Abstract
This article deals with the gamification of digitized sporting devices by public actors and their transformative effects on public space in French metropolises. We combine a review of the literature that shows the relation between public space and digitized sporting devices with a conceptual approach to the gamification of sports - based on its three markers: empowerment, enrichment, “ludicization” - and the contexts in which it is used. A multi-site synchronous case study of metropolises provides a taxonomy of those devices and an analytical and decision support tools for the transformation of urban public sports spaces. While these digitized and gamified sports devices in the public space accompany a general trend towards a social, spatial, temporal or even financial liberalization of physical activities, they do not disrupt urban sports and recreational activities. Responding to challenges and demands for public sports infrastructure and services that are more user friendly, faster and more fluid to operate, these devices aim to meet users’ needs in an increasingly tailored manner. The most innovative, least widespread, and most ludicized of them (e.g., virtual reality, immersive offers) even tend to be co-constructed with users through innovative and digitized means of exchange which, in their own way, contribute to the development of a shared governance of public space.
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