Submitted:
27 February 2025
Posted:
27 February 2025
You are already at the latest version
Abstract

Keywords:
1. Introduction
-
Content management
- Creating parametrical Smart City layouts out of custom building blocks of different sizes and types. For example, in the scope of this work, for each combination of urban block area, road width, density and height distribution of the buildings, layout components (neighborhoods of initially empty urban blocks) were created manually, replicated and puzzled together in predefined, calculated positions on the main scene to form a Smart City. Second, for each social institution of interest, five different architectural versions were developed in Rhino, exported as generic objects, imported and extracted in Unity, edited, cleaned, re-packaged as Unity components per Spatial Type and philosophical doctrine.
- Creating a large number of up-to-date social and political challenges from custom textual and multimedia content. For example, in the scope of this work, a challenge template was created manually as a UI object containing 5 buttons, replicated 30 times, populated with images and text) and placed in predefined, calculated positions on the challenge scene for the user to interact with. Other types of multimedia such as video and animation were desirable. As social and political issues evolve, new challenges need to be created, others updated or removed following the above process.
- Creating scripts (in C#) for each game object, i.e., layout components, smart spatial types, UI buttons and attaching them to each object.
-
Game logic
- Creating algorithms for calculating abstract game state predicates that reflect research goals from low level events produced by the Unity Physics Engine. For example, the game needs to be able to infer when one or all players have responded to all challenges, which of the challenges they were most interested it, what is a player’s philosophical doctrine based on the choices they provide to challenges, how happy are the players from the resulting Smart City.
- Creating algorithms for predicting abstract state predicates for new or current players based on the collected data.
-
Scalability and expressiveness
- Managing big data generated by multi-player versions of serious game. A very large number of events are generated in real-time from tracking user movements and their interactions with game objects that are required by the game logic that need to be processed in real-time and in order to perform actions and produce the research outcomes.
- Exporting the game for accessibility. The game needs to be made publicly available in a repository, with all security patches applied, from where it can be downloaded easily and installed as an app.
- Creating an analytical tool for processing user choices and generating research outcomes. The results should be properly annotated and collected in a cloud service where they can be analysed using advanced data science techniques.
2. Related Work
3. Background
4. Concept
5. Novelty
6. System Architecture
- player collision with one of the two boundaries of the Smart Spatial type either at the outer boundary (the outdoor area) or the inner boundary (the indoor area) where the challenge is triggered, at the current instant
- player interaction with a UI button that provides an answer to a given challenge, associated with the Smart Spatial Type that the player has entered.
- player voting on the current Smart City state at the end of the session
- It generates low level events using the Unity event system and the UI event system and asserts them into the SAL layer.
- It adapts the flow of the game to the context of the player. By listening for callbacks from the knowledge base and responding with an appropriate action, it is able for example, to transport the player to the top of the main scene to see the city from above or transport them to a location i in the game where they can vote on an particular challenge for example if additional information is required.
7. Technical Description
8. Knowledge Representation
- a SpatialType.
- a 2-order CompositeLocation.
- a set of n (Politicised)SpatialTypes, each are located at the CompositeLocation and that only one instance is enabled at each time.
- An AtomicLocation that is not associated with the Composite location.
- A Dilemma that is located at the above AtomicLocation.
- a 2-order CompositeLocation.
- an instance of a PolyhedralSpatialType.
