Manuscript for Future of Places, sub-theme “emerging tools and tool kits” Using Minecraft as a citizen participation tool in urban design and decision making Fanny von Heland1*, Pontus Westerberg2 & Marcus Nyberg3 1 Sustainability Performance, Ericsson Research, Färögatan 6, 16480 Stockholm, Sweden External Relations Office, United Nations Human Settlements Programme (UN-Habitat), P.O. Box 30030, Nairobi, Kenya 3 UX Lab, Ericsson Research, Färögatan 6, 16480 Stockholm, Sweden 2 *Corresponding author: Fanny von Heland. Phone: +46 72 583 83 78, Email: fanny.von.heland@ericsson.com Abstract The existence of high quality public space is decreasing in many parts of the world due to rapid and unplanned urbanization. Once a city is built, its land use patterns and physical form can be locked in for generations, emphasizing the need for well-designed design and decision making processes. Citizen participation in political deliberation is needed to create inclusive public space and to provide planning agencies with the collective knowledge, ideas, and expertise of the population. Information and communication technology (ICT) offers new opportunities to engage citizens in urban design and decision making. Drawing on qualitative interviewing, this study examines the use of the computer game Minecraft to encourage and facilitate the active participation of youth in urban design. The study builds on a case study of a public space improvement project in the Kathmandu Valley in Nepal and examines social impacts associated with the use of Minecraft. The results show that Minecraft increased youth interest in urban design and provided a new venue for youth to frame policy issues related to urban design. The use of Minecraft was also found to encourage the development of both action-oriented and intrinsic skills among youth. At the same time, current institutional arrangements and digital skills were shown to influence whether or not youth could effectively use Minecraft to increase their representation, participation and voice. 1 1. Introduction Already today, 54 percent of the world’s population lives in cities, projected to increase to 66 percent by 2050 (UN 2014). The speed and scale of urbanization brings many challenges, including meeting accelerated demand for basic services, infrastructure and high quality public space (UN-Habitat 2013). Public spaces – places of public use which are accessible and enjoyable by all – are crucial for a city to be well-functioning. In addition, it is widely agreed that dense cities are more likely to be environmentally sustainable. However, in order to support high levels of density without being overcrowded, cities must provide high-quality public spaces that are human in scale, sustainable, healthy, safe and accessible (Gehl 2010). Once a city is built, its land use patterns and physical form can be locked in for generations, emphasizing the need for well-designed design and decision making processes that can improve the quality of urban life (World Bank 2013). It is widely agreed that citizen participation is important for governments to deal with urban management (Abbot 1996). To create inclusive and sustainable cities, urban planners need to consider the needs, interests and knowledge of different stakeholders (Amado et al. 2010). This requires collaborative design and decision making processes where government works together with citizens to address public problems and create new policies (Purdy 2012). Collaboration is important to provide government with the collective knowledge, ideas, and expertise of the population (Chun et al. 2010). Yet, many public policies are determined not through deliberation but rather through the technical expertise of public officials (Fung 2006) and when deliberation occurs it is usually biased towards more powerful stakeholders with greater resources (Adams 2004; Leach 2006). From this it follows that critical interests are not always represented in decision making. Participation of citizens in design and decision making is a cornerstone of democracy, especially of marginalized groups which are often excluded from central political and economic processes, hindering them to influence how goals and policies are set (Arnstein 1969). According to the OECD, governments need to direct special attention towards engaging groups such as women, youth and indigenous communities (OECD 1992). When some groups cannot influence agenda-setting and decision-making, or obtain relevant information to assess how well different policy alternatives serve their interests, they are more likely to be ill-served by new laws, policies and development plans (Fung 2006; Tahvilzadeh 2013). Lack of citizen participation may translate into a ‘citizenship deficit’ where the preferences of citizens are less known and reflected in public policy. Over time, this deficit may lead to an erosion of civil society, civic engagement and social capital among citizens (Nabatchi 2010). Greater citizen involvement in urban design and decision making is needed to increase knowledge about complex problems, better mediate divergent interests and promote improved quality of life for everyone (Nelson and Wright 1995; Irvin and Stansbury 2004; Adams 2004). Citizen involvement may also help produce policies with greater public acceptability and improve trust in government (Sousa and Klyza 2007; Yang and Pandey 2011). This is increasingly important due to the present trend