Comparative Analysis of Urban and Metropolis Games: A Typology and Evaluation Framework for Participatory and Educational City-Making
Abstract
1. Introduction
1.1. Objective, Methodology and Scope of Research
- Diversity in format and purpose (analog/digital/mixed media; educational, promotional, recreational);
- Documentation completeness sufficient for consistent descriptive coding and comparative analysis of core design attributes (mechanics, target, medium, context of use);
- Broad linkage to the urban/metropolitan context, ranging from primary focus to secondary/tangential connections (e.g., metropolitan motifs, place-based narratives);
- Production maturity spanning research prototypes to commercial releases, provided the project was transparently documented.
1.2. Statistical Methods Used in the Analysis
Methodological Decisions and Their Implications
1.3. State of Research
1.3.1. Urban Games—Literature Review
1.3.2. Game-Based Learning, Serious Games—Definition and Literature Review
1.3.3. Serious Games and XR Hybrid Games (VR/AR—Virtual Reality/Augmented Reality) in Urban Planning
1.4. Research Gap
2. Case Study of Selected Games
2.1. Criteria for Selecting Game Examples
2.2. Metropoli—Game in the GZM Metropolis
2.3. Metropoly—A Decision-Making Game for Three Dutch Metropolises
2.4. Metropolis—The Ultimate City Simulator
2.5. Foundations of Metropolis
3. Comparative Analysis of Urban and Metropolis Games
3.1. Criteria and Methodology for Analyzing Urban Games
3.1.1. Sample Selection
- The game’s theme directly related to metropolises, cities, or districts, preferably linked to real cities;
- Availability of materials about the game that are not promotional in nature, access to the game itself for testing or access to other informative materials (scientific articles, screenshots, videos from gameplay);
- Transparency of data regarding the publisher, game objectives, and mechanics.
3.1.2. Coding Method and Value Assignment
- Type of gameplay/dominant mechanicThis parameter defines the dominant form of player engagement, understood as the primary mode of action within the game structure;
- Project characterThis parameter concerns the intended function of the game and the assumed context of its application;
- Place-Based RelevanceThis parameter defines the extent to which the game is grounded in the realities of a specific city or its physical location;
- Platform/MediumThis parameter describes the technical and spatial environment of player interaction with the game;
- Degree of Professionalization/Specialization/Implementation UseThis parameter refers to the expected level of substantive and competency-based preparation of the game participant;
- Type of Publisher/Implementing InstitutionThis parameter classifies games according to the institutional and organizational profile of the publisher, including its business model and mission;
- Promotional FunctionThis parameter defines the extent to which the game serves a promotional function for a city, institution, or idea, understood as the deliberate inclusion of narrative, visual, or structural elements aimed at building the image, recognition, or acceptance of a given place or policy.
3.2. Typology and Classification of Games
- Basic Games—based on simple rules (e.g., memory, quiz), often commercial or promotional, with low complexity and high accessibility.Examples: Hömma! [33], Gesucht & Gefunden im Ruhrpott, Ruhrpott Quiz [34], Supplementary Materials (Table S1 ID: HOM, GG, RPQ);
- Urban Games (Outdoor and Interactive)—engaging physical space or mobile technologies, most often with a promotional-educational character.
- Commercial Simulations—more complex digital or board games (e.g., city builders), enhancing understanding of urban systems, but designed for the gaming market.Examples: Cities: Skylines II [37], SimCity 3000 [38] (Supplementary Materials Table S1 ID: CSK, SC3);
- Conceptual Simulations—educational-research games designed in academic environments, often experimental, used for modeling social decision-making processes.
- Implementation Simulations—workshop and consultation games used as tools for public dialog, urban consultations, and prototyping.Examples: Rozegraj Miasto 2.0 [41], Participatory Chinatown [42], Finding Places (Hamburg) [43,44] (Supplementary Materials Table S1 ID PTC, PCH, FPL).
