Arquitectura y videojuegosrelaciones
- Díaz Vázquez, Pilar
- Arturo Franco Taboada Codirector/a
- José Ramón Garitaonaindía Codirector
Universidad de defensa: Universidade da Coruña
Fecha de defensa: 25 de enero de 2019
- José María de Lapuerta Montoya Presidente/a
- Fernando Agrasar-Quiroga Secretario
- Pablo López Raso Vocal
Tipo: Tesis
Resumen
From its origlns, humanity has conquered and transformed the world it inhabits. The architecture of the real world, the result of a temporary and physical place, has advanced to the extent that man has evolved. The arrival of the virtual era has allowed him to create, through digital tools, totally credible images that simulate worlds with the appearance of reality and that respond to the action of man as if they had an existence beyond their physical permanence. The architecture represented is, therefore, a temporary and virtual place. The game, as an integral element of the human sphere, developed through these tools own worlds similar to the known world, copied parts of it or simply reproduced some of its fragments but, in any case, interpreted all ofthem. This research aims to point out relationships that exist between the real world built by man and the worlds of video games, fictional worlds. In them, the player penetrates "as if' they were real, thanks to an increasingly immersive experience. The physical world uses the virtual and exists outside of it. In turn, the game world is a full entity in its definition. And both share a creation tool that is digital. And man inhabits both the real world and the virtual world in which he plays in a parallel reality, where new techniques allow him to shape new spaces to explore. It is these spaces that are defined byarchitecture. Many of the game worlds are represented in hyperrea/istic environments. And it is these worlds, when they behave as if they were real, that have led to the beginning of the investigation. Throughout this process we have tried to find the relationships that exist in the spatial construction of both worlds: the architecture of the real world and that of the game world, through the spatial conception considered as an evolutionary element in the history of man.