towards increasing intra-urban inequality and stratification in many cities (UN-Habitat 2014). Information and communication technology (ICT) offers new opportunities to engage citizens and improve the quality of political deliberation and decision making (Conroy and Evans-Cowley 2006; Howard and Gaborit 2007; Wang and Bryer 2012). For example, ICT can be useful in providing technical information and enhancing understanding of context (Appleton and Lovett 2005), providing public access to information previously available only to experts and officials (Al-Kodmany 2000; Elwood 2002), and gathering real-time feedback from citizens (Han and Peng 2003). Visualization through ICT may also help to build shared understanding and facilitate interaction among citizens and government (Bryson et al. 2004). Yet, there have been few efforts to study the social impact associated with the use of ICT on citizen participation in urban design and decision making. This study responds to the identified need to establish innovative means of facilitating and encouraging active participation of youth in decision making (OECD 1992). It examines the use of the 2 computer game Minecraft as a tool to enhance youth participation in urban design and is based on a qualitative case study of a public space improvement project in the Kathmandu Valley, Nepal. The aim of the study is twofold: First, it explores the potential of Minecraft to foster greater citizen participation in urban design and decision making. Second, it examines social impacts associated with the use of Minecraft, both at and individual and community level. 2. Background Kirtipur is an ancient city in the Kathmandu Valley, approximately 5 km south-west of Nepal’s capital Kathmandu. UN-Habitat is supporting Kirtipur Municipality, Center for Integrated Urban Development (a local NGO) and local communities to conserve and upgrade existing public spaces for better community utilization through a people-centric process where the computer game Minecraft has been utilized to integrate youth into the design process surrounding the revitalization of public spaces. In Nepal, public spaces play an important role in many cultural activities and for maintaining community resilience as well as for recreation. Public water bodies occupy a central position in many public spaces and are important resources for women who are often responsible for water-related household activities. However, the existence and quality of public space in Kirtipur is rapidly decreasing because of unplanned urbanization and lack of management, and several of the public water bodies are in poor condition. Figure 1: Kirtipur Minecraft is one of the world’s most popular computer games with over 100 million players worldwide. In Minecraft, players interact with the game world by placing and breaking various types of colored blocks – similar to a ‘digital Lego’ – in a three-dimensional environment with the purpose of building creative structures, such as buildings, cities, or whole worlds. Minecraft is often played online on multiplayer servers, or in single player worlds, across multiple game modes. In February 2015, UN-Habitat and Center for Integrated Urban Development organized a three-day Minecraft design workshop to initiate a participatory design process and develop design suggestions for the revitalization of a park area. Before the workshop a digital version of the public space was created in Minecraft using google maps, plans and images. Youth then created their design suggestions 3 in the digital version of the park. In total, 37 people, primarily youth from Kirtipur, participated in the workshop (men=26 and women=11). Participants were divided into ten groups, each group having three to four members (most groups had one female participant). During the first two days of the workshop youth designed in Minecraft and on the last day the design proposals were presented for a broader audience of inhabitants, community leaders, officials and experts. A Minecraft expert from UN-Habitat facilitated the design process. Before developing their designs, youth were given presentations about the importance of public space, participatory decision making and the Minecraft tool. After the workshop, youth’s Minecraft designs will be used as input to the architectural design and construction process. Figure 2: Part of the park which will be upgraded 4 Figure 3: Minecraft design by one group of participants 3. Methods 3.1 Data collection The study is based on empirical data generated through qualitative interviewing (Kvale and Brinkmann 2009) and a smaller questionnaire in Kirtipur and Kathmandu in April 2015. In total, 23 interviews were conducted with people who had participated in the Minecraft workshop (men=16 and women=7). Seven of the interviewees were representatives of other groups than youth (NGOs= 4, municipality=1 and community leaders=2). A group interview with four women involved in the public space revitalization project was also conducted. Appendix A lists all interviewees. The study aligns with the UN definition of youth as people between the ages of 19 and 24 (UN 2015). All interviews were semi-structured and recorded when respondents gave their consent. The quotations that appear in the results section are from the transcripts but interviewees are kept anonymous. The majority of interviews were conducted in English, except for a minor number of interviews that were conducted with the help of a Nepali interpreter. Qualitative interviews were focused on conceptualizing issues around the participation process, perceptions of the Minecraft tool, and making connections between the use of Minecraft and various social impacts (Appendix B). All youth participating in the interview study were also asked to complete the questionnaire aimed at summarizing the viewpoints of the individual participants (Appendix C). The questionnaire was completed by all youth participating in the interview study (men=10 and women=6). The diagrams presented in Section 4 are based on the results of the questionnaire. 