for 6 weeks. Data were collected through observations and interviews. In order to measure the flow experiences of the children, items of a flow scale were administered to the children through interviews. Results revealed that flow experiences occur more among boys than girls during gameplay. While ludology had more effect on the flow experiences o...
Rhythm action games the sonic interaction perspective
Erkut, Cumhur; Hacıhabiboğlu, Hüseyin (2013-02-06)
This paper provides game audio researchers and practitioners a short background on rhythmic interaction, with application to rhythm-action games. Based on our previous experiments and observations, we point out technical challenges and our current solutions. A special focus is on how these concepts can be used in education, reflecting on the relevant sessions in the IEEE SPS Summer School Game Audio (September 3-6 2012, Ankara, Turkey). The technical and educational implications of rhythmicity for game audi...
Flow Experiences of Adolescents in Terms of Internet Cafe Environment and Computer Game Play Characteristics
Kara, Nuri; Çağıltay, Kürşat (2013-02-16)
The aim of this study is to investigate the flow experiences of adolescents who play computer games at an Internet cafe environment. Observations and interviews were used in order to collect data from 21 adolescents aged 14 to 20 years. Results indicated that the Internet cafe social environment that include several activities such as talking to each other and helping other players while playing had a positive effect on the flow experiences of adolescents. While game genre, goal, and visual appearance incre...
Understanding cognitive presence in an online and blended community of inquiry: Assessing outcomes and processes for deep approaches to learning
Akyol, Zehra; Garrison, D. Randy (2011-03-01)
This paper focuses on deep and meaningful learning approaches and outcomes associated with online and blended communities of inquiry. Applying mixed methodology for the research design, the study used transcript analysis, learning outcomes, perceived learning, satisfaction, and interviews to assess learning processes and outcomes. The findings for learning processes and outcomes indicated that students in both online and blended courses were able to reach high levels of cognitive presence and learning outco...
Citation Formats
G. Panagiotidou, S. Görücü, E. Nofal, Z. M. Akkar Ercan, and A. Vande Moere, “Co-gnito: A Participatory Physicalization Game for Urban Mental Mapping,” presented at the 14th ACM Creativity and Cognition Conference, C and C 2022, Venice, İtalya, 2022, Accessed: 00, 2022. [Online]. Available: https://hdl.handle.net/11511/98509.