TY - CHAP
T1 - Narrative and Experiential Qualities of Architecture and Places in Video Games’ Virtual Environments
AU - Di Mascio, Danilo
PY - 2023/9/26
Y1 - 2023/9/26
N2 - The research presented in this chapter focuses on a preliminary investigation of narrative and experiential qualities of architecture and places in the virtual environments of video games. This writing shares information from a research study in progress and other reflections based on parallel research studies and publications. This research investigates a selection of case studies through direct experience of their virtual environments. During these virtual explorations and analyses, concepts and definitions from both the architectural and video games’ fields, and from previous research and publications in this area, are used. The tradition of designing imaginary architectures and places has expanded from architecture into other fields, and video games have added a new dimension to this. Video games allow users a freedom of movement that cannot be experienced in any other media. Thanks to the continuous artistic and technological progress accompanying video games, titles published in recent years present architectural and spatial characteristics that can compete with real-world buildings and places, and VR technologies bring these experiences to a new level. The conclusions describe possible relationships between virtual environments and reality.
AB - The research presented in this chapter focuses on a preliminary investigation of narrative and experiential qualities of architecture and places in the virtual environments of video games. This writing shares information from a research study in progress and other reflections based on parallel research studies and publications. This research investigates a selection of case studies through direct experience of their virtual environments. During these virtual explorations and analyses, concepts and definitions from both the architectural and video games’ fields, and from previous research and publications in this area, are used. The tradition of designing imaginary architectures and places has expanded from architecture into other fields, and video games have added a new dimension to this. Video games allow users a freedom of movement that cannot be experienced in any other media. Thanks to the continuous artistic and technological progress accompanying video games, titles published in recent years present architectural and spatial characteristics that can compete with real-world buildings and places, and VR technologies bring these experiences to a new level. The conclusions describe possible relationships between virtual environments and reality.
KW - Architecture and Narrative
KW - Architecture and Video Games
KW - Virtual Environments
KW - Environmental Storytelling
KW - Narrative Architecture
KW - Narrative Qualities
KW - Experiential Qualities
KW - Imaginary Architectures and Places
KW - Fantasy Architecture
KW - Imaginary Places
KW - Imaginary Architecture
KW - Metaverse
KW - Narrative urban environments
KW - Video games’ virtual environments
KW - Virtual experiences
UR - https://link.springer.com/book/10.1007/978-981-99-2314-4
U2 - 10.1007/978-981-99-2314-4_7
DO - 10.1007/978-981-99-2314-4_7
M3 - Chapter
SN - 9789819923137
SN - 9789819923168
T3 - KAIST Research Series
SP - 117
EP - 130
BT - Cultural Space on Metaverse
A2 - Lee, Ji-Hyun
PB - Springer Singapore
CY - Singapore
ER -