Architecture and Planning ETDs
Publication Date
Spring 4-3-2017
Abstract
Architecture often looks to the value of digital spaces for simulation and computation. This thesis argues that the architectural value of games comes not from their role as mimetic digital spaces, but instead from their ability to teach playful worldbuilding. Working with Ian Bogost's methodology of unit analysis, I unpack a number of examples of worldbuilding throughout architectural history. I begin specifically with the construction toy, then move on to explore playful architectural theories in general. Next, drawing from the fields of game design, literature, and philosophy, I unpack the value of worldbuilding itself as a method for generating meaningful spaces. I look broadly at the practices of spacemaking that ludic behaviors encourage. Finally, I look ahead to two of today's innovative architecture firms, Atelier Bow-Wow and Elemental, who are already leveraging playful worldbuilding in their design praxis. Ultimately, play and games are important to architecture not merely as complex simulation systems, but instead for fostering holistic, rich, and deeply personal environmental narratives.
Language
English
Document Type
Thesis
Degree Name
Architecture
Level of Degree
Masters
Department Name
School of Architecture and Planning
First Committee Member (Chair)
Professor Nora Wendl
Second Committee Member
Professor Alex Webb
Third Committee Member
Professor Brian Goldstein
Fourth Committee Member
Professor Tim Castillo
Keywords
play, construction toys, software, videogames
Recommended Citation
McKernan, Charlotte M.. "Worldbuilding: a survey of games and architecture at play." (2017). https://digitalrepository.unm.edu/arch_etds/36