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3. Capítulo III Aplicación de la tecnología BIM al proyecto de

3.2. Etapa B: Desarrollo del proyecto BIM

3.2.1. Modelamiento del proyecto “Edificio Huertas” en Revit

On a formal level, participatory processes and games seem to share several similarities, both on the design process, where the issues is defined, rules and goals are set and the setting is selected; as well as on the employment of specific mechanics or tools, which in both cases can be media independent and cross-media.

But despite the significant similarities, when it comes to the wider context in which games and participation are being employed there are some basic differences. Most importantly, the participatory planning processes clearly have a social goal and they form part of a much larger and complex planning agenda, whereas games are commercial products with a very contained development process. Additionally, in drawing an analogy between game mechanics and participatory methods, we must also acknowledge the limitations of games, particularly when used in the highly charged political context of planning. Game mechanics are tools of indirect control not only over the player’s actions, but mostly over their experience[51]. Games are ‘formatted spaces of participation’ [52] in that they are technologically, socially and economically pre- structured interfaces through which citizens can perform

certain actions. That means that while the experience of participatory processes can become more accessible for the hard-to-reach groups and can help participants articulate their visions and desires, it will always be in the format dictated by the game itself. The tension between the given structure of the participatory process and its constant redefinition by the practice of participation will remain. Moreover, as the political level reaches to stay in control of the planning process, and game development is a lengthy and costly process, the motivation of the commissioning stakeholder should be constantly scrutinized. The role of intermediary organisations, such as the District Service and LAG in Vienna or the Wijkmanagement teams in Belgium, is instrumental in this, as they need to play a facilitating role for the citizens but they are also in constant exchange with the government. In order to maintain their own legitimacy, they have to accept the existing power dynamics between government, interest groups and citizens. However they are responsible for carrying out the full projects, so their role in participatory processes is necessary in order to manage resources, engage other stakeholders and encourage them to take ownership of specific parts of the project [53]. These authors argue that all people involved in communicative planning should focus on the improvement of the participatory process itself and embrace the inherent and thus unresolvable systemic contradictions within and

around collaborative practices. This can practically be done by renegotiating the existing incentive structures, acknowledging the importance of leader and sponsors in getting the processes started and their abilities to engage others. Very practical things such as meetings summaries, invited experts, proper information and dedicated staff that takes care of these necessities is also mentioned as a significant success factor.

Thus keeping the significance of the political context in mind and acknowledging the systemic constraints imposed on participatory planning processes, should not hinder the lessons that coordinators of such processes can learn from game design. On an operational level, games and participation share many characteristics, and transferring some principles of game design can lead to participatory processes that are more participant- oriented, engaging and yet also more productive in terms of their output.

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