3.2 Data analysis The study is descriptive and the focus of the data analysis was to investigate social impacts associated with the use of Minecraft as a citizen participation tool in urban design and decision making. Interview transcripts were coded to organize the data. Coding is “the process of breaking down, examining, comparing, conceptualizing and categorizing data” (Strauss and Corbin, 1990: 61). Social impacts of interest were labeled with codes (i.e. a word or short phrase) aiming to find regularities in viewpoints and experiences of the interviewees. The aggregated results of the coding are presented in Section 4 and structured around a series of key social impacts. 4. Minecraft: an emerging citizen participation tool? 4.1 Voice and representation 12 10 8 6 Designing in Minecraft improved youth involvement in descision making 4 2 0 strongly disagree strongly agree 5 In Kirtipur, there had been few previous initiatives to facilitate and encourage the active participation of youth and women in decision making around urban design. Planning experts and local officials perceived Minecraft as a useful way of bridging the gap to youth and considered the computer game an effective tool for generating interest and engagement among youth for urban design. Among local officials, Minecraft was also valued for providing an easy way of complementing the work of engineers and architects. In the words of a local official: “In our social context women and youth don’t have much influence. Here they were at the front line. […] Minecraft helped to start a discussion at the grassroots level. We [the municipality] are very weak in this regard – to create participation among youth and women. Minecraft boosted communication and participation in a way we have not seen before. […] It created a platform for discussion” (Male local official. Interview 20). Designing and presenting the Minecraft models were for the majority of youth the first time they publically expressed personal opinions about public affairs. There was common agreement between youth that Minecraft made it much easier to start a dialogue and speak about individual and group interests associated with the use of public space. This way, many youth felt that they could share knowledge about their situation and interests with a larger audience. Accordingly, youth valued Minecraft for enabling them to communicate interests and new ideas, while at the same time increasing youth engagement and ownership of the design process. The following two quotations illustrate the position of youth: “It totally impacted on our involvement in decision making, we had to think about what we wanted to see in the park and then give shape to it in our design. This means that we could define not only the problem but also the solution” (Female university student. Interview 12). “It was my first time to express ideas in public. It was a good experience and it made me excited. I felt that we had an impact on decision making by standing up for and showing our ideas. We gave knowledge about youth to the rest of the community” (Female university student. Interview 7). 4.2 Learning 10 8 6 Designing in Minecraft increased knowledeg of other people's needs and interests 4 2 0 strongly disagree strongly agree 6 10 8 6 Minecraft helped to create a meaningful dialogue 4 2 0 strongly disagree strongly agree Regardless of age and profession, many workshop participants felt that designing in Minecraft helped to generate new thinking and learning. Whereas a large number of youth joined the workshop because of their interest in gaming, learning was described as a positive and unexpected side effect of team work and community input on youth’s Minecraft models. According to many youth, the workshop made them aware of the importance of creating inclusive designs and that Minecraft provided a useful means to thinking about and visualizing the needs of different genders and age groups, as described by a student: “One thing that I learned was that children are now playing in the road because of lack of space. As playing in the road can be dangerous we needed to build something for them – a playground. Old people wanted us to build a garden. I didn’t think you could actually use this land for this purpose. The Minecraft workshop forced us to think about the community. I learned a lot. It also made us aware of gender because boys and girls wanted to build different things […] so Minecraft made us start speaking about new things and aware of our differences” (Male university student. Interview 2). In terms of gender, many male workshop participants emphasized that Minecraft helped to increase knowledge about women-specific problems, for example related to public water bodies. Spending longer hours helping their mothers and elders with household activities, female workshop