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“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?
“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap
The task of design is to integrate functional requirements, contextual conditions and technological means into the creation of a work of architectural culture.
Pervasive Information Architecture explains the ‘why’ and ‘how’ of pervasive information architecture (IA) through detailed examples and real-world stor
Interior Provocations: History, Theory, and Practice of Autonomous Interiors addresses the broad cultural, historical, and theoretical implications of interiors
Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the arc