The project’s examination of walking is based on the theories of Walter Benjamin and Michel de Certeau, while overlaying three interpretive lenses to reframe the experience: Gamified Walking, Minimized Walking, and Grafted Walking.
Gamified Walking: Commodifying Public Space
In today’s streets, flâneurs are rarely seen, but a new figure has emerged: the playneur—individuals engaging with location-based games like Pokémon Go. These games bridge the virtual and physical worlds, transforming the city into a massive game board and making walking an integral part of gameplay.
While many believe these games overlay virtual elements onto the real city, the truth is quite the opposite. Although they encourage outdoor activity and social interaction, the value and meaning of the entire experience heavily depend on the game world. In this case, the real world becomes merely an accessory to the game’s virtual universe. In other words, tools like VR, AR, and GPS have facilitated a new business model that commodifies public space.Pokémon Go, as the most prominent example (link to the full case study), illustrates how walking—used to be humanity’s most fundamental and free activity—has been monetized. The inherently aimless and unproductive nature of walking has been strategically redefined in game design to extract value from public spaces.
Minimized Walking: Challenges of Dwelling Spaces
The shortage of affordable and adequate living spaces is an increasingly pressing issue in major cities worldwide. High-density urban villages and slums have become commonplace, and more people are accepting these extreme conditions, whether willingly or out of necessity. This shift is driven by the para-living spaces on the internet as a form of compensation, where information has become the new "living nutrition." The wealth of online content, the rise of remote work, and the advancement of delivery services have significantly reduced the need for physical presence on the streets.
Futuristic urban concepts like The Line further reinforce this trend by eliminating the necessity of walking. These designs drastically minimize the city's physical footprint by prioritizing vertical development and high-density living, fundamentally redefining urban mobility and lifestyle.
Grafted Walking: Signage and Distilled Media
Who are the flâneurs (or flâneuses) today? What are they seeking on the streets? As basic needs can now largely be met online, much like the wanderers of the 19th century, today’s urban wanderers primarily seek places to consume. Thus, decoding and encoding signs have become the programming that shapes the walking of city dwellers.
Signage serves as a prime example of urban grafting. Historically progressing from billboards and neon lights to LED screens, the capacity and bandwidth for transmitting information has expanded. However, in recent years, a reversal has occurred: the amount of information of signs has drastically diminished. Today, signs are often reduced to just words, devoid of imagery or decoration, forming an urban interface as well as linguistic trickeries. While the media in virtual and online spaces have become increasingly rich, physical space media have become more simplified.
LOOP: A 'Walkable' City Module
(04)
Research, VR/AR, Design
New Media Cities, UC Berkeley
2024
LOOP is a research-driven critical urban design project initiated in the New Media Cities seminar at UC Berkeley. While “walkability” remains a core objective of urban design, the integration of emerging technologies and new media into cities introduces challenges that extend beyond traditional urban planning considerations.
The project reimagines walking—one of the most fundamental daily activities—within a future shaped by technology and gamified urban experiences. It explores how public spaces are increasingly commodified, and walking itself evolves from a simple human behavior to a mediated and complex experience.
Presented as an immersive VR game, LOOP envisions a heterotopian off-modern city of the near future, inviting users to critically engage with the transformed experience of walking through interactive gameplay.
Instructor: Emma Fraser

Infrastructure
The city features a "one-dimensional" and looping structure, with living spaces distributed along a ring road with a diameter of 1,000 meters, extending vertically instead of urban sprawl. The urban interface is composed of highly textual and condensed signages.
All daily activities can be resolved within a 100-meter radius of one's residence, eliminating the need to frequently travel across different areas of the city. When necessary, the sky tram is going around the city, serving as the city’s sole mode of transportation.
Environment
At the center of the loop is a central park for everyone. The outer areas are intact natural zones, preserved to minimize the environmental impact. Each loop is an independent city, and multiple loops can be combined to form larger city clusters.
In this circular city, there are no distinct boundaries between areas, such as commercial or residential zones in traditional cities. Instead, all places in the city are highly homogenized.
Experience
The gameplay features the walking experience. Walking in the city is no longer a free casual activity, and there are no longer true public spaces. Here, every step costs money. Residents(players) can earn money by compromising their privacy (through agreeing to Terms of Service with various apps), watching advertisements, or interpreting the urban interface.
Reference
[1] Benjamin, Walter. Charles Baudelaire: A Lyric Poet in the Era of High Capitalism. Verso, 1992.
[2] De Certeau, Michel. "Walking in the City." Beyond the body proper: Reading the anthropology of material life (1984): 249-258.
[3] モール化する都市と社会: 巨大商業施設論. NTT 出版, 2013.
[4] Venturi, Robert, et al. Learning from Las Vegas. The MIT Press, 2017.
[5] Chang, Alenda Y. Playing Nature: Ecology in Video Games. University of Minnesota Press, 2020.
[6] Mattern, Shannon Christine. A City Is Not a Computer. Princeton University Press, 2021.
[7] Kittler, Friedrich A., and Matthew Griffin. "The city is a medium." New Literary History 27.4 (1996): 717-729.
[8] Foucault, Michel, and Jay Miskowiec. "Of other spaces." diacritics 16.1 (1986): 22-27.