9. Formal Specification
9.1. Sensor Abstract Layer
- (L_AtomicLocation(uid ?user_id)
- (x ?x)(y ?y)(z ?z))
- (L_AtomicLocation(rid ?region_id)
- (sid ?sid)(polyhedron))
- (L_NestedLocation
- (nrid ?nested_region_id)
- (prid ?parent_rid)(sid ?sid)
- (polyhedron))
- (L_SpatialType(sid ?spatial_id))
- (type ?type))
- (L_PoliticisedSpatialType(sid ?sid)
- (sid ?spatial_id)(pid ?dogma_id))
9.2. Deductive Abstract Layer
- (H_UserAtNestedLocation(uid ?uid)
- (rid ?rid)(start_time ?time_value))
- (H_UserAtSmartSpatialType(uid ?uid)
- (sid ?sid)(start_time ?time_value))
- (H_UserInDilema(uid ?uid)
- (did ?dilemma_id)
- (start_time ?time_value))
- (H_UserAnsweredDilemma(uid ?uid)
- (did ?did)(choice ?choice_id)
- (start_time ?time_value))
- (H_SmartSpatialTypeTransformed
- (sid ?sid)(pid ?dogma_id
- (start_time ?time_value))
- (L_Dilemma(did ?dilemma_id)
- (sid ?spatial_id))
9.3. Historical Predicates
- (H_UserInLocationHist(uid ?uid)
- (siid ?siid)(sid ?sid)
- (start_time ?time_value)
- (end_time ?time_value))
- (H_UserInDilemaHist(uid ?uid)
- (did ?did)(start_time ?time_value)
- (end_time ?time_value))
- (H_UserChoiceHist
- (uid ?uid)(did ?did)
- (choice ?choice_value)
- (start_time ?time_value)
- (L_UserChoice(cid ?choice_id)
- (uid ?user_id)(did ?dilemma_id)
- (sid ?spatial_id))
- (L_PoliticalDogma(pid ?dogma_id)
- (name ?name))
- (L_PoliticisedUserChoice
- (cid ?choice_id)
- (pid ?dogma_id))
10. Example
- (H_UserAnsweredDilemma(uid 1)(did 1)
- (choice 1)(start-time 1000)
- (H_UserAnsweredDilemma(uid 2)(did 1)
- (choice 1)(start-time 1020)
- (H_UserAnsweredDilemma(uid 3)(did 1)
- (choice 3)(start-time 1080)
- (H_UserAnsweredDilemma(uid 4)(did 1)
- (choice 2)(start-time 1100)
- (H_UserAnsweredDilemma(uid 5)(did 1)
- (choice 4)(start-time 1200)
- (L_PoliticisedUserChoice((choice 1)
- (pid 1))
- (L_PoliticalDogma(pid 1)
- (name democratic realism)
- (L_PoliticisedUserChoice(choice 2)
- (pid 2)
- (L_PoliticalDogma(pid 2)
- (name critical radicalism)
- (L_PoliticisedUserChoice(choice 3)
- (pid 3)
- (L_PoliticalDogma(pid 3)
- (name apoliticism)
- (L_PoliticisedUserChoice((choice 4)
- (pid 4))
- (L_PoliticalDogma(pid 4)
- (name conservatism)
- In order to calculate the most prevailing choice the following program first counts the instances of each type of choice and stores the count in instances of the H_SameChoiceDifferentPlayer predicate. Next, the instances are compared with respect to to the count slot in order to find the dogma that corresponds to the max count.
- (defrule prevailing-choice
- (H_UserAnsweredDilemma(uid ?uid1)
- (did ?did1)(choice ?cid1)
- (start-time ?st1))
- (H_UserAnsweredDilemma(uid ?uid2)
- (did ?did2)(choice ?cid2)
- (start-time ?st2))
- (= ?cid1 ?cid2)
- => modify
- (H_SameChoiceDifferentPlayer
- (did ?did)(choice ?cid1)
- (+ ?count 1)(start-time ?st1))
- (defrule find-max-value
- (H_SameChoiceDifferentPlayer
- (did ?did)(choice ?cid1)
- (count ?count1)
- (start-time ?st1))
- (not
- (H_SameChoiceDifferentPlayer
- (count ?count2&:
- (> ?count2 ?count1))))
- =>
- (assert (H_PrevailingChoice
- (did ?did)(choice ?cid)
- (start-time ?st1))
- (printout t "Choice" ?cid
- "is the maximum" crlf))
11. Prototype Implementation
12. Research Results
12.1. Prevailing Reaction-Responce
12.2. Clustering
12.3. AI
13. Towards Big Data
- the number and distribution of political breeds of agents, the number and distribution of simulated institutions (Smart Spatial Types) and the number and distribution of challenges
- the pattern of agent movement that ranges from random walk to pedestrian simulation
- the "dice", i.e., the probability with which an agent of breed Liberalism (F) causes a Smart Spatial Type to change colour to yellow (the colour representing Liberalism in the simulation) after approaching it.
