Konstantina Kamperi, "Video games and architecture: The case of The Sims as an architectural exploration tool", Diploma Thesis Project, School of Architecture, Technical University of Crete, Chania, Greece, 2022
https://doi.org/10.26233/heallink.tuc.92722
The subject of this dissertation is to investigate the relationship between video games and architectural design, through the example of series of life simulation video games The Sims. Specifically, the present research attempts to analyze and investigate the usability of the game machine and specifically the “Build-Buy mode” of The Sims 4 as the latest version of of The Sims video game series as an architectural design tool. Initially in this research, “play” is defined as an entertaining and educational tool and the phenomenon of video games is analyzed, through the distinction of their characteristics, their historical development and the categories in which they are classified, while at the same time the case of The Sims game series is analyzed. Subsequently the relationship between video games, The Sims game series and architectural design is explored through the analysis of their common elements, as the concepts of rules, objectives, narration and immersion are studied, as well as the design axes used by video games and the architectural reason respectively. At the same time, the importance of video games in architectural design is examined, where the architect can adopt concepts and methods of spatial representation from the digital environments of video games in order to create new spatial experiences. Afterwards, the case of the games of the Sims series is studied, the construction and purchase function “Build - Buy mode”, its control and design tools and the domestic space as it appears in the game. Finally, The Sims 4 video game is explored as a preliminary design tool that could be incorporated by architects into the design process. The present research concludes with the dynamics of the virtual environments of The Sims game series and specifically of the latest version of The Sims 4 as an architectural tool that can be included in the preliminary design stage by the architects enhancing the communication, spatial capacity and experience with their potential customers-users and thus creating new perspectives on the use of video games by architects. Essentially, the following research aims to answer the question whether the video game The Sims 4 as a tool can be integrated into the process of architectural design and especially at the stage where the architect communicates with the client and tries to satisfy his design desires.