3.3. Typologies of Urban Game Users
- Tourists: current and prospective visitors to the cityThe tourist users primarily seek adventure rooted in a specific location. Products such as Odkoduj Miasto (Supplementary Materials Table S1 ID:DEC) meet this expectation by combining exploration with competition: “Players see the current team rankings, their score, and the time remaining” [35]. Small prizes, fast-paced gameplay, and a “here and now” narrative encourage photo sharing, while urban knowledge is present but delivered in a digestible puzzle format;
- Residents and other local stakeholdersThis group includes not only “average” inhabitants but also activists, officials, and planning professionals. Their motivation lies in understanding their surroundings and influencing the shape of their environment. The creators of the CityScope (Supplementary Materials Table S1 ID: CIS, FPL, PLO) platform emphasize that the tool “helps to build agency amongst the ‘have nots’, who traditionally were denied from the urban process” [46]. Games for these users must therefore offer high decision-making realism, cooperative mechanisms, and a clear translation of actions into quality-of-life indicators. Here, parameters patterns emphasize decision-making realism and educational aims, with comparatively lower promotional emphasis and a stronger link to local planning contexts;
- “Global” players—not tied to a specific locationThe third category consists mainly of users of city-builder games such as SimCity 3000 [38] and Cities: Skylines [37] (Supplementary Materials Table S1 ID: SC3, CSK). They are not connected to a particular location and treat virtual cities as a playground for creativity. As Wired notes, “‘Fixing’ cities is a key part of the appeal of Cities: Skylines– the game’s loyal community haunt Reddit and YouTube, offering and requesting aid and complaining about gridlock” [47]. These players are not direct targets of territorial marketing, education, or local participation, yet the mechanics developed in digital simulations become sources of solutions for educational and promotional products. Moreover, research on “videogame-induced tourism” shows that highly engaged digital game users may become actual tourists visiting places depicted in virtual worlds [48]. These users typically exhibit lower Place-Based Relevance but high engagement with mechanics that later inform educational and promotional titles.
3.4. Game Mechanics and Their Objectives
3.4.1. Mechanics Oriented Toward Education on Urban Functioning
3.4.2. Mechanics Oriented Toward Territorial Marketing
3.4.3. Cross-Over Mechanics
3.4.4. Perspective Switching—Tourist as Resident/Resident as Tourist
4. Discussion
Advantages and Limitations of Games in the Context of Urban Education
- Social and cultural integration
- 2.
- Enhancement of civic engagement
- 3.
- Promotion of local tourism
- 4.
- Support for innovation
- 5.
- Increasing spatial awareness
- 6.
- Building metropolitan identity
- 7.
- Support for historical education
- 8.
- Increasing investment attractiveness
- 9.
- Promotion of healthy lifestyles
- 10.
- Environmental education
5. Conclusions
5.1. Key Results
5.2. Study Limitations
5.2.1. Sampling Frame and Selection Bias
5.2.2. Context-Bound Designs
5.2.3. Measurement and Construct Validity
5.2.4. Weight Calibration and Potential “Double-Dipping”
5.2.5. Clustering Design Choices
5.2.6. Statistical Assumptions with Ordinal Inputs
5.2.7. Lack of Longitudinal/Behavioral Outcomes
5.2.8. Player-Population Biases
5.3. Future Research Directions
5.3.1. Qualitative Evaluation of Games’ Impact on Metropolitan Brand Perception
5.3.2. In-Depth Analysis of Game Mechanics, Especially Cross-Over Mechanics
5.3.3. Semiotic Analysis of Game Content and Mechanics
5.3.4. Implementation of Micro-Studies in Formal Education
5.3.5. Cross-Cultural Comparisons
5.3.6. Systematic Update of Game Reviews
5.3.7. The Long-Term Impacts of Games
6. Patents
- Industrial design no. Wp.33115—Metropolis Game Board
- Industrial design no. Wp.33207—Game Pawns
- Utility design filed with the Silesian University of Technology under no. ZDI/2024/200—Game element “Connector”.