- the state to which the smart city converges after a sufficient number of iterations; it shows the impact of the agents philosophical belief on the Smart City
- the distribution of politicised Smart Spatial Types
- the descriptive statistics of the random function of the simulation
- the distribution of the "happiness" function of the agents.
14. Conclusions and Future Work
- a library of 3D Smart Spatial Types, that represent selected institutions, namely: Agora (Market), Archaeological site, Cinema, Factory, Office building, Government building, Police station, Park, School, Theatre, Temple, University, Urban void.
- Five political categories of content corresponding to the philosophical doctrines: Apoliticism, Democratic Realism, Critical Radicalism, Conservatism and Autocracy.
- a set of Dilemmas, namely: travelling salesman, small businesses, theft, dispute, play, strike, ecology, gay wedding, leave to remain, immigrants, pets, surveillance, hook-up, violence, prayer, bullying, censorship, demonstration, abortion, preaching, squatting, asylum, abuse of power.
- a customisable blueprint of a smart city-state.
- a customisable blueprint of a socio-political dilemma.
- an open-source implementation for the Unity Game. Engine.
Acknowledgments
Contribution of Individual Authors to the Creation of a Scientific Article (Ghostwriting Policy)
Sources of Funding for Research Presented in a Scientific Article or Scientific Article Itself
Conflicts of Interest
Creative Commons Attribution License 4.0 (Attribution 4.0 International , CC BY 4.0)
Appendix A. Unity Basic Components
Appendix A.1. Unity UI
Appendix A.2. Unity Event System
Appendix A.3. Unity Physics Engine
Appendix A.4. Scripting Concepts

Appendix B. E-Polis Front-End
- the Welcome scene, that contains basic instructions, a Play Button and a Quit Button
- the Main scene that hosts the Smart City-State
- the Dilemma scene that hosts all Dilemmas.
Appendix B.1. Main Scene
Appendix B.2. Dilemma Scene
Appendix C. E-Polis Back-End
-
Game scope:, , , ,
-
SmartSpatialType scope:
- Dilemma scope:
Appendix C.1. Main Scene: Start()
- the coordination of the object references of all five Politicised instances of the same Smart Spatial type and setting their state so that only the one that matches the latest user choice of the linked dilemma is enabled and the rest are disabled.
- the retrieval and setting of the user location/rotation (Transform) from the UserPrefereces so that it looks at the Smart Spatial Type transformation. When the user has asnswered all Dilemmas, his/her location/rotation is set to a ViewFromAbove predefined location to look at the city from above.
Appendix C.2. Main Scene: OnTriggerEnter()
- Detection of the player location with respect to the two active zones.
- If located in the outer zone and the spatial type instance is invisible, the latter becomes visible.
- If located in the inner zone, a dilemma is triggered
Appendix C.3. Main Scene: OnTriggerExit()
- Detection of the player location outside the smart spatial type. The visibility of the spatial type instance is not affected.
Appendix C.4. Main Scene: Load<SpatialTypeDilemma>()
- setting player’s return position and rotation (PlayerPrefs)
- setting the dilemma camera next position (PlayerPrefs)
- SceneManager.LoadScene("Dilemma_scene");
Appendix C.5. Dilemma Scene: Start()
- the retrieval and setting of the Main Camera location/rotation (Transform) from the UserPreferences to portray the Canvas of the current Dilemma.
Appendix C.6. Dilemma scene: OnButtonClick()
- the assertion of a UserChoice predicate in the PlayerPreferences.
- the logging of the UserChoice predicate in Firebase.
