Co-Creating The City - Digital Technology and Creative Tourism

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Tourism Management Perspectives 24 (2017) 86–93

Contents lists available at ScienceDirect

Tourism Management Perspectives

journal homepage: www.elsevier.com/locate/tmp

Research note

Co-creating the city: Digital technology and creative tourism


Lénia Marques a,⁎, Carla Borba b
a
CEMRI (Centre of Studies on Migrations and Intercultural Relations), Universidade Aberta, Portugal
b
Department of Hospitality and Tourism, UFPE, Cidade Universitária, Recife, State of Pernambuco 52171-011, Brazil

a r t i c l e i n f o a b s t r a c t

Article history: Concepts such as the “playable city” provide the basis of concrete projects for cities around the world facing the
Received 13 May 2017 challenge of reconciling the needs of residents and tourists. By analysing a case study of Recife's initiative within
Received in revised form 20 June 2017 the playable city concept, “Playtown”, this paper investigates how digital technologies can play a role in the co-
Accepted 5 July 2017
creative remaking of a city, revitalising both its material and socio-cultural fabric, through the means of co-crea-
Available online xxxx
tion processes involving different stakeholders. These co-creative processes help to democratise citizenship as
Keywords:
well as tourism (creative) practices, which are becoming more about participation and engagement. The connec-
Co-creation tion to technology also makes the link between tangible and intangible culture more interactive and playful. This
Creative tourism paper presents therefore new insights at the crossroads of urban development and creative tourism, by focusing
Design thinking on co-creation around digital technologies.
Playable city © 2017 Elsevier Ltd. All rights reserved.
Urban studies
Heritage
Digital technology

1. Introduction The relationship of tourism with creativity is not new and over time
it has taken on a series of different shapes (Richards, 2011; Richards &
Many cities nowadays are struggling to reinvent themselves in a way Marques, 2012). This growing relationship also corresponds to a recog-
that is meaningful for their citizens and, at the same time, attractive to nition of the (economic) value of creativity (UNDP/UNESCO, 2008),
tourists. Digital technology has been opening new pathways for devel- which has been expanding to other types of value more related to
opment in many areas (e.g. Cabiddu, Lui, & Piccoli, 2013). The present knowledge or human capital.
paper investigates potential processes for cities to become more engag- The growing importance of creativity, the creative economy, the cre-
ing both with their residents and tourists, by means of digital technolo- ative industries and creative tourism, which are here considered as
gy, in a process of co-creation. A case study methodology is used, by inter-related, has also been analysed in relation to cities, urban develop-
looking into the playable city of Recife in Brazil. This paper presents ment and phenomena of gentrification, as evidenced by a raft of studies
therefore new insights at the crossroads of urban development and cre- related to culture-led regeneration (Anttiroiko, 2014; Bagwell, 2008;
ative tourism, by focusing on co-creation around digital technologies. Evans, 2009; Montgomery, 2003; Scott, 2006; Zukin, 1995). Creativity
is often seen as a panacea, although there are also critical views on it.
Despite these issues and dangers, urban developers and urban planners
2. Creative tourism and urban spaces have been considering creative approaches and solutions for the chal-
lenges which many cities are facing. In particular creative districts are
Creative tourism was a term coined by Richards and Raymond expanding and taking on new forms (Evans, 2009; Marques, 2017;
(2000), and later adopted and re-defined by the UNESCO Creative Cities Marques & Richards, 2014). New ways of looking at the city are being
Network (2006). Since then, many different definitions have accompa- proposed, often involving citizens in an attempt to engage them in ‘cre-
nied the evolution of creative tourism practices and products. These def- ative placemaking’ (Markusen & Gadwa, 2010). A successful example of
initions range from very narrow characterisations to very broad change in the city through playful engagement is Bogota, the capital city
concepts (Richards, 2015). Recent studies have analysed some of these of Colombia, whose citizens have been invited to experience urban
changes and a study by the OECD has reiterated the importance of cre- space in a different way, trying to provide solutions to the problems
ative tourism within the creative economy (OECD, 2014). there (Montgomery, 2013; Parra-Agudelo, Choi, & Foth, 2017).
When thinking about tourism development and its relationship to
⁎ Corresponding author at: CEMRI (Centre of Studies on Migrations and Intercultural
the city, one also cannot ignore the fact that the geographical space of
Relations), Universidade Aberta, Portugal. the city is primarily a lived space created by residents (Landry &
E-mail address: lenia.marques@ua.pt (L. Marques). Bianchini, 1995; Simmons, 1994). Therefore, new approaches to