participants played an important role in contributing knowledge about the interaction between gender and public space into the design process. Knowledge about cultural heritage was another area where youth felt that learning occurred as the discussion around their designs put divergent interests and conflicts on the table. A common feedback from community leaders on youth’s Minecraft models was that they did little to preserve important aspects of culture and did not address the role of cultural heritage in sustaining social identity and community resilience. On the other hand, community leaders expressed that the visualizations helped them to better understand the interests and aspirations of youth: “Youth involvement was a great achievement and learning process for us elders. We community leaders are old-fashion-people and we have old ideas in our minds. Youth created design with wifi, solar panels and ecotoilets. These are ideas and designs for the future. They learned from us and we learned from them” (Male community leader. Interview 10). However, a substantial number of youth expressed that learning would improve with broader community participation and more time for dialogue. A number of youth perceived the feedback as focused on identifying flaws rather than creating a constructive and engaging dialogue between the different groups. Many youth felt that improving community participation would be important to learn more in-depth about community needs as well as to strengthen social cohesion, as illustrated in the below quotations: “I think it was mostly one-way communication during the last feedback session with the community. We didn’t get much room for speaking about the background to the design to improve understanding. There was two-way communication between youth but there was little time for youth to exchange ideas about our 7 designs and discuss the designs from a broader perspective. So this is something that needs to be improved, to not only have time for designing but also for discussing” (Male university student. Interview 24). “Broader community participation is important and will lift our models. This will also improve ownership of the design. Now youth feel strong ownership but maybe not everyone else in the community. A common feedback from the community was that “why didn’t you design that?” but how could we have known” (Female university student. Interview 13). 8 4.3 Communication and creativity 10 8 6 Designing in Minecraft improved my ability to communicate important viewpoints 4 2 0 strongly disagree strongly agree The reason why Minecraft was understood to be a good learning and participation tool was that visualization was seen as particularly helpful to express and present opinions, as well as for increasing understanding between different groups. In addition, youth felt that they became more creative and could generate more ideas when using Minecraft, as voiced by a student: “You can say that Minecraft helped building our thoughts. [...] Minecraft was helpful because it visualized our ideas and then it was easier to explain our thinking. I think it even developed our creativity” (Male university student. Interview 2). The opportunity to work creatively with design and problem solving while building in Minecraft was believed to generate ideas that could not be born out of just talking about public space. Another appreciated feature was that Minecraft made it easy to try ideas out and easily change them. According to youth, this kind of creative and intellectual flexibility allowed experimenting with different ideas and visualizing different scenarios. A common remark was that visualization was crucial to start the discussion around the public space and that Minecraft was an important medium for facilitating not only the conversation about space but also visioning about space. As many youth had little previous experience of speaking in public they also felt that Minecraft was a social mobilizer with potential to catalyze awareness about youth interests. The subsequent quotations are illustrative: “Minecraft became like a bridge between thought and reality” (Male university student. Interview 19). “Through the power of the visual we could have a bigger impact than by just speaking about our ideas” (Male university student. Interview 24). While Minecraft was useful in catching the interest of youth and making the process more engaging, a number of youth experienced that the use of Minecraft provided limited opportunity to express personal viewpoints (as compared to the opportunity for youth as a group) because of insufficient computer skills, as expressed in the below quote: “The first workshop day was a headache. The second day was a bit better because then I could design a little bit. The third day when I started to understand the workshop was over. I had limited opportunity to express my ideas so for me Minecraft didn’t help” (Male university student. Interview 4). 