- SceneManager.LoadScene("Main_scene"
Appendix D. Rules
References
- Olszewski R., Palka P., Turek A., Kietlinska B., Platkowski T., Borkowski M., Spatiotemporal Modeling of the Smart City Residents’ Activity with Multi-Agent Systems, Applied Sciences 9(10), 2019, pp.2059. [CrossRef]
- Lee-Geiller, S. and Lee, T., Using government websites to enhance democratic E-governance: A conceptual model for evaluation, Government Information Quarterly 36(2), 2019, pp.208-225. [CrossRef]
- Macintosh, A., Characterizing E-participation in policy-making, Proceedings of the 37th Hawaii international conference on system sciences (HICSS-37), 2004, pp. 117–126, IEEE.
- Supendi, K. and Prihatmanto, A. S., Design and implementation of the assessment of public officers web base with gamification method, Proceedings of the 2015 4th international conference on interactive digital media (ICIDM 2015), 2015 pp. 1–6, IEEE.
- Bingham, L. B., Nabatchi, T., and O’Leary, R., The new governance: Practices and processes for stakeholder and citizen participation in the work of government. Public Administration Review 65(5), 2005, pp.547–558. [CrossRef]
- Gurstein, M., Effective use: A community informatics strategy beyond the digital divide. First Monday 8(12), 2003. [CrossRef]
- S?bo, O., Rose, J., and Skiftenes Flak, L., The shape of eParticipation: Characterizing an emerging research area, Government Information Quarterly 25(3), 2008, pp.400–428. [CrossRef]
- Islam, M., S., Towards a sustainable e-participation implementation model, European Journal of EPractice 5(10), 2008, pp.1–12.
- Stenros, J., The game definition game: A review, Games and Culture 12(6), 2017, Springer.
- Salen, K., Tekinbas, K. S., and Zimmerman, E., Rules of play: Game design fundamentals., 2004, MIT press.
- Granic, I., Lobel, A., and Engels, R. C. The benefits of playing video games, American Psychologist 69(1), 2014, pp.66–78. [CrossRef]
- Duke, R. D., Gaming: An emergent discipline, Simulation & Gaming 26(4), 1995, pp.426–439. [CrossRef]
- Duke, R. D., A personal perspective on the evolution of gaming, Simulation & Gaming 31(1), 2000, pp.79–85. [CrossRef]
- Duke, R. D., Origin and evolution of policy simulation: A personal journey, Simulation & Gaming 42(3), 2011, pp.342–358. [CrossRef]
- Mayer, I. S. The gaming of policy and the politics of gaming: A review, Simulation & Gaming 40(6),2009,pp.825–862. [CrossRef]
- Deterding, S., Dixon, D., Khaled, R. and Lennart, N., From game design elements to gamefulness: defining "gamification",Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek ’11), 2011, pp. 9–15, ACM.
- Morozov, E. To save everything, click here: Technology, solutionism, and the urge to fix problems that don’t exist, 2013, The penguin books.
- Lerner, J., Making democracy fun: How game design can empower citizens and transform politics, 2014, MIT Press.
- Thiel, S. K., Reisinger, M., and Roderer, K., I’m too old for this!: Influence of age on perception of gamified public participation, Proceedings of the 15th international conference on mobile and ubiquitous multimedia (MUM ‘16),2016,pp. 343–346, ACM.
- Fisher, J., Digital games, developing democracies, and civic engagement: A study of games in Kenya and Nigeria, Media, Culture and Society 42(7–8), 2020, pp.1309–1325. [CrossRef]
- Hassan, L., Governments should play games: Towards a framework for the gamification of civic engagement platforms, Simulation & Gaming, 48(2), 2017, pp.249–267.
- Simon, J., Bass, T., Boelman, V., and Mulgan, G., Digital Democracy: The tools transforming political engagement. Nesta, 2017, https://www.nesta.org.uk/report/digital-democracy-the-tools-transforming-political-engagement/.
