| 000 | 02930cam a22003618i 4500 | ||
|---|---|---|---|
| 001 | 23810974 | ||
| 005 | 20260610132116.0 | ||
| 008 | 240805s2024 nyu b 001 0 eng | ||
| 010 | _a 2024032571 | ||
| 020 |
_a9781032528878 _q(hardback) |
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| 020 |
_a9781032528854 _q(paperback) |
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| 020 |
_z9781003408970 _q(ebook) |
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| 035 | _a23810974 | ||
| 040 |
_aDLC _beng _erda _cDLC |
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| 042 | _apcc | ||
| 050 | 0 | 0 | _aNA2543 .A73 2025 |
| 082 | 0 | 0 |
_a794.8/457 _223/eng/20240919 |
| 245 | 0 | 0 |
_aArchitecture and videogames : _bintersecting worlds / _cedited by Vincent Hui, Ryan Scavnicky and Tatiana Estrina. |
| 264 | 1 |
_aNew York : _bRoutledge, _c2024. |
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| 300 | _apages cm | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_aunmediated _bn _2rdamedia |
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| 338 |
_avolume _bnc _2rdacarrier |
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| 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. |
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| 650 | 0 | _aArchitecture and recreation. | |
| 650 | 0 |
_aArchitecture _xVideo games. |
|
| 700 | 1 |
_aHui, Vincent, _eeditor. |
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| 906 |
_a0 _bvip _corignew _d1 _eecip _f20 _gy-gencatlg |
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| 942 |
_2lcc _cBOOK |
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| 999 |
_c13097 _d13097 |
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