Description

Book Synopsis

This book explores and affirms the emergent symbiosis between videogames and architecture, including insights from a diverse range of disciplines.

With contributions from authorities in both architecture and videogame industries, it examines how videogames as a medium have enlightened the public about the built environments of the past, offered heightened awareness of our current urban context, and presented inspiration for the future directions of architecture. A relatively nascent medium, videogames have rapidly transitioned from cultural novelty to architectural prophet over the past 50 years. That videogames serve as an interactive proxy for the real world is merely a gateway into just how pervasive and potent the medium is in architectural praxis. If architecture is a synthesis of cultural value and videogames are a dominant cultural medium of today, how will they influence the architecture of tomorrow?

The book is split into seven sections: Cultural Artifacts, Hist

Architecture and Videogames

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    £34.19

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    RRP £35.99 – you save £1.80 (5%)

    Order before 4pm tomorrow for delivery by Fri 26 Jun 2026.

    A Paperback by Vincent Hui

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      View other formats and editions of Architecture and Videogames by Vincent Hui

      Publisher: Taylor & Francis
      Publication Date: 1/21/2025
      ISBN13: 9781032528854, 978-1032528854
      ISBN10: 1032528850

      Description

      Book Synopsis

      This book explores and affirms the emergent symbiosis between videogames and architecture, including insights from a diverse range of disciplines.

      With contributions from authorities in both architecture and videogame industries, it examines how videogames as a medium have enlightened the public about the built environments of the past, offered heightened awareness of our current urban context, and presented inspiration for the future directions of architecture. A relatively nascent medium, videogames have rapidly transitioned from cultural novelty to architectural prophet over the past 50 years. That videogames serve as an interactive proxy for the real world is merely a gateway into just how pervasive and potent the medium is in architectural praxis. If architecture is a synthesis of cultural value and videogames are a dominant cultural medium of today, how will they influence the architecture of tomorrow?

      The book is split into seven sections: Cultural Artifacts, Hist

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