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Publicado por Taylor & Francis Ltd, London, 2025
ISBN 10: 1032528850 ISBN 13: 9781032528854
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Añadir al carritoPaperback. Condición: new. Paperback. 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, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures. This book explores and affirms the emergent symbiosis between video games and architecture, including insights from a diverse range of disciplines. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Publicado por Taylor and Francis Ltd, GB, 2025
ISBN 10: 1032528850 ISBN 13: 9781032528854
Librería: Rarewaves.com USA, London, LONDO, Reino Unido
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Añadir al carritoPaperback. Condición: New. 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, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures.
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Añadir al carritoCondición: New. 2025. 1st Edition. paperback. . . . . .
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Publicado por Taylor & Francis Ltd, London, 2025
ISBN 10: 1032528850 ISBN 13: 9781032528854
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Añadir al carritoPaperback. Condición: new. Paperback. 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, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures. This book explores and affirms the emergent symbiosis between video games and architecture, including insights from a diverse range of disciplines. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
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Añadir al carritoPaperback. Condición: Brand New. 312 pages. 9.25x6.75x1.25 inches. In Stock.
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Publicado por Taylor & Francis Ltd, London, 2025
ISBN 10: 1032528850 ISBN 13: 9781032528854
Librería: CitiRetail, Stevenage, Reino Unido
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Añadir al carritoPaperback. Condición: new. Paperback. 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, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures. This book explores and affirms the emergent symbiosis between video games and architecture, including insights from a diverse range of disciplines. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
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Añadir al carritoCondición: New. Vincent Hui is a Full Professor at Toronto Metropolitan University and has been awarded several teaching distinctions across different universities. He has taught a variety of courses, ranging from design studios to advanced architectural computin.
Idioma: Inglés
Publicado por Taylor & Francis Ltd Feb 2025, 2025
ISBN 10: 1032528850 ISBN 13: 9781032528854
Librería: AHA-BUCH GmbH, Einbeck, Alemania
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Añadir al carritoTaschenbuch. Condición: Neu. Neuware - This book explores and affirms the emergent symbiosis between video games and architecture, including insights from a diverse range of disciplines.
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Añadir al carritoTaschenbuch. Condición: Neu. Architecture and Videogames | Intersecting Worlds | Ryan Scavnicky (u. a.) | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2025 | Taylor & Francis Ltd | EAN 9781032528854 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2025
ISBN 10: 1032528850 ISBN 13: 9781032528854
Librería: Rarewaves.com UK, London, Reino Unido
EUR 59,07
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Añadir al carritoPaperback. Condición: New. 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, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures.