In today’s era, the impact of digital technologies on the general public and especially teenagers is undeniable. The desire to use video and computer games has changed the way of life of teenagers and made them spend a lot of time in virtual space. This has led to reduced social interactions, reduced mobility, obesity, and depression in teenagers. Now that humans are inherently socially created and the reduction of interactions and the lack of use of the urban space causes many mental and physical problems, especially for teenagers. Therefore, in this article, by accepting the attractiveness of the game and the pull of teenagers to play it, and in order to have more active presence and more interactions of teenagers in the urban space and to improve the vitality of urban spaces, the approach of gamification has been used as a mediator between teenagers and urban spaces.
The research has been investigated and extracted the qualities of urban space design, the needs of teenagers in urban space, and the definition of gamification and its capabilities and previous experiences in its interaction with urban space, based on document study and qualitative content analysis of texts. A concept has been developed, in which the qualities of urban design aimed at gamification of youth-friendly urban space have been taken into consideration. The findings of the research show that the qualities of urban design such as permeability and mixing of uses, gamified public arena, attractiveness and visual pleasantness, creating a color of belonging and a sense of place through gamification of the urban space, active participation of teenagers in the presence and increasing interactions of teenagers in the urban space in adopting a gamified view of the urban space and encouraging teenagers to attend and explore urban spaces and their elements and improving their accessibility can be effective.
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