http://dx.doi.org/10.1016/j.tmp.2017.07.007
2211-9736/© 2017 Elsevier Ltd. All rights reserved.
L. Marques, C. Borba / Tourism Management Perspectives 24 (2017) 86–93 87

tourism development increasingly involve local citizens (Marques, city” –, it is also locally adapted, by identifying local challenges and in-
2013; Meijer, Grimmelikhuijsen, & Brandsma, 2012) and often use volving local stakeholders, many of whom are in the creative industries.
new technologies to map and present the features of the city that are It is in this framework that the articulation between the playable city
of interest to citizens and tourists alike. and creative tourism is beneficial, on the one hand, by increasing the
Concepts such as the “playable city” provide the basis of concrete pro- levels of participation and engagement in the city, with residents and
jects for different cities in the world which are faced with the challenge of tourists (for example through the use of digital installations); and on
reconciling the needs of residents and tourists. Through playfulness there the other hand, the interaction with the city contributes to a better un-
is engagement from different stakeholders. The interpretation and prac- derstanding of as well as emotional link to the place, with the advan-
tices of a “playable city” relate to co-creation in the way the city is made tages of not only putting the city on the map (destination branding),
playable (bottom-up projects) but also in the way it is experienced, but also of positioning it as modern and more attractive.
both by residents and tourists, as it promotes the interaction with the Of the different cities involved in the Playable City Network, the re-
space. As pointed out by de Lange (2015) and discussed by Nijholt cent developments in Recife (Brazil) are particularly interesting from a
(2017), the playfulness of the city is increasingly connected to the number of perspectives. By analysing a case study of Recife's recent ini-
“smart city” concept, which involves a relationship to technology. tiative within the playable city concept, “Playtown”, this paper investi-
Around the world, different playful initiatives are popping up under gates how digital technologies can play a role in the co-creative
different forms. For example, in Denmark there is the CounterPlay festi- remaking of a city, revitalising its material and socio-cultural fabric,
val (http://www.counterplay.org/; http://www.youtube.com/watch? through the means of co-creation processes involving different
v=pQ9Rz9nP_AE) which “is supposed to be a prototype of the ‘playful stakeholders.
society’, where we explore what it would mean to learn, work and live
more playfully” (What is this?, http://www.counterplay.org/). There 3. Playtown (Recife), a case study
are also initiatives which focus on children, as the USA Playful City ini-
tiative, which aims at “Transforming Spaces into Great PLAYces” Recife is the largest metropolitan area in the north-eastern region of
(http://kaboom.org/playability). However, contrarily to what could be Brazil. With 1,555,039 inhabitants, the city's economy is varied, relying
interpreted at the first view, the idea behind the Playful City (and its heavily on the Suape harbour, the technology park and being the second
awards) entails being a competitive advantage for cities, as explained medical hub of Brazil. The city has traditionally had cultural potential
in their video available here: http://www.youtube.com/watch?v= not only based on festivals and other events, but also on creative talents
SvrEDOq8JYM. Other examples include the City of Play, in Scotland from the fields of design, fashion, film or music. In the last ten years
(http://www.thecityofplay.co.uk/) and the Dutch project Play-Full and these creatives have integrated their productions with technological de-
Playful cities (http://issuu.com/thecityofplay/docs/playfu_l__cities_ velopments, which has led to the emergence of many new businesses.
netherlands). The downtown area, called Old Recife (“Recife Antigo”), has gone
All these initiatives have the concept of “play” embedded in them, through many changes in recent years. As in many other declining his-
but the way they interpret it and implement it in the fabric of urban toric areas, such as those in the centre of Lisbon, Barcelona or New York,
space is different. Although these projects seem to be mainly in western buildings were transformed in museums, restaurants or banks, as a way
countries, the “Playable city” network has been developing and to revitalise the space. For example, Porto Digital Technological Park
expanding its influence in Asia, Africa and Latin America. was created in July 2000 as the result of the implementation of a public
The project “Playable city” originated in Bristol (U.K.) in 2012 and it policy strategy, and it hosts a digital creative cluster (http://www.
has now developed into a “Playable City Network” (http://www. portodigital.org/home). This top-down initiative, which led to public
playablecity.com/cities/). Although the concept can be globally used – and private investment, has been acting as a driving force for the area
“Playable City is a framework to think differently about the city – any (Rebelo, 2013) (see Fig. 1).

