Abstract
The Architecture perspective / scale in video games has evolved throughout time to an extent that it is no longer a mere spatial visualization to host the game, but it has become an interaction medium between the player and the game. Architecture in recent video games played a fundamental role in bridging the gap between the real and the digital world. The analogy between these two is increasingly established through the representational immersion and the participation of the player in a highly realistic environment transforming the gaming experience into an entertaining and educational journey. The aim of this thesis is not only to explore insights on the depth of video games referencing through an urban and a sustainable way but also to investigate the potential application of video games architectural environment into real-life settings as guidelines to promote sustainability in both Architecture and Urbanism.
Library of Congress Subject Headings
Video games--Design; Computer art; Sustainable architecture--Marketing
Publication Date
8-19-2022
Document Type
Thesis
Student Type
Graduate
Degree Name
Architecture (M.Arch.)
Department, Program, or Center
Architecture (GIS)
Advisor
Alissa De Wit-Paul
Advisor/Committee Member
Dennis A. Andrejko
Advisor/Committee Member
Julius J. Chiavaroli
Recommended Citation
Mkaouar, Wael, "Architecture of Video Games: Potential Reference" (2022). Thesis. Rochester Institute of Technology. Accessed from
https://repository.rit.edu/theses/11288
Campus
RIT – Main Campus
Plan Codes
ARCH-MARCH