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| GZM | Górnośląsko-Zagłębiowska Metropolia/the Upper Silesian-Zagłębie Metropolis |
| GBL | Game-Based Learning |
| ICAP | Interactive, Collaborative, Adaptive, Participatory |
| XR | Extended Reality |
| VR/AR | Virtual Reality/Augmented Reality |
| MR | Mixed Reality |
| NGO | Non-governmental Organization |
| QR | Quick Response |
| PEGI | Pan European Game Information |
| ESRB | Entertainment Software Rating Board |
| ANOVA | Analysis of Variance |
| MET | Metabolic Equivalent of Task |
| LBG | Location-Based Games |
| 3P | Pedagogical, Persuasive, and Participatory |
| GIS | Geographic Information System |
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| Descriptor Codes: | Descriptors: |
|---|---|
| Parameter: Type of Gameplay | |
| 1 | Memory/associative card game (e.g., pairs, matching) |
| 2 | Trivia/local or general knowledge quiz |
| 3 | Quest/urban outdoor game, interactive path, puzzle solving |
| 4 | Decision-making simulation (tycoon/city builder), abstract management |
| 5 | Urban design/spatial planning, scenario prototyping |
| Parameter: Project Character | |
| 1 | Entertainment product (commercial, without educational functions) |
| 2 | Tourist/souvenir game (often simple format, low interaction) |
| 3 | Public education/local promotion |
| 4 | Tool for institutions/NGOs—civic education, consultation scenarios |
| 5 | Expert tool—policy testing, support for urban planning decisions |
| Parameter: Place-Based Relevance | |
| 1 | Entirely abstract/universal |
| 2 | Typical city/generic urban space |
| 3 | Inspired by a real place, but fictional/stylized |
| 4 | Specifically named city, simplified representation |
| 5 | Real place with actual spatial data (maps, GIS data) |
| Parameter: Platform/Medium | |
| 1 | Analog printed format (quiz, cards, brochure) |
| 2 | Board/physical card or board game |
| 3 | Urban game, supporting app, hybrid field activities |
| 4 | Digital game (desktop, mobile) |
| 5 | Advanced technology (AR, VR, GIS, simulation platforms) |
| Parameter: Degree of Specialization/Professionalization | |
| 1 | Purely entertainment/tourist game |
| 2 | Game with local knowledge, thematic quizzes |
| 3 | Education for residents, students (e.g., schools, libraries) |
| 4 | Specialist education/expert tool |
| 5 | Real impact on space, political decisions, urban implementations |
| Parameter: Type of Publisher/Implementing Institution | |
| 1 | Commercial entity (company, publisher) |
| 2 | Local organization/NGO |
| 3 | Public–private/hybrid partnership |
| 4 | Public institution (city, office, cultural institution) |
| 5 | University/research institution (scientific project) |
| Parameter: Promotional Function (Place/City Promotion) | |
| 1 | Game not related to a specific place and without promotional function |
| 2 | Incidental or loose references to a place |
| 3 | Place present, but not the main theme (educational or historical game) |
| 4 | Place promotion as a secondary goal (e.g., for residents, tourists) |
| 5 | Place promotion as the main goal—strategic promotional tool |
| Position | ID in Supplementary Materials Table S1 | Title | Type of Gameplay | Project Character | Place-Based Relevance | Plat-Form /Medium | Professionalization | Type of Publisher | Promotional Function |
|---|---|---|---|---|---|---|---|---|---|