- Geurts, J. L., Duke, R. D., and Vermeulen, P. A., Policy gaming for strategy and change. Long Range Planning 40(6), 2007, 535–558. [CrossRef]
- Bateman, C., Playing work, or gamification as stultification, Information, Communication & Society 21(9), 2018, pp.1193–1203. [CrossRef]
- McGonigal, J., Reality is broken: Why games make us better and how they can change the world, 2011, Penguin Press.
- Bousios, A., Gavalas, D., and Lambrinos, L., CityCare: Crowdsourcing daily life issue reports in smart cities, Proceedings of the 2017 IEEE symposium on computers and communications (ISCC), 2017, pp. 266–271, IEEE.
- Bianchini, D., Fogli, D. and Ragazzi, D.,Promoting Citizen Participation through Gamification, Proceedings of the 9th Nordic Conference on Human-Computer Interaction (NordiCHI ’16), 2016.
- Delgado-Algarra, E. J., Gamification and Game-Based Learning: Motivating Social Sciences Education, In Research Anthology on Developments in Gamification and Game-Based Learning, 2022, pp. 932-956.
- Hamari, J., Koivisto, J., Sarsa, H., Does Gamification Work?—A Literature Review of Empirical Studies on Gamification, In Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS), 2014, pp. 3025–3034, IEEE.
- Ash, J., Emerging spatialities of the screen: Video games and the reconfiguration of spatial awareness, Environment & Planning A 41(9), 2009, pp.2105–2125. [CrossRef]
- Shaw, I. G. R., and Sharp, J. P., Playing with the future: Social irrealism and the politics of aesthetics, Social and Cultural Geography 14(3), 2013, pp.341–359. [CrossRef]
- Ash, J., Technology and affect: Towards a theory of inorganically organised objects, Emotion, Space and Society 14 , 2015, pp.84–90. [CrossRef]
- Vanolo, A., Cities and the politics of gamification, Cities 74(2018), 2018, pp.320–326. [CrossRef]
- Bogost, I., Why gamification is bullshit, The gameful world, 2014, pp. 65–79, MIT press.
- Lindley, J., and Coulton, P., Game of drones, Proceedings of the 2015 annual symposium on computer-human interaction in play , 2015, pp.613–618, ACM.
- Prandi, C., Roccetti, M., Salomoni, P., Nisi, V., Nunes, N. J., and Tools Appl, M., Fighting exclusion: A multimedia mobile app with zombies and maps as a medium for civic engagement and design, Multimedia Tools and Applications 76(4), 2017, pp.4951–4979. [CrossRef]
- Koivisto, J., and Hamari, J., The rise of motivational information systems: A review of gamification research, International Journal of Information Management 45, 2019, pp.191–210. [CrossRef]
- (text in Spanish) Ayen F., ?Que es la gamificacion? Iber: Didactica de las Ciencias Sociales. Geografia e Historia 86, 2017, pp.7–15.
- Keeler, A., Beyond the worksheet: playsheets, GBL, and gamification, Edutopia, 2014, pp:1-3.
- Suh, A., Prophet, J., The state of immersive technology research: A literature analysis, Comput. Hum. Behav. 2018 86, 2018, pp.77–90. [CrossRef]
- Handa, M., Aul, E.G., Bajaj, S., Immersive technology–uses, challenges and opportunities, Int. J. Comput. Bus. Res. 6, 2012, pp.1–11.
- Azuma, R.T., A survey of augmented reality, Presence Teleoperators Virtual Environ. 6,1997, pp.355–385.
- Burdea, G.C.; Coiffet, P. Virtual Reality Technology, 2003.
- Speicher, M., Hall, B.D., Nebeling, M., What is mixed reality? Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019, pp. 1–15.
- Doolani, S., Wessels, C., Kanal, V.; Sevastopoulos, C., Jaiswal, A., Nambiappan, H., Makedon, F., A review of extended reality (xr) technologies for manufacturing training, Technologies 8, 2020, pp.77. [CrossRef]
- Ringas, C., Tasiopoulou, E., Kaplanidi, D., Partarakis, N., Zabulis, X., Zidianakis, E., Patakos, A., Patsiouras, N., Karuzaki, E., Foukarakis, M., Traditional Craft Training and Demonstration in Museums, Heritage 5, 2022, pp.431–459. [CrossRef]
- Hauser, H., Beisswenger, C., Partarakis, N., Zabulis, X., Adami, I., Zidianakis, E., Patakos, A., Patsiouras, N., Karuzaki, E., Foukarakis, M., Multimodal narratives for the presentation of silk heritage in the museum. Heritage 5, 2022, pp.461–487.
