Aroni, Gabriele (2024) The Meaning of Virtual Architecture. In: P/References of Design. Cumulus conference proceedings series, 1 . Cumulus Association, Moholy-Nagy University of Art and Design Budapest, Budapest, pp. 1457-1464. ISBN 978-952-7549-02-5
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Abstract
Billions of people spend billions of hours in virtual spaces, which are conceived to entertain, move, or even scare. Much of the attention regarding architecture in digital games approaches the topic from a level design perspective, but architectural design can be used in digital games to establish a narration, tell a story, and create specific aesthetic impressions, as well as gameplay situations (Aroni, 2022). Architecture in digital games can also foretell the unfolding of upcoming events rather than simply adding background information on the game setting, a phenomenon that Brian Upton calls "anticipatory play" (2015). This presentation will investigate virtual architecture as it influences and constructs narration - in this context, architecture is understood as the virtual buildings, cities, and interiors present within the games. What are the architectural elements and techniques that create a setting and enhance narration and immersion for players? How do players understand architectural signs? This presentation will answer these questions by semiotically analyzing virtual architecture as a central signifier in digital games, based on Umberto Eco's architectural semiotic theory, where architectural objects denote a primary function and connote a secondary "certain ideology of the function" (Eco, 1997). The denotative function is the utilitarian function of architectural objects by their forms and material properties. Similarly, virtual architecture has a denotative function as well, related to gameplay. The secondary connotative function of architecture, which can be incidental or absent in real architecture, is even more present in virtual architecture, as every architectural element is deliberately created and placed in the game by the designers. It is the connotative function that communicates to players through architectural signs information about the gameplay, the narrative, and the context of the virtual world. As space is one of the defining elements of digital games (Aarseth, 2001, p. 154), thus understating how the virtual environment communicates is of paramount importance for the development of effective digital game environments, but also for a deeper understanding of how we perceive the space around us, virtual or otherwise.
| Item Type: | Book Section |
|---|---|
| Uncontrolled Keywords: | digital games, architecture, semiotics, narrative, virtual, videogames |
| Subjects: | N Fine Arts / képzőművészet > NA Architecture / építészet |
| Depositing User: | Rebeka Kabai |
| Date Deposited: | 19 Nov 2025 08:33 |
| Last Modified: | 19 Nov 2025 08:33 |
| URI: | https://real.mtak.hu/id/eprint/229341 |
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