From City‐Builder to Geogame: A Geodesign Process for Participatory Urban Planning

City‐building games (CBGs) have a long history of focusing on societal simulation and urban management gameplay, including <em>The Sumerian Game</em> (1964), <em>Micropolis</em>, later named <em>SimCity</em> (1989), and <em>Utopia: Creation of a Nation</em> (1991). In this article, we present the outcomes of a pilot study through which we have developed an innovative process that transfers CBGs’ gameplay actions into real‐world planning systems. To evaluate the interplay between CBG simulation and the real world, we delivered workshops to 140 young people and adults to design their local community in South Lancaster, UK, using <em>Cities: Skylines I and II</em>. A novel approach using GIS and machine learning tools was developed to analyse young people’s planning decisions and needs in the area, focusing on the act of “play” within the game. These analytical tools, which involved the semantic classification of game imagery, yielded insights into land‐use decisions. Through game updates released during the study of <em>Cities: Skylines II</em>, we explored new analytical potential and established a process to extract gameplay results that provide additional urban block and street‐level tools for analysis, from CBG to geogame. The limitations of these approaches include the “black box” nature of the game and its planning model, such as zoning and focus on car‐based infrastructure. However, <em>Cities: Skylines</em> has a large player community and strong potential to turn into a geogame in support of real‐world planning and consultation, engaging communities. This article contributes to the literature with a novel and replicable process and case study. When geogames are applied to real‐world problems, the result is a demonstration of the ability of simulations to inform real‐world decisions.

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Publication Details

Journal
Urban Planning
Published
2025-12-18
DOI
https://doi.org/10.17645/up.10560
Primary Topic
Urban Planning and Governance
Type
article
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article

From City‐Builder to Geogame: A Geodesign Process for Participatory Urban Planning

Paul Cureton, Paul Coulton, Yuxuan Zhao, Lisha He
Urban Planning
Urban Planning and Governance
article

From City‐Builder to Geogame: A Geodesign Process for Participatory Urban Planning

Paul Cureton, Paul Coulton, Yuxuan Zhao, Lisha He
article en

Abstract

City‐building games (CBGs) have a long history of focusing on societal simulation and urban management gameplay, including <em>The Sumerian Game</em> (1964), <em>Micropolis</em>, later named <em>SimCity</em> (1989), and <em>Utopia: Creation of a Nation</em> (1991). In this article, we present the outcomes of a pilot study through which we have developed an innovative process that transfers CBGs’ gameplay actions into real‐world planning systems. To evaluate the interplay between CBG simulation and the real world, we delivered workshops to 140 young people and adults to design their local community in South Lancaster, UK, using <em>Cities: Skylines I and II</em>. A novel approach using GIS and machine learning tools was developed to analyse young people’s planning decisions and needs in the area, focusing on the act of “play” within the game. These analytical tools, which involved the semantic classification of game imagery, yielded insights into land‐use decisions. Through game updates released during the study of <em>Cities: Skylines II</em>, we explored new analytical potential and established a process to extract gameplay results that provide additional urban block and street‐level tools for analysis, from CBG to geogame. The limitations of these approaches include the “black box” nature of the game and its planning model, such as zoning and focus on car‐based infrastructure. However, <em>Cities: Skylines</em> has a large player community and strong potential to turn into a geogame in support of real‐world planning and consultation, engaging communities. This article contributes to the literature with a novel and replicable process and case study. When geogames are applied to real‐world problems, the result is a demonstration of the ability of simulations to inform real‐world decisions.

Urban PlanningVol. 11
Lancaster University (GB)
Openalex Percentile: Top 50%
Urban Planning and Governance
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