Fig. 1. Detail of a sidewalk with the brand Porto Digital, 2015, by Lénia Marques.
88 L. Marques, C. Borba / Tourism Management Perspectives 24 (2017) 86–93

Many public policy actions have been implemented. One of the most www.playtownrec.com.br/playtown/; http://www.youtube.com/
successful for residents to regain some sense of ownership of the urban watch?v=fc-vvOBSLP8).
space, was a leisure programme consisting of temporary bike lanes Playtown started in 2016, initially involving mainly representatives
which would be used on Sundays and holidays (see Fig. 2). from the municipality and creatives from the Porto Digital technology
This initiative provided citizens the opportunity to experience and in- park. CESAR was the consulting and innovation company responsible
teract with the city in a different way. This project started in March 2013 for creating the methodology and coming up with an executive project.
and was very well accepted by citizens. This initiative arose as an attempt The implementation of the selected artefacts in the neighbourhood will
to balance the success of Porto Digital in attracting a creative group of pro- be the last phase for which companies will have to bid for. Playtown's
fessionals from Monday to Friday with the development of leisure use aim is to encourage innovation through free artefacts that stimulate
during the weekend. The aim was to make people reuse the historic human interaction with different spaces of the city through the use of
downtown area of Old Recife as a key area for leisure on weekends. (digital) technology, as explained in this video (in Portuguese only):
Many other public policies were drawn to the area, such as stimulating http://www.youtube.com/watch?v=lgPrZOSSoeQ. Besides the videos
technology business to move there and be close to Porto Digital, which on its own Youtube channel, Playtown also has its social media channels,
is nowadays internationally known. With this success, also came chal- with accounts on Facebook (http://www.facebook.com/playtownrec/)
lenges of gentrification (see Figs. 3 and 4). However, the area and projects and Instagram (http://www.instagram.com/playtownrec/).
are still in development, and, as in other areas, the more successful these The project runs through three phases during which participant ob-
initiatives are, the more questions related to gentrification will be raised. servation was conducted throughout 2016. In each project phase, differ-
Although Recife is a city with significant problems ranging from traf- ent co-creation processes were implemented, involving citizens, the
fic to social equality, and pollution, some cultural actors and stake- local administration and creatives. The first phase, “Workshop Cidade
holders from the technology park got together with other creatives Lúdica” (Playable city workshop), consisted of an open lecture where
from Bristol (U.K.) and came up with the idea of making Recife a better the Porto Digital team presented many experiences in different parts
place to live and, at the same time, enhancing its touristic potential. Dur- of the world (full video here, in Portuguese only: http://www.
ing a residential lab in 2014, which involved 500 people (http://www. youtube.com/watch?v=l-GjLPvNmvg). With around 400 participants,
playablecity.com/cities/recife/), new ideas for bringing art and technol- ideas were discussed of what was already happening in Recife and
ogy together as a means of engaging people in activities connected to what other ideas could be implemented within the scope of Playtown.
urban spaces emerged. The outcomes of the work were deemed so pos- This event was followed by the “Hackathon”, which was a twenty-
itive and successful for the city that the Tourism and Leisure Depart- hour event (over a weekend) for sharing ideas and developing new con-
ment of Recife made a bid to a national call launched in 2015 for cepts. The organisers created videos to explain the concept of hackathon
investment in creative projects for cities with the aim of increasing (http://www.youtube.com/watch?v=dxRFt7JAk6Y, video in Portu-
the number of tourists. Recife was awarded 2 million Reais (around guese only) and instigate people to participate (http://www.youtube.
542.000 Euros) to implement the project called Playtown (http:// com/watch?v=NFvxIuFJOlY, video in Portuguese only).

Fig. 2. Road painting for cycling areas, 2015, by Lénia Marques.


L. Marques, C. Borba / Tourism Management Perspectives 24 (2017) 86–93 89

Fig. 3. Contrasts - Old and regenerated buildings in Old Recife (Recife Antigo), 2015, by Lénia Marques.

This hackathon counted with 70 participants, chosen from 200 ap- The third and final phase of the project (still ongoing) is related to
plicants who presented themselves and explained how they could con- work on the winning artefacts by prototyping seven of them in an im-
tribute to Playtown. These stakeholders were people from different mersion lab (call for the immersion lab, in Portuguese only, http://
backgrounds and professional fields (http://www.youtube.com/ www.youtube.com/watch?v=E6Kj1MxdoaA). A commission is respon-
watch?v=xbv1z0_tVY4). This intensive weekend of working with de- sible for choosing the seven project winners out of twenty-one (e.g.
sign thinking approaches (Cooper, Junginger, & Lockwood, 2009; augmented reality games, funny mirrors, musical bins, interactive map-
Stickdorn, Schneider, Andrews, & Lawrence, 2011) led to a total of twen- ping, floating islands). After the immersion lab, the seven artefacts
ty-one concepts for artefacts (see Figs. 5, 6 and 7). should then be implemented and integrated in the city. The project

