000 03214nam a2200409 i 4500
001 R9781003408970
001 9781003408970
003 NhCcYBP
005 20250814133024.0
006 m o d
007 cr cnu---unuuu
008 250130s2025 nyu ob 001 0 eng d
020 _z9781032528854
024 7 _a10.4324/9781003408970
_2doi
035 _a9781003408970
037 _a9781003408970
_bTaylor & Francis
040 _aNhCcYBP
_beng
_erda
_cEG-NcFUE
050 4 _aNA2543.R43
_bA73 2025
082 0 4 _a794.8457 H.V.A
_223
245 0 0 _aArchitecture and videogames :
_bintersecting worlds /
_cEdited by Vincent Hui, Ryan Scavnicky and Tatiana Estrina.
264 1 _aLondon :
_bRoutledge,
_c2025.
300 _a374 Pages :
_bPhotos ;
_c25 cm
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 2 _aOn his roles as founder of Molleindustria and experiential game design instructor at Carnegie Mellon / Paolo Pedercini -- Past present future : the emerging use of digital tools for heritage architecture in the creation of alternate realities / Viola Ago -- On the possibility of enaction within synthetic worlds / Jose Sanchez.
520 _a"This book explores and affirms the emergent symbiosis between video games 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 and direction 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? Heavily illustrated with over 200 images, the book is split into seven sections: Cultural Artifacts, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures. The definitive resource on consolidating these interconnected fields, this book will mobilize the current generation of designers to explore and advance this synthesis"--
_cProvided by publisher.
588 0 _aOnline resource; title from PDF title page (Taylor & Francis, viewed February 11, 2025).
650 0 _aArchitecture and recreation.
650 0 _aArchitecture
_xVideo games.
700 1 _aHui, Vincent,
_eeditor.
776 0 8 _iPrint version:
_tArchitecture and videogames.
_dNew York : Routledge, 2024
_z9781032528878
_w(DLC) 2024032571
856 4 0 _aBloomington
_uhttps://www.taylorfrancis.com/books/9781003408970
_zAvailable on campus and off campus with authorized logon
942 _2ddc
_cBK
949 _hwellsebook
999 _c13374
_d13374