9 4.4 Gender and digital skills 10 8 6 When designing in Minecraft people with more computer skills had more influence 4 2 0 strongly disagree strongly agree Many interviewees describe that women and men are often subject to sex segregation and are given very unequal opportunities to engage in the public sphere as well as to develop their digital skills. According to the municipality, women often have many ideas but no platform to express them, as a consequence of which female participation in policy making is very low. Female interviewees described that women seldom speak in public meetings because of gender stereotypes (with women depicted as running the house) and few female workshop participants knew how to design in Minecraft at the first workshop day, as compared to the large number of men who were already familiar with the computer game. As emphasized by the vast majority workshop participants, differences in women’s and men’s computer skills influenced both process dynamics and process outcomes: “Boys participated more because they generally had more computer skills and many of the boys were ITstudents and they generally play more computer games. Boys were more active in front of the computers but all girls were active in contributing ideas but still there was a bit of a mismatch” ( Female NGO officer. Interview 11). “Computer skills helped a lot. Skilled people could spend more time in front of the computer and design ideas while people who couldn’t design first had to learn how to use the tools. So skilled people got an advantage. They could take the lead. Learning took away focus from the ideation process. Many times we gave feedback on their ideas” (Female university student. Interview 12). Whereas the majority of youth thought that computer skills affected the ease by which individuals could share their ideas, resulting in an advantage for men, a number of youth appreciated the Minecraft workshop for triggering collaboration between the sexes. “Boys and girls have not before been asked to create and communicate ideas together. In this workshop we worked together and presented together. This is important to break with old traditions that preserve male superiority. Here we had a female influence. This can be very good for breaking gender stereotypes” (Male university student. Interview 22). In accordance with the above interviewee, the municipality perceived Minecraft as a possible means of introducing youth to new gender roles that could possibly help encouraging greater gender equality. Many female workshop participants also expressed that designing in Minecraft had increased their interest in technology and that they now would like to explore how to make better use of technology for both leisure and skills development. 10 4.5 Capacity building and social cohesion 10 8 6 Designing in Minecraft improved my confidence to speak in groups 4 2 0 strongly disagree strongly agree A considerable number youth perceived the Minecraft workshop as important in terms of capacity building. For the majority of youth the final presentation at the last day of the workshop was their first time to speak in front of a large audience and few youth had any previous experience of participating public meetings. Most significantly, youth experienced that by designing in Minecraft their selfconfidence and communication skills improved and many youth felt proud over their personal achievement and contribution to the revitalization project, as expressed below: “Designing in Minecraft improved my confidence and belief in myself – we can do the same job as architects. It gave a sense of empowerment. It was fun to present the design. I felt happy because I could express my ideas and other people could see it” (Male university student. Interview 3). “I now have a little bit better confidence to convince other people about my own ideas. I also developed my skills to interact with other people” (Female university student. Interview 8). According to many youth, designing towards a common mission and with the purpose of creating something good for society was important in terms of strengthening group identity. Another outcome of the teamwork incited by Minecraft was the opportunity to make new friends, and for a number of youth the interest to engage more actively in other forms of community work was triggered. With the help of Minecraft, youth experienced that they could seize the role of change agents and help enabling the kind of change they wished to see in society. This way, many youth, especially men, appreciated Minecraft for empowering them to utilize their time and skills for doing something good for society, rather than just ‘roaming around’. A participant describes: “At first I just wanted to play the game but then as time passed it got me engaged in so many other ways, for example how we can bring change and new things to that area. It was a about producing change and being the change we want to see. That was a big motivator” (Male university student. Interview 19). 4.6 Expectations and tensions Youth’s expectations on the implementation process are a potential area of controversy and tension. NGO officials voiced that youth may expect big things and that this may create disappointment and distrust, especially as only some design suggestions will be endorsed due to budget limitations, social desirability and urban form. A number of youth thought of their design as feasible to implement, whereas an equally large number of youth had more moderate expectations. In the words of an NGOofficial: 11 “Most of the designs were not compatible with field conditions. They would be too expensive to build. Youth, including myself, got overexcited. There are no limitations to what you can build Minecraft – there is no budget reality” (Male NGO officer. Interview 5). A number of workshop participants, both professionals and youth, experienced a tension between embracing creativity and the unknown budget