The [Play]scape: A gamification process of revitalizing future town centres

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dc.contributor.advisor Stout, J en Qu, Zanxu en 2019-02-25T02:30:07Z en 2018 en
dc.identifier.uri en
dc.description Full Text is available to authenticated members of The University of Auckland only. en
dc.description.abstract For more than five consecutive years, Auckland has rated as one of the most liveable and happy cities in the world. The city has a fast-growing population, which is expected to exceed 2.3 million by 20331. Considering that 90% of Auckland's population lives within the urban boundary, the urgency of revitalizing the existing town centres to accommodate living and recreation becomes increasingly important for people to have a balanced and healthy lifestyle. Although intensification offers tremendous opportunities for future developments, the idea of developing a social infrastructure that fosters public life is becoming an important measure of a truly vibrant city. International and New Zealand research suggests there is a direct correlation between an automobile dependent environment and public health issues such as obesity, inactiveness and social isolation. In a car-oriented environment like Henderson, which is dominated by an unattractive big-box retail centre, wide asphalt, large parking areas and isolated single-use buildings, the pressing need to find an alternative way to revive these dysfunctional town areas is reinforced. To address this situation, this thesis aimed to create a human-oriented environment with a strong focus on social and physical experiences. It investigated the design of public space to translate the theory of 'Play' into an architectural proposition to create an interactive, playful landscape for the public. The design of the resulting 'Playscape' demonstrates the way smaller urban playful interventions in the catalogue of 'Playful hybrids' can collectively address alternative solutions for leisure and recreational experience. The cross-disciplinary methodology of urban design and architecture allows integration between research and design. This thesis sought to understand the importance of play through an examination of theoretical studies, play and a series of existing projects to inform the design strategy, which was developed further into play stimuli. This thesis shows that play is an important ingredient in creating a more dynamic and more active lifestyle. It encourages a hybridity between scale, a coexistence between public-based activities and individual enjoyment. Architecturally, taking Henderson's Edsel Street, the design proposed an elevated public space, adapting the existing carpark of the WestCity shopping centre and creating an accessible connection between the Opanuku creek and Henderson Creek to overcome the railway barrier. This Playscape could serve as a 'third place' for the communities, the play spaces for all. en
dc.publisher ResearchSpace@Auckland en
dc.relation.ispartof Masters Thesis - University of Auckland en
dc.relation.isreferencedby UoA99265169413202091 en
dc.rights Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher. en
dc.rights Full Text is available to authenticated members of The University of Auckland only. en
dc.rights Restricted Item. Full Text is available to authenticated members of The University of Auckland only. en
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dc.title The [Play]scape: A gamification process of revitalizing future town centres en
dc.type Thesis en Architecture en The University of Auckland en Masters en
dc.rights.holder Copyright: The author en
pubs.elements-id 763553 en
pubs.record-created-at-source-date 2019-02-25 en

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