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II. Research state of art

proclaims video games as one of the most dominant art forms in the digital era. They include a dream

world, artworks, a narrative, dialogue, and social space. Actually, the primarly role of game designers is

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to design and sculpt artistic, creative, and interactive spaces. Hence, video game designers are at the

frontline of space research. Space in video games is a navigable three-dimensional virtual space

experienced visually, either by looking around 360 degrees, navigating to experience and discover space,

or using mental abilities to interact and manipulate it based on the creative idea conceptualized in

storytelling. In video games, the human obsession of possessing, exploring, and manipulating space, has

become possible through the virtual environment and challenges offered. Furthermore, video games

have a significant impact on re-modelling communication patterns, social structures, and cultural

practices in space. Space is the intersection of digital technology and creativity. As a result, the study of

spatially in the video game world in relation to storytelling and gameplay can point out structural

patterns and conceptual models of interaction forms, navigation principles of movement within the

space which can trigger creative processes of space conception and design in new video games, in

cinema, art and most importantly in virtual architecture.

II. Research state of art

The research state of the art is based on two fundamental statements tackling the relationship between

architecture, virtual reality, and video games. The first assertion is that architecture is getting more

virtual, and the second is that architecture is becoming more like a video game. Architecture, by

definition, has always produced fantasy realms and various sorts of utopia, avoiding even the direct

confrontation with reality. In this regard, architecture has a long history of designing virtual worlds and

exploring new forms of virtuality. Thus, the concept of architecture is not necessarily tied to the real and

material but related to immaterial or virtual or to what Emanuel Kant identifies as the phenomena of an "impossibility of architecture" in his “Critique of Pure Reason”1. In addition, architecture practices today

are getting similar to video games considering the potential that offer the architectonics of game space,

the playful character, and the possibility to play with data models and information, to manipulate and

manage them, and to create social networks as multi-player’s games.

In the last decades, architecture, VR, and video games share similar design traits on spatiality, visual

representation, storytelling, and interaction. They are all based on advanced computer technology that

1Kant, Immanuel (1999). Critique of Pure Reason (The Cambridge Edition of the Works of Immanuel Kant). Cambridge University Press.

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