reality of the whole revitalization project. On the one hand, many youth felt that it would be desirable with more information about budget issues, and, on the other, they feared that having such information could compromise creativity. In the view of NGO officials, tension could also arise because of a mismatch between youth expectations and the time frame for implementing the project. An NGO official also drew attention to the fact that when designing in Minecraft you are not limited by urban form meaning that many design suggestions may be impossible to construct because of the physical terrain. Designing in Minecraft also illustrated the delicate balance between supporting cultural preservation as opposed to innovation. Whereas all youth recognized the important of preserving important aspects of culture, some youth felt that there was a big gap in understanding between the different groups and that addressing this gap would be both necessary and challenging. A lot of times, youth felt that the feedback of community leaders was focused towards discussing the importance of tradition rather than also looking at other essential aspects, for some youth a source of disappointment. A student explains: “We didn’t share the same perceptions of the area. Its original meaning has been forgotten by our generation. The area has not been used for such a long time other than for waste dumping. […] Community leaders wanted us to add more traditional things and focus in our designs. In one way this is good, but we also need to embrace modernity and look at what youth think is exciting and relevant for the future” (Female university student. Interview 12). Like youth, community leaders also felt that there was a gap in interest between the two groups: “Youth are busy with their own style – with modern things. We had to explain the meaning of our culture that was not very present in the designs. We also had to explain about traditional building patterns. Youth are losing ground with tradition. They don’t know about it anymore” (Male community leader. Interview 10). Trust in the process and in the municipality was another key concern for a number of youth who expressed a fear for an implementation failure. This fear was partly a consequence of the existing lack of public management and a feeling of being neglected, as well as a reflection of the very limited involvement of the municipality in the workshop. In the words of a participant: “I don’t think the new park will be built. I don’t trust the municipality. We have to organize and send people there every week in order for something to happen” (Male university student. Interview 6). 5. Discussion and conclusions Given the marginalized position of youth in decision making, organizations and governments should establish innovative procedures, projects and services that facilitate for and encourage youth to actively contribute knowledge and perspectives to policy making (OECD 1992). As a response to this need, this study has examined the use of the computer game Minecraft as a citizen participation tool to strengthen youth involvement in urban design and decision making in Kirtipur, Nepal. The study shows that Minecraft 1) increased youth interest for urban design, 2) provided a new venue for youth to influence the political agenda and frame policy issues related to urban design, 3) helped youth to develop important skills and networks, and 4) that existing institutional arrangements and digital skills influenced individuals’ representation, participation and voice. In the below paragraphs these insights are elaborated to increase understanding of the use of Minecraft as a citizen participation tool as well as of possible social impacts. 12 First, addressing the marginalized position of any group in governance requires understanding of the mechanisms that may incite group engagement (Lowndes et al. 2006). ICT is becoming an important life style factor for an increasing number of youth and their interest in embedding new technology in their daily life is often higher than among the average public. This means that an increasing number of youth on a daily basis make decisions about everyday life with the help of technology (Voxburner/YouGov 2014). As illustrated in this study, organizations and governments can capture the interest of youth to engage in political deliberation by embracing ICT and by learning about how young people value and use (or aspire to use) technology. With regard to Europe and the US, the opportunity to use ICT to develop new incentive mechanisms is increasingly important given concerns over a reduction in civic engagement among youth (Bakker and de Vreese 2011; Abrahamsson 2013). At the same time, there is lack of scientific knowledge about what procedural challenges and social conflicts that ICT-based participation tools, including gamification, may generate. Second, designing in Minecraft allowed youth to discuss and consider the merits of various urban design alternatives as well as visualize their aspirations and needs for a wider audience. As the design and visualization process helped to bring in new and different types of information to the discussion, the participants could explore and develop their interests and perspectives, and to some extent call these into question. The opportunity for youth to visualize their interests and express visionary ideas in Minecraft was experienced as instrumental in facilitating youth