000 02930cam a22003618i 4500
001 23810974
005 20260610132116.0
008 240805s2024 nyu b 001 0 eng
010 _a 2024032571
020 _a9781032528878
_q(hardback)
020 _a9781032528854
_q(paperback)
020 _z9781003408970
_q(ebook)
035 _a23810974
040 _aDLC
_beng
_erda
_cDLC
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.
300 _apages cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_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.
650 0 _aArchitecture and recreation.
650 0 _aArchitecture
_xVideo games.
700 1 _aHui, Vincent,
_eeditor.
906 _a0
_bvip
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2lcc
_cBOOK
999 _c13097
_d13097