Architecture and Videogames
eBook - ePub

Architecture and Videogames

Intersecting Worlds

  1. 312 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Architecture and Videogames

Intersecting Worlds

About this book

This book explores and affirms the emergent symbiosis between videogames and architecture, including insights from a diverse range of disciplines.

With contributions from authorities in both architecture and videogame industries, it examines how videogames as a medium have enlightened the public about the built environments of the past, offered heightened awareness of our current urban context, and presented inspiration for the future directions of architecture. A relatively nascent medium, videogames have rapidly transitioned from cultural novelty to architectural prophet over the past 50 years. That videogames serve as an interactive proxy for the real world is merely a gateway into just how pervasive and potent the medium is in architectural praxis. If architecture is a synthesis of cultural value and videogames are a dominant cultural medium of today, how will they influence the architecture of tomorrow?

The book is split into seven sections: Cultural Artifacts, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures.

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Yes, you can access Architecture and Videogames by Vincent Hui,Ryan Scavnicky,Tatiana Estrina in PDF and/or ePUB format, as well as other popular books in Architecture & Architecture General. We have over one million books available in our catalogue for you to explore.

Information

Publisher
Routledge
Year
2025
eBook ISBN
9781040262290

Table of contents

  1. Cover Page
  2. Half Title page
  3. Frontispiece
  4. Title Page
  5. Copyright Page
  6. Dedication
  7. Contents
  8. Contributors
  9. It’s Dangerous to Go Alone! Take This
  10. Chapter 1 Cultural Artifacts
  11. Chapter 2 Historic Reproduction
  12. Chapter 3 Production Technologies
  13. Chapter 4 Design Pedagogies
  14. Chapter 5 Proxies and Representation
  15. Chapter 6 Bridging Worlds
  16. Chapter 7 Projected Futures
  17. Index