participation. Drawing on Latour (1996) and Mosse (2004), visualization can be instrumental in framing how individuals and the public perceive and communicate about reality, thus essential in establishing value and prescribing certain solutions and policy orientations. The discursive power that stems from the ability to influence how information is presented is particularly important in participation processes as they require the participants to not only negotiate, but also develop common meanings (Huxham and Vangen 2005). By providing youth with the opportunity to frame and convey information to officials and expert, to some degree influence public opinion, and communicate with other citizens, we think that the use of Minecraft may serve an important democratic function by offering a way to address the citizenship deficit (Nabatchi 2010) among youth. With that said, many youth called for a more genuine dialogue between themselves, community leaders and officials as well as broader community participation to further improve learning between different groups. Whereas Minecraft was recognized to create some new, common ground for youth and community leaders, additional deliberation mechanisms were called for to start bridging generational knowledge gaps and build consensus about urban design. As emphasized by Wang (2002), the use of multiple participation methods is positively correlated with stakeholder consensus, responsiveness and trust in experts and authorities. This stresses the importance of looking at how ICT-based participation tools can be combined with other deliberation methods to support the emergence of principled agreement, build trust among participants and produce outcomes with widespread public acceptability. However, even though designing in Minecraft did not achieve to transform or reconcile divergent preferences, discussion around youth’s visualizations generated new understanding among the participating groups, and perhaps also new tolerance for opposing views because individuals were pushed to think beyond their own self-interest (Nabatchi 2010). Seen from a community-wide perspective, this could lead to a greater concern for others (Cooke 2000; Gutmann & Thompson 2004). Third, perhaps equally important as the ability of youth to participate in urban design and decision making was the opportunity to develop new action-oriented and intrinsic skills. Action-oriented skills are skills that help individuals to efficaciously contribute to social change (Fisher 2006). Whereas intrinsic skills refer to intangible impact resulting from participation, such as a sense of personal fulfillment, heightened self-worth, or a stronger identification with one’s community (Fisher 2006). The deliberative process that emerged when designing in Minecraft encouraged youth to experiment with and develop more holistic understandings of their surrounding environment, speaking in public with greater confidence and build new social networks. Many individuals also emphasized that designing in Minecraft helped them to cultivate skills such as eloquence and imagination. Mastering 13 such skills is essential for any individual to achieve personal goals, engage in critical thinking and contribute to social and political change. Such skills could also have a positive impact on social cohesion by increasing relational bonds between community members and by improving understanding of diversity. This suggests that ICT may not only provide critical resources for participation processes, but also foster important skills and networks from which resources for civic engagement can be drawn (Vitak et al. 2011; Gursoy 2014; Dolnicar and Fortunati 2014). Forth, citizen participation is always constrained by a series of political, social, economic, and individual factors (Yang and Pandey 2011). Participation processes therefore need to be carefully designed and implemented to manage power dynamics and avoid causing disappoint among participants, or an erosion of trust (Adams 2004). In Nepal, different forms of gender-based discrimination make the society unjust and unequal in many respects (UNDP 2014). When using Minecraft as a participation tool differences in digital skills linked to gender have a significant impact on group dynamics and participants’ ability to participate in the design and visualization process. As shown in this study, young men are at an advantageous position to use a tool such as Minecraft to increase their voice. Young women often have fewer opportunities for learning about and using ICT because of deeply entrenched gender roles and the division of labor within the household, often constraining young women to the domestic sphere. There is a risk that initiatives that use ICT as participation tools end up engaging the easily recruited – young men who are reasonably comfortable with using ICT, while it may be more difficult to recruit female participants. Considering reports about low levels of female participation in science, technology and innovation even in the wealthiest nations (OWSD 2012), this risk is probably valid beyond Nepal where it manifests in the predominantly male gender of workshop participants. Raising the interest of females to use ICT by designing Minecraft is therefore an important impact in terms of capacity building and bridging the gendered digital divide (even if at a small scale). There is a need to actively consider how power dynamics associated with, for