This thesis is a study of the architectural mechanisms that enable player immersion through real-world architectural features in game spaces. Computer games and architecture share the commonality of designing spaces that interact with their users. By ...
This thesis is a study of the architectural mechanisms that enable player immersion through real-world architectural features in game spaces. Computer games and architecture share the commonality of designing spaces that interact with their users. By exploring the similarities and differences between game spaces and real-world architecture, this intersection is understood through the idea of worldmaking.
The focus of the thesis is on how the everyday and extraordinary experiences interact to facilitate immersion. The everyday provides players with familiarity and stability through repetitive and structured designs that mimic real-world architecture. This concept is linked to Walter Benjamin's theory of architectural perception, which highlights how repetitive experiences in architecture foster habitual familiarity, thus helping players to adapt quickly and immerse themselves in the game. Extraordinary experiences, on the other hand, arise from unique game rules and roles that provide players with tension and a sense of accomplishment, encouraging them to engage in novel activities.
Using the Erangel map, specifically the Pochinki region in Player Unknown's Battlegrounds (PUBG), this study analyses how repetitive architectural structures guide players in understanding the space and making strategic decisions. It shows how game spaces replicate real-world architecture to establish
everydayness while allowing players to engage in extraordinary activities.
This study proposes a thesis on the relationship between game spaces and architecture, providing a framework for understanding spatial experiences in the digital age. It also highlights the interdisciplinary potential for integrating game design and architectural principles in the creation of immersive environments.