
doi: 10.17645/up.10678
Urban space is perceived by users on many different dimensions. One important aspect of spatial perception is the emotions that users associate with it. Mapping the emotions associated with specific spaces can make an important contribution to urban design processes. The conclusions drawn from their graphic representation can form the basis for specific spatial actions, leading to the creation of places that users can and want to become attached to. Geogames, which combine high usability with a pleasant and engaging form of interaction, are an effective tool for supporting processes related to the expression of spatial needs and opinions of inhabitants. There is a noticeable lack of easily accessible and engaging tools for mapping people’s emotions in urban space. This article describes a case study in which the game Minecraft was used as a tool for aggregating data on emotions associated with a given space. Based on GIS data, a digital model of a university campus was created in the game, where the study participants placed graphic representations of their emotions. An important issue addressed in this work was whether and how multiplayer and single‐player modes can influence the expression of different emotions. The map of participants’ emotions in multiplayer mode was a spatial sequence, while in single‐player mode, it was a series of scattered points. Multiplayer mode was characterised by a greater number of negative emotions, but this could have been caused by the mutual influence of the other participants. The information collected provides important insights into the subjective perception of space, which can be used for further planning activities. A tool was created, the availability of which facilitates the repeatability of the experiment and thus enables further research.
playing, spatial orientation, emotion mapping; geogames; place attachment; urban space, Raumplanung, participation, Digitale Medien, Partizipation, spatial planning, Stadtplanung, Spiel, Raumwahrnehmung, digital media, urban planning
playing, spatial orientation, emotion mapping; geogames; place attachment; urban space, Raumplanung, participation, Digitale Medien, Partizipation, spatial planning, Stadtplanung, Spiel, Raumwahrnehmung, digital media, urban planning
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