| 1. | LIL | Lille Culture Quiz | 2 | 3 | 4 | 4 | 3 | 5 | 5 |
| 2. | HOM | Hömma! | 2 | 2 | 4 | 1 | 2 | 1 | 4 |
| 3. | GG | Gesucht & Gefunden im Ruhrpott | 1 | 2 | 4 | 1 | 1 | 1 | 5 |
| 4. | WHG | Wer hätte das gedacht? Ruhrpott Quiz | 2 | 2 | 4 | 1 | 2 | 1 | 5 |
| 5. | RPQ | Ruhrpott-Quiz (Neuauflage) | 2 | 2 | 4 | 1 | 2 | 1 | 5 |
| 6. | MON | Monopoly—City Editions | 4 | 2 | 4 | 2 | 1 | 1 | 5 |
| 7. | LDX | LandXcape—Das Erbe des Stahlbarons | 3 | 1 | 4 | 1 | 2 | 1 | 4 |
| 8. | CRC | Kraków 1325 AD | 4 | 1 | 4 | 2 | 1 | 1 | 2 |
| 9. | RIG | Riga—The Game—Merchants of the Baltic Sea | 4 | 1 | 4 | 2 | 1 | 1 | 2 |
| 10. | FIS | Szlak Rybek | 3 | 3 | 5 | 3 | 1 | 4 | 5 |
| 11. | H-T | TamTu | 3 | 3 | 5 | 3 | 1 | 4 | 5 |
| 12. | DEC | Odkoduj Miasto | 3 | 3 | 5 | 3 | 1 | 1 | 4 |
| 13. | PTE | Przemyśl dla odkrywców | 3 | 3 | 5 | 3 | 1 | 4 | 5 |
| 14. | SMC | Solve the mystery and explore hidden Kraków | 3 | 3 | 5 | 3 | 1 | 1 | 4 |
| 15. | FOM | Foundations of Metropolis | 4 | 1 | 2 | 2 | 1 | 1 | 1 |
| 16. | PKC | Pocket City 2 | 4 | 1 | 2 | 4 | 1 | 1 | 1 |
| 17. | MET | Metropolis—The Ultimate City Simulator | 4 | 1 | 2 | 4 | 1 | 1 | 1 |
| 18. | TYC | Tycoon City: New York | 4 | 1 | 5 | 4 | 1 | 1 | 1 |
| 19. | CSK | Cities: Skylines II | 4 | 1 | 3 | 4 | 1 | 1 | 1 |
| 20. | SC3 | SimCity 3000 Unlimited | 4 | 1 | 3 | 4 | 1 | 1 | 1 |
| 21. | REL | Relasticity—Urban Resilience Game | 5 | 4 | 2 | 2 | 4 | 5 | 1 |
| 22. | EQC | EquiCity | 5 | 5 | 3 | 4 | 4 | 5 | 1 |
| 23. | CHI | Chill City | 5 | 5 | 3 | 4 | 4 | 5 | 1 |
| 24. | APG | Adaptive Planning Game | 5 | 5 | 3 | 4 | 4 | 5 | 1 |
| 25. | CHS | City Hall | 4 | 4 | 2 | 4 | 4 | 5 | 1 |
| 26. | B3M | B3—Design Marketplace! | 5 | 4 | 5 | 4 | 5 | 5 | 4 |
| 27. | CAV | Campus Visie/2040 | 5 | 4 | 5 | 2 | 4 | 5 | 4 |
| 28. | BGA | Buikslotermeerplein Game | 5 | 4 | 5 | 3 | 5 | 4 | 4 |
| 29. | PCH | Participatory Chinatown | 4 | 4 | 5 | 4 | 3 | 4 | 4 |
| 30. | BBB | Block by Block | 4 | 5 | 5 | 4 | 3 | 3 | 3 |
| 31. | FPL | Finding Places—Tangible Interface | 3 | 4 | 5 | 5 | 5 | 5 | 3 |
| 32. | PLO | Play Oosterwold | 4 | 4 | 5 | 2 | 5 | 4 | 3 |
| 33. | SCT | SmartCulTour | 4 | 4 | 5 | 4 | 3 | 5 | 4 |
| 34. | IIM | If I Were Istanbul’s Mayor | 4 | 4 | 5 | 2 | 3 | 4 | 3 |
| 35. | GZM | Metropoli—Gra w Metropolię (GZM) | 4 | 3 | 4 | 2 | 3 | 5 | 5 |
| 36. | DTH | Destination The Hague | 4 | 4 | 5 | 2 | 3 | 4 | 4 |
| 37. | CIS | CityScope | 5 | 5 | 5 | 5 | 3 | 5 | 3 |
| 38. | CAM | A Circular Amsterdam | 4 | 4 | 5 | 2 | 3 | 4 | 3 |
| 39. | MTP | Metropoly | 4 | 5 | 5 | 5 | 5 | 3 | 3 |
| 40. | PTC | Rozegraj Miasto 2.0 | 1 | 4 | 4 | 2 | 3 | 5 | 5 |
| 41. | CVR | Cities: VR | 4 | 1 | 2 | 5 | 1 | 1 | 1 |
| 42. | URR | UrbanRama | 4 | 5 | 5 | 5 | 4 | 5 | 1 |
| ρ p | Type of Gameplay | Project Character | Place-Based Relevance | Platform/ Medium | Professionalization | Promotional Function | |
|---|---|---|---|---|---|---|---|
| Type of gameplay | 0.41 | −0.08 | 0.43 | 0.45 | 0.39 | −0.59 | |
| Project character | 0.006 | 0.4 | 0.32 | 0.81 | 0.76 | 0 | |
| Place-based relevance | 0.57 | 0.006 | 0.006 | 0.23 | 0.19 | 0.45 | |
| Platform/medium | 0.004 | 0.03 | 0.96 | 0.17 | 0.24 | −0.49 | |
| Professionalization | 0.002 | 0 | 0.12 | 0.28 | 0.74 | −0.09 | |
| Type of publisher | 0.01 | 0 | 0.22 | 0.11 | 0 | 0.05 | |
| Promotional function | 0 | 0.89 | 0 | 0 | 0.56 | 0.71 | |
| Parameter | Assigned Weight |