example, gender and digital knowledge influence how women and men can participate in design and decision making (Forester 2009), especially when utilizing a tool such as Minecraft. Without such consideration the use of ICT risks reproducing or even strengthening the position of more powerful groups. Organizations that use ICT to encourage and facilitate participation processes therefore have to think extra carefully about which participants are recruited as well as design participation processes which are highly inclusive and can engage diversity productively (Irvin and Stansbury 2004; Bryson et al. 2012). Without such consideration the potential of ICT to promote democratic outcomes will be seriously undermined (Min 2010). In relation to this, we call for more research on how ICT-based participation tools and gamification are adopted by different demographic groups. Last, the power of a technology like Minecraft to cultivate eloquence and imagination may also, paradoxically enough, be its Achilles heel by raising participants’ expectation level on outcomes and the capacity of officials or informal leaders to mobilize support for youth’s design proposals. Another possibly negative outcome is that the tool itself is so powerful in creating attractive visualizations of a possible future that it is seen as the ‘final’ outcome and not as a proposal for further discussion. Without careful communication about resources, divergent interests, time frames and physical constraints, participation tools like Minecraft may lead to disillusionment among citizens and reinforce the disconnect between citizens and their government (Adams 2004). 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NGO officer, male, workshop participant 6. Youth representative from Kirtipur, male, workshop participant 7. Youth representative from Kirtipur, female, workshop participant 8. Youth representative from Kirtipur, female, workshop participant 9. Community leader from Kirtipur, male, workshop participant 10. Community leader in Kirtipur, male, continuously involved in the revitalization project 11. NGO officer, female, workshop participant 12. Youth representative, not from Kirtipur, female, workshop participant 13. Youth representative from Kirtipur, female, workshop participant 14. Youth representative from Kirtipur, male, workshop participant 15. NGO officer, male, workshop participant 16. Youth representative from Kirtipur, male, workshop participant 17. Youth representative from Kirtipur, male, workshop participant 18. Youth representative from Kirtipur, male, workshop participant 19. Youth representative from Kirtipur, male, workshop participant 20. Local official, male, workshop participant 21. Women’s group from Kirtipur, two of four women participated in the workshop at the last day 22. Youth representative from Kirtipur, female, workshop participant 23. Youth representative from Kirtipur, male, workshop participant 24. Youth representative, not from Kirtipur, male, workshop participant Appendix B: Semi-structured interview templet (All questions in bold very covered. Follow-up questions depended on the reply of the interviewee.) 1. Can you describe the Minecraft workshop? - What was you motivation to participate in the workshop? - What were your expectations on the workshop? - Had you ever played Minecraft before? 2. Did Minecraft influence the ability of your group to communicate and visualize common interests? - Was this your first opportunity to express these interests, or have you been involved in other participation processes? - How would you describe the atmosphere within your group and between the groups? Competitive or collaborative? 3. Did you learn new things? - Do you think that the workshop led to a better understanding of other people and the community? - Did you gain any other new skills? 4. Do you think that building with Minecraft improved youth involvement in decision making? - Can you describe how you feel that you had an impact? - Was Minecraft central in this process? - Did you feel that the other groups listened to your ideas? 5. Do you feel that building with Minecraft affected your trust in the Kirtipur municipality and other youth? (unchanged/positive/negative impact) 19 - Do you think that this is a feeling that you will bring with you after the workshop? - Does the workshop change how you view the other youth/community groups? 6. Did Minecraft improve your ability to express important viewpoints? - Was it easier to express your opinions through the game or was the game a limitation? - Did you feel that you in fact had very limited opportunities to express your views? - Was it an exciting or unpleasant experience to express your views in front of the other participants? - Do you think that the Minecraft workshop will affect whether or not you express your viewpoints in the future? 7. Do you feel that people with more computer skills had more influence? - Can you describe the impact of people’s different computer skills? 8. Did you think that age and gender influenced participants’ involvement? - Can you described in what way you noticed that age and gender had an impact? - Did you feel that your age and gender affected your contribution? 10. Do you think that Minecraft made it easier or more difficult to create a dialogue? - Can you describe how the Minecraft models influenced the discussion? 11. From your perspective, what was the most important outcome of the workshop? 20