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IV. Research objectives and limitation

orient the player’s actions/ reactions? This exploratory study aims to investigate how is structured video

game space and which are its structural and behavioral patterns. To facilitate the research aim of the

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thesis this study will explore the fundamentals of video games, their main components, the workflow,

and the main process that shapes their design providing challenges for players.

Other research questions ask the relationship between video games, virtual reality, and architecture.

This study tries first to conceptualize and interpret the idea of virtual space, its meaning, its evolutionary

idea, and the philosophical understanding to explore virtual space in architecture, its features, and if it is distinguished from real/ actual space. In this regard, research will introduce and analyze architecture in

cyberspace showing the state of the art and the possibilities to expand the frontiers of spatial design in

the virtual world. In addition, research traces parallels between architecture and videogame, suggesting

the discussion of play, game, and video game as practices in architecture not only as an activity or

pleasurable practice in space but also as an interacting experience and a visualization of space in VR.

Lastly, this study questions interpretation mode on the process of gamification or the use of game design

tools in the realm of architecture. What have others done; how have they implemented these tools in

various fields of architecture; how can that be improved and in which direction could be oriented the

architecture practice?

The research hypothesis is that the virtual space of architecture being further enriched by using a set of

narrative, representation, and interactive tools found out through the analyses of video games, can

become more interactive and creative and expand the limits of traditional space in architecture and

urbanism, affecting positively the creative process of architects and designers and the participation

process of a larger audience. The implementation of virtual gamified tactics in architecture or urban

design will motivate and promote professional, citizen, and student engagement in a more dynamic,

interactive, and collaborative environment thanks to the immersive visual technologies found in video

games.

IV. Research objectives and limitation

The main objective of the research lies in promoting the use of game design tools to improve the

education of future architects and support them to create a professional design in the architecture and

urban planning field. The primary goal of the research is to demonstrate the affiliation of architecture

with virtual reality and video games. Based on these affiliations, the main objective of this research is to

explore the spatiality in video games (as one of the most advanced and appreciated mediums that 14

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