Fig. 4. Old Recife (Recife Antigo) - regenerated buildings, 2015, by Lénia Marques.
90 L. Marques, C. Borba / Tourism Management Perspectives 24 (2017) 86–93

Fig. 5. Map of Old Recife (Recife Antigo) for Hackathon Playtown, 2016, by Carla Borba.

suffered a few delays in this final phase, due to national political issues. despite the new dynamics that have been turning it into a cultural, artis-
To date, there is scant evaluation of the implementation, impact and leg- tic and creative hub, some challenges persist. The neighbourhood is
acy of the project. used mainly during the day time, since there are few residential build-
However, the initiatives at the heart of the Old Recife are involving ings. The tourist accommodation offer in situ consists of a single hostel.
citizens in the re-design of the urban space, as can be seen in the Having the involvement of local citizens, whether residents of the
video providing an overview of the project: http://www.youtube.com/ neighbourhood or users of the space, is essential to ensure the good
watch?v=GljnTfctBZo. use of facilities and amenities, as well as to retain the improvements al-
In fact, these artefacts from the Playtown project are to be installed ready achieved (see Fig. 8).
in strategic points of Old Recife. Through the technological advance- The co-creative processes should continue at different levels in the
ments and the know-how of creatives and software developers of interaction with residents and tourists, improving their relationship to
Porto Digital, as well as from the collaboration of many people from dif- the city and changing their perspectives. A ludic (playful) element is
ferent areas, including tourism development, Playtown has been a brought into the space of the city, which also acts as a catalyst for im-
means to regenerate a derelict premium space of the city. However, proving visitor experiences and resident quality of life.

Fig. 6. Process for Participants of the Playtown Hackathon, 2016, by Carla Borba.
L. Marques, C. Borba / Tourism Management Perspectives 24 (2017) 86–93 91

Fig. 7. One team at work at the Playtown Hackathon, 2016, by Carla Borba.

4. Concluding remarks These processes and initiatives are not without their critics, who see
these artefacts as a distraction from real problems and as part of the im-
Although the facilitation of Playtown was made possible by a top- position of a subliminal coercive social force for inducing normative be-
down initiative, the processes used in the project are highly bottom- haviours in society (O'Sullivan, 2016). These criticisms are in line with
up. Even though the overall aim is to increase visitor numbers and to op- other leisure discourses where, for decades, debates have raged around
timise the experience of visitors, policy-makers also realise that this is the political and sociological agendas in policy-making for play, among
not sustainable without the involvement of local stakeholders. There- other activities (e.g. Rojek, 2010).
fore this is an example on how a project can engage residents, creatives, Through this type of interaction, spaces in a formerly derelict district
policy-makers and local businesses in developing city place-making are becoming better spaces to work in (Porto Digital) or to enjoy
processes (Comunian, Chapain, & Clifton, 2010). (Playtown). The idea is, as Baggini (2014) states in his piece, “the city

Fig. 8. Delinquency in Recife Antigo (Old Recife), 2015, by Lénia Marques.


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Lénia Marques is a researcher at CEMRI (Centre of Studies
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University, and as a Lecturer in Imagineering and Research,
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Journal of Tourism Consumption and Practice. Her current
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research focuses on innovation and creativity in events,
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leisure and tourism.
Playtown Rec. Workshop Cidade Lúdica - Completo. Video published on Youtube 31
March 2016. URL: http://www.youtube.com/watch?v=l-GjLPvNmvg, accessed 17
Carla Borba graduated in Tourism in 1995. After her Mas-
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ter, she completed a PhD in Anthropology at the Federal
Playtown Rec. Playtown results. Video published on Youtube 21 September 2016. URL:
University of Pernambuco in Brazil (2010). She is a lectur-
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er at the Department of Tourism and Hospitality at the
playtownrec. Facebook Page. @playtownrec. URL: http://www.facebook.com/
Federal University of Pernambuco. Her research is in the
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fields of tourism management, governance, policy, culture
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and creative economy. With a large experience in Tour-
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ism, she collaborated in several public projects, namely
Porto Digital – Parque Tecnológico (d). http://www.portodigital.org/home, Accessed
as project director of PRODETUR, as the president
date: 17 May 2017.
EMPETUR and as advisor for the Secretary of Tourism of
Rebelo, P. (2013). Recife's tech hub takes on Brazil's wealthy south. BBC Future. 16 Octo-
Brazil.
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The City of Play (d). Urban Innovation by Design. http://www.thecityofplay.co.uk,
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