A game-based and expert-supported approach engages youth in urban planning for a sustainable future

Rexhepi, A. ., Filiposk, S. ., & Trajkovik, V. . (2018). Youth e-participation as a pillar of sustainable societies. Journal of Cleaner Production, 174, 114-122. https://doi.org/https://doi.org/10.1016/j.jclepro.2017.10.327

This paper presents a proposed methodology for increasing youth participation in the local government decision making process as an investment in a future sustainable society. The proposed methodology is based on e-participation, which uses information and communication technologies (ICT) to promote active participation in government and governance. The proposed methodology is based on a combination of game-based learning and expert-supported training and involves the co-creation of ecologically, socially, and economically sustainable public spaces in an urban environment. This approach brings together various relevant stakeholders and provides youth with a seamless learning experience promoting awareness and positive attitude towards sustainability. In addition to describing the e-participation methodology and discussing the importance of youth involvement in urban planning for sustainability, the paper also presents a case study application of the methodology.

The proposed methodology attracts youth by using a popular video game, Minecraft, in an urban planning design process. The methodology also includes collaborative efforts between citizens (including youth) and experts, during which the participants learn about sustainable urban design. A workshop format is used for helping youth learn, not only about sustainable design, but also about corresponding architectural and environmental standards. Results of a follow-up survey completed by 38 workshop participants indicated that the youth had a clear understanding of the requirements of the project site and that they appreciated the way Minecraft gave them an opportunity to express and transform their ideas into virtual elements supported by consolidated teamwork.

The results of the related case study indicate that the youth felt empowered to become meaningfully engaged in the design and functionalities for public spaces in their community. The case study, by being conducted in Kosovo, indicates that the proposed methodology can be used successfully in developing countries.

This research indicates that e-participation can be used for engaging a wide range of stakeholders (scientific experts, policy makers, multi-age community representatives) in developing meaningful solutions for a sustainable society. The educational and technical assistance of experts throughout the process is considered critical to the success of this approach. A key factor of the methodology is using games to attract youth, who represent a critical, but often unengaged, segment of the community. This approach recognizes the engagement of youth as one of the pillars of a sustainable future society.

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