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V. Methodology

provide human-space interactivity) by considering a series of tools and behavior patterns in relation to

space representation, narrative, and interactive design and to discuss the application of these tools to

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design complex creative spaces as new forms of architecture related to our time. This study will

demonstrate the great impact video games have on changing architecture design practices and workflow

in virtual space and the same formal language of architecture space. The goal of this research is to

provide video game tools to create an interactive architectural space. Furthermore, will be discussed

other video games tools applied in architecture that enhance architecture design processes, as well as

communication and collaboration between different stakeholders dealing with the design process.

Gamification of architecture and urban scenarios may aid in the formation and professional practice of

students and architects by facilitating and offering an effective design process. The creation of serious games dedicated to architecture as a public participation tool and/or as a method of assisted design

would significantly improve the understanding of architectural form generation as well as the ability to

address and solve architecture and urban design challenges effectively and in a sustainable way while

considering all groups involved.

The primary concern of this research is that computational virtuosity that allows sophisticated

gamification in architecture, is limited to highly innovative and multidisciplinary academic settings and to

experimental or star architecture design firms. Thus, research is limited to a theoretical discussion,

exploration, comparison, and critical analyses of current limited applications and the definition of a new

workflow which introduces new design tools in the architecture design process, considering in the digital

age, the continuous training of architects with game design instruments.

V. Methodology

The research methodology is grounded on a literature review and a knowledge of the current state of

the art at the convergence of architecture, virtual reality, and video games, demonstrating that virtual

reality and video games are shaping the future of architecture. In this regard, historical and philosophical

perspectives on the nature of virtual reality and virtual space and in particular on the transformation of

architecture space from real to virtual with be discussed based on various authors from Greek

philosophers such as Aristotle and Plato, to a modern philosophical concept of virtuality elaborated by

Gilles Deleuze (1991), to the concept of virtual reality in the era of information technology with the cyber

theories of Jean Baudrillard (1981), Paul Virilio ( 1994) and PierreLevy (1999) with the metaphysic conception of virtual reality by Michael Heim (1993) and the virtual bodies of Katherine Hayle’s ( 1999). 15

An analogous discourse will be held also in the realm of architecture, focusing on various types of

"virtual" architectures, ranging from paintings and drawings of utopian visions to architecture in novels,

movies, and artwork in video games, up to the nowadays conceptions of Marcos Novak cyber

architecture and experimentations of Greg Lynn and Asymptote.

Then, this study will focus on the understanding of play, games, and video games and will explore

fundamentals of video game design focusing on the following authors: (Katie Salen and Eric Zimmerman

(2003), Juul Jasper (2005), Michael Nitsche (2008), Chris Crawford (2008); Ernest Adam (2010)) (Fig. 2)

dealing with conceptual and structural frameworks of video game design.

Figure 2The book covers of the main books utilised for theoretical background on video game definition and structure.

In this regard, analogies will be traced with architecture in order to understand aspects of videogames

that could be relevant to analyses and discuss in view of their use in architecture. Hence, the theoretical

background on architecture considered as a PLAY, GAME, AND VIDEO GAME will be explored based on

various authors and multiple design experimentations such as Cedric Price, MVRDV, BIG, Kas Oosterhuis,,

etc. Games and video games can be found in architecture in multiple dimensions: 1. Interactive architecture/ rule-based architecture/ programmable / generative or compositional

architecture (a playful approach in architecture creation process) 2. Simulation-Based Architectural Design (Design for complex urban challenges/ city development)

3. Narrative architecture (a narrative approach in the architecture creation process)

The methodology is being developed in stages considering the current state of the art. First, a theoretical

framework based on the three main structural elements of game design is explored, followed by a

literature review based on the authors listed below.

Figure 3 The book covers of the main books utilised for theoretical background on video game definition and structure.

1. Ludology in video game design, particularly interactivity, simulation, and artificial intelligence (Juul,

J. 1998, Eskelinen, M. 2001, Frasca, 2003; Aarseth, 2004; Mateas and Stern, 2004. Crawford, C.,

(2002))

2. Space depiction in video games (Michael Nitsche, 2008)

3. Narrative or storytelling in video games (Janet Murray,1997; Jenkins, 2004)

In addition, theoretical background on the narrative and ludology will be discussed also in architecture.

literature review of the following writers (Gordon Cullen (1961), Sophia Psarra (2009), Tschumi (2004),

and Nigel Coates (2012)) will be used to understand narrative architecture. In addition, theories from

literature and film based on various authors (Aristotle Three Act Structure, Sergei Eisenstein (1938),

Sophia Psarra) (2009) will be used to tackle story narrative in architecture. Based on a thorough

literature analysis and the following authors: (McMillan (2002), Rafaeli and Ariel (2007), Mitchell (2000),

Kronenburg (2007), Novak (1999)), ludological and interaction elements of architecture and space in

virtual reality will be examined.

Following the theoretical background, successful video games case studies will be analyzed, in relation to

the narrative, ludology, and game space representation or aesthetics. The methodology used in this

stage is “research from design”. Analytic tools find out from the theoretical background and the analyses

of case studies of existing video games will constitute the basis for the gamification of architecture, and

for the proposal of new spaces not conceptualized before in this field.

Finally, case studies on gamification in virtual architecture, virtual heritage, and urban planning will be

addressed and systematically evaluated using various video game technologies to acquire a better

knowledge of the existing workflow and identify possible future recommendations. In this sense, the

methodology's last section, "research for design," will lead to the development of game design tools for

use in virtual architecture.

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