Image: Tor Lindstrand | Flickr

Image: Tor Lindstrand | Flickr
The use of different game engines to explore interfaces between gaming and the production of space.
--- by Tor LIndstrand (Production of Architecture)

I think it is interesting for you as an architect to take a look at another dimension of something you use everyday — the computer. More specifically, think of how you typically work to design your own visualizations of a building design for the future.

Perhaps you start with real world challenges and work backwards from them to come up with your masterpiece. But what if, instead, you could just have a “design playground” of sorts, in which to hone your design skills and let your problem solving skills sharpen — without the constant constraints from your typical “real-world” way of working. What if you could engage in an “architectural gaming environment”?

In an interesting talk given by Jane McGonigal, entitled Gaming Can Make a Better World, she shares the idea that so many people are gaming today, and so many more will be gaming in the future, that it only stands to our benefit to capitalize upon this tremendous resource which is building exponentially right now. In the video below, you will hear how she describes the unique qualities that gamers have (like the ability to get up and try again when attempts don’t work, coupled with their “tight-knit social fabric” which can give them a collective edge).

In the video, McGonigal states that gamers actually are a resource with untapped potential to solve some of the world’s biggest problems. And since gamers have certain innate qualities that are developed and honed over so much time spent gaming, they develop certain characteristics or qualities that make them an invaluable resource to help with Read more