|---|---|
| Place-based relevance | 1.3 |
| Platform/medium | 1.2 |
| Type of gameplay | 1.0 |
| Promotional function | 1.0 |
| Project character | 0.7 |
| Professionalization | 0.7 |
| Type of publisher | 0.7 |
| Parameter | Sum of Squares Between Clusters (SS Effect) | Sum of Squares Within Clusters (SS Error) | Effect Size (η2) | Substantive Interpretation |
|---|---|---|---|---|
| Project character | 37.87 | 4.22 | 0.90 | Separates clusters most strongly; 90% of the variance explained. |
| Professionalization | 34.04 | 8.30 | 0.80 | It is growing rapidly from basic to implementation games. |
| Promotional function | 82.48 | 21.42 | 0.79 | It clearly separates promotional games from expert simulations. |
| Type of publisher | 47.39 | 16.26 | 0.74 | The profile of the institution largely coincides with the function of the game. |
| Place-based relevance | 56.82 | 25.62 | 0.69 | It divides field/implementation games (high) from digital city builders (low). |
| Type of gameplay | 19.64 | 25.33 | 0.44 | It differentiates simple quizzes from complex simulations, but less so than the above features. |
| Platform/medium | 36.54 | 52.74 | 0.41 | Shows the transition from analog to digital/AR content, but partially overlaps with Type of gameplay. |
| No | Parameters | Basic Games | Urban Games | Commercial Simulations | Conceptual Simulations | Implementation Simulations | Comment |
|---|---|---|---|---|---|---|---|
| 1 | Type of gameplay | 2.67 | 3.00 | 4.00 | 4.66 | 4.00 | Games in Cluster 1 exhibit significantly simpler mechanics compared to advanced simulations in Clusters 3–5. The level of complexity is “moderate”; it differs significantly only from the most advanced Cluster 4. No significant differences were found between Clusters 3, 4, and 5, confirming a similar gameplay level among digital simulations. |
| 2 | Project character | 1.24 | 2.10 | 0.70 | 3.26 | 2.89 | The ‘basic games’ cluster (M = 2.7) differs significantly from the ‘commercial simulations’, ‘conceptual simulations’, and ‘implementation simulations’ clusters (p < 0.05). Additionally, a difference was found between ‘urban games’ (M = 3.0) and ‘conceptual simulations’ (M = 4.7). Other comparisons were not statistically significant, suggesting that games with higher mechanical complexity (values 4–5) form a relatively homogeneous group. |
| 3 | Place-based relevance | 5.20 | 6.50 | 3.50 | 3.90 | 6.30 | Two distinct groups of games are visible in terms of place-based connection: games with strong spatial grounding (Clusters 2 and 5, M≈6.5) and games with weak grounding (Clusters 3 and 4, M≈3.7). Differences between these blocks are highly significant (p < 0.001), confirming that the degree of use of real urban context is a key typological dimension. Cluster 1 (M = 5.2) occupies a transitional position, differing only partially from games with the lowest and highest levels of spatial embedding. |
| 4 | Platform/medium | 2 | 3.6 | 4.6 | 4.6 | 3.6 | Analysis of variance for the Platform/Medium parameter revealed significant differentiation among the five game clusters (F(4.37) = 6.41; p < 0.001; η2 = 0.41). The post hoc Tukey test shows that ‘basic games’ (mean = 2.0—analog format) differ statistically from all clusters using digital or hybrid media (commercial, conceptual, and implementation simulations). ‘Urban games’ (mean = 3.6) occupy a transitional position and do not differ significantly from either analog or digital games. This result confirms that the type of platform and technology is another important dimension separating simple promotional games from complex simulations. |
