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Observing the learning curve of videogames in architectural design

Published: 03 December 2007 Publication History

Abstract

This paper presents innovative research into the use of videogame environments within architectural design studios. In this context, 3D videogame environments encourage new understandings of design process by virtue of their immediacy and interactivity. A difficulty however of integrating these environments into design studios, is that the media has fewer established representational norms when compared to traditional design media, and inexperienced designers have difficulties in progressing through typical design milestones. This paper reports on a series of architectural design studios that utilise videogame technology for design enquiry, outlining both the techniques used by the authors to aid designers working with this media, and observations and understandings gained from the outcomes.

References

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Aarseth, Espen. "Allegories of Space: The Question of Spatiality in Computer Games." CyberText Yearbook 2000. Eds. Markku Eskelinen and Raine Koskimaa. Jyvaskyla, Finland: Research Centre for Contemporary Culture, 2001. 152--71.
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Aarseth, E. (2001). Computer game studies, year one. Game Studies, 1(1).
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Balkin, J., (Ed), Noveck, B., (Ed), (2006), The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society), New York University Press, New York.
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Burrow, A., More, G., (2005), Architectural Design and the Interactive Audience, Interactive Entertainment - IE2005, UTS, Sydney, ACM International Conference Proceeding Series; Vol. 123, pp 35--40.
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Castronova, E., (2005), Synthetic Worlds: The Business and Culture of Online Games, University Of Chicago Press, Chicago.
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Clark, A, and Mitchell, G., (2007), Videogames and Art, Intellect Ltd.
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Fullerton, Tracy (2004), Game design workshop: designing, prototyping and playtesting games, CMP Books, San Francisco.
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Hoon, M., and Kehoe, M. (2003). Enhancing Architectural Communication with Gaming Engines. In Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture, Indianapolis, IN, USA, pp. 349--355.
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Johns, R., Shaw, J., Real-time immersive design collaboration: conceptualising, prototyping and experiencing design ideas, Journal of Design Research (JDR), Volume 5 - Issue 2 -- 2006.
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Moloney, J. (2002). String CVE Collaborative Virtual Environment software developed from a game engine. In Proceedings of the 20th eCAADe Conference, Poland, pp. 522--525.
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Richens, P. and Trinder, M. (1999). Design participation through the internet: A case study. Architectural Research Quarterly, 3(4).
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UnrealEngine2 Runtime. (2004). Available at http://udn.epicgames.com/Two/UnrealEngine2Runtime Accessed: 7 April 2005.
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Willett, R. (2003). New Models of Learning for New Media: Observations of Young People Learning. Digital Design. Jahrbuch Medienpädagogik, 4:127--144.

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Published In

cover image ACM Conferences
IE '07: Proceedings of the 4th Australasian conference on Interactive entertainment
December 2007
174 pages
ISBN:9781921166877

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RMIT University

Melbourne, Australia

Publication History

Published: 03 December 2007

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Author Tags

  1. architecture
  2. design pedagogy
  3. immersive media
  4. videogames

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  • Research-article

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IE07: Australian Conference on Interactive Entertainment
December 3 - 5, 2007
Melbourne, Australia

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Overall Acceptance Rate 64 of 148 submissions, 43%

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