- Lei Q., Du J.-X., Zhang H.-B., Ye S., Chen D.-S., A Survey of Vision-Based Human Action Evaluation Methods, Sensors 19(19), 2019, pp.4129. [CrossRef]
- Beddiar, D.R., Nini, B., Sabokrou, M., Vision-based human activity recognition: a survey, Multimed Tools Appl 79, 2020, pp.30509–30555.
- Laidlow, T., Czarnowski, J., and Leutenegger, S., DeepFusion: Real-Time Dense 3D Reconstruction for Monocular SLAM using Single-View Depth and Gradient Predictions, arXiv,2022. [CrossRef]
- Kang, Z., Yang, J., Yang, Z., Cheng, S., A review of techniques for 3d reconstruction of indoor environments, ISPRS Int. J. Geo-Inf. 9, 2020, pp.330. [CrossRef]
- Chen, X., Zhu, X., Liu, C., Real-Time 3D Reconstruction of UAV Acquisition System for the Urban Pipe Based on RTAB-Map, Applied Sciences 13(24),2023, pp.13182. [CrossRef]
- Hasan, S.M., Lee, K., Moon, D., Kwon, S., Jinwoo, S., Lee, S., Augmented reality and digital twin system for interaction with construction machinery, J. Asian Archit. Build. Eng. 21, 2022, pp.564–574. [CrossRef]
- Ma, X.; Tao, F.; Zhang, M.; Wang, T.; Zuo, Y., Digital twin enhanced human-machine interaction in product lifecycle, Procedia Cirp. 83, 2019, pp.789–793. [CrossRef]
- Onaji, I., Tiwari, D., Soulatiantork, P., Song, B., Tiwari, A., Digital twin in manufacturing: Conceptual framework and case studies., Int. J. Comput. Integr. Manuf. 35, 2022, pp.831–858. [CrossRef]
- Sanz Rodrigo, M., Rivera, D., Moreno, J. I., Alvarez-Campana M., and Lopez, D. R., Digital Twins for 5G Networks: A Modeling and Deployment Methodology, IEEE Access 11, 2023, pp. 38112-38126. [CrossRef]
- Hazarika, A., Rahmati M., Towards an Evolved Immersive Experience: Exploring 5G- and Beyond-Enabled Ultra-Low-Latency Communications for Augmented and Virtual Reality, Sensors 23(7), 2023, pp.3682. [CrossRef]
- Shabir A., Umirzakova, S., Jamil, F., Whangbo, T-K., Internet-of-things-enabled serious games: A comprehensive survey, Future Generation Computer Systems 136, 2022, pp.67-83.
- Smith, M.O., and Wellman, M.P., Co-Learning Empirical Games and World Models, arXiv, 2023.
- Planas, E., Daniel, G.,Brambilla, M., Cabot, J., Towards a model-driven approach for multiexperience AI-based user interfaces, Softw. Syst. Model. 20, 2021, pp.997–1009. [CrossRef]
- Sousa, R., Miranda, R., Moreira, A., Alves, C., Lori, N., Machado, J., Software tools for conducting real-time information processing and visualization in industry: An up-to-date review, Appl. Sci. 11, 2021, pp.4800. [CrossRef]
- Escotet, M.A., The optimistic future of Artificial Intelligence in higher education, Prospects, 2023, pp.1–10. [CrossRef]
- Patkos, T., Bikakis, A., Antoniou, G., Papadopouli, M., Plexousakis, D., A semantics-based framework for context-aware services: Lessons learned and challenges, Proceedings of the International Conference on Ubiquitous Intelligence and Computing, 2007, pp. 839–848, Springer.