| 5 | Professionalization | 1.16 | 0.7 | 0.7 | 2.8 | 2.6 | Differences between clusters were particularly pronounced for Professionalization (F(4.37) = 37.95; p < 0.001; η2 = 0.80). The post hoc Tukey test shows that games in the ‘conceptual simulations’ and ‘implementation simulations’ clusters require significantly higher levels of competence than all other types. Urban games and commercial simulations occupy an intermediate position, while ‘basic games’ exhibit the lowest level of professionalization. This result aligns with the function of each game: from entertainment and promotion (Cluster 1) to expert and consultative tools (Cluster 5). |
| 6 | Type of publisher | 1 | 1.96 | 0.7 | 3.38 | 3 | Differences in the Type of Publisher were highly significant (F(4.37) = 26.96; p < 0.001; η2 = 0.74). The post hoc Tukey test shows that the ‘basic games’ cluster (M = 1.0) differs significantly from the ‘conceptual simulations’ and ‘implementation simulations’ clusters, which are dominated by public institutions and universities (M ≈ 3.3). This result confirms that the institutional profile of the publisher is a key differentiator between commercial products and research-consultative games. |
| 7 | Promotional function | 4.1 | 4.6 | 1 | 1 | 3.6 | The Promotional Function of the game strongly depends on the cluster type (F(4.37) = 35.62; p < 0.001; η2 = 0.79). The post hoc Tukey test shows that ‘basic games’ (M = 4.1) and ‘urban games’ (M = 4.6) significantly exceed all commercial and conceptual simulations (M = 1.0) in terms of promotional intensity. ‘Implementation simulations’ (M = 3.7) occupy an intermediate position: they do not differ from promotional games but clearly separate from market-driven and conceptual simulations (p < 0.001). This result confirms that the use of games for promoting a place or idea is a key criterion distinguishing the simplest products from complex consultative tools. |
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Mazur, K.; Gil, A.; Bradecki, T.; Nowak, J.; Siudyka, P.; Dębczak, K. Comparative Analysis of Urban and Metropolis Games: A Typology and Evaluation Framework for Participatory and Educational City-Making. Sustainability 2025, 17, 10173. https://doi.org/10.3390/su172210173
Mazur K, Gil A, Bradecki T, Nowak J, Siudyka P, Dębczak K. Comparative Analysis of Urban and Metropolis Games: A Typology and Evaluation Framework for Participatory and Educational City-Making. Sustainability. 2025; 17(22):10173. https://doi.org/10.3390/su172210173
Chicago/Turabian StyleMazur, Katarzyna, Adam Gil, Tomasz Bradecki, Justyna Nowak, Paulina Siudyka, and Karolina Dębczak. 2025. "Comparative Analysis of Urban and Metropolis Games: A Typology and Evaluation Framework for Participatory and Educational City-Making" Sustainability 17, no. 22: 10173. https://doi.org/10.3390/su172210173
APA StyleMazur, K., Gil, A., Bradecki, T., Nowak, J., Siudyka, P., & Dębczak, K. (2025). Comparative Analysis of Urban and Metropolis Games: A Typology and Evaluation Framework for Participatory and Educational City-Making. Sustainability, 17(22), 10173. https://doi.org/10.3390/su172210173