- Abdulsalam, N. H.,Muhammad, S., and Mohamed, R., A Review of Semantic-Based Reasoning Framework for Context-Aware Mobile-Crowdsourcing, 13th International Conference on Information Technology in Asia (CITA), 2023, pp. 94-99.
- Kocaballi, A.B., Laranjo, L., Coiera, E. Understanding and measuring user experience in conversational interfaces, Interact. Comput. 31, 2019, pp.192–207. [CrossRef]
- Villegas-Ch, W., Garcia-Ortiz, J., Enhancing Learning Personalization in Educational Environments through Ontology-Based Knowledge Representation, Computers 12(10),. 2023,pp.199. [CrossRef]
- Kipper G. and Rampolla, J., Augmented Reality: An Emerging Technologies Guide to AR (1st. ed.), 2012, Syngress Publishing.
- Miller, M. R., and Bailenson, J. N., Augmented reality, The handbook of listening,2020, pp. 409–417.
- Speicher, M., Hall, B. D., and Nebeling, M., What is Mixed Reality? Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI ’19), 2019, pp.1–15, ACM.
- United Nations Habitat III: New Urban Agenda. Available online: http://habitat3.org/wp-content/uploads/ NUA-English.pdf (accessed on 5 May 2019).
- Manville, C., Cochrane, G., Cave, J., Millard, J.,Pederson, J.K., Thaarup, R.K., Liebe, A., Wissner, M., Massink, R., Kotterink, B., Mapping Smart Cities in the EU, European Parliament 2014.
- Harvey, D., The right to the city, Int. J. Urban Reg. Res. 27, 2003, pp.939–941.
- Katsiri E. and Mycroft A., Knowledge-Representation and Scalable Abstract Reasoning for Sentient Computing using First-Order Logic, Proceedings of Workshop on Challenges and Novel Applications of Automated Reasoning, (CADE-19), 2003.
- Hopper, A., The Royal Society Clifford Paterson Lecture: Sentient Computing, 1999.
- Epic Games, Unreal Engine [Internet]. 2019. Available from: https://www.unrealengine.com.
- Sandoval-Almazan R., and Valle-Cruz.,D., Sentiment Analysis of Facebook Users Reacting to Political Campaign Posts, Digit. Gov.: Res. Pract. 1,2, 2020, Article 12. [CrossRef]
| 1 | This serious game and methodological tool is part of a wider research project called "e-polis of the future". The research programme, its theoretical (sociological, epistemological and architectural) foundation, the architectural drawings and the game’s implementation with data extraction were carried out by a research team of the National and Kapodistrian University of Athens, consisting of: Orestis Didimiotis, Sara Gogou, Orestis Konstantas, Gerasimos Kouzelis and Despina Paraskeva-Veloudogianni. The full description of the project has been published in the volume by the same authors, Representations of Democracy: Responses from a Youth Survey, Athens 2025, Nissos-EMEA Publications. |










| Model | Accuracy | Balanced Accuracy | ROC AUC | F1 Score | Time Taken |
| RandomForestClassifier | 0.78 | 0.58 | None | 0.69 | 0.01 |
| BernoulliNB | 0.75 | 0.55 | None | 0.73 | 0.01 |
| SVC | 0.72 | 0.53 | None | 0.69 | 0.01 |
| ExtraTreesClassifier | 0.72 | 0.53 | None | 0.69 | 0.05 |
| GaussianNB | 0.72 | 0.52 | None | 0.7 | 0.01 |
| PassiveAggressiveClassifier | 0.69 | 0.51 | None | 0.66 | 0.01 |
| XGBClassifier | 0.69 | 0.51 | None | 0.67 | 0.11 |
| ExtraTreeClassifier | 0.66 | 0.49 | None | 0.64 | 0.01 |
| Perceptron | 0.66 | 0.48 | None | 0.63 | 0.01 |
| RidgeClassifierCV | 0.62 | 0.46 | None | 0.6 | 0.01 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
