Size-Dependent Change of the Items that Define the Space In Game Spaces: It Takes Two Example
DOI:
https://doi.org/10.53463/inda.20220108Keywords:
Fictional space, game based learning, perception of place, scale, spatial dimensionAbstract
In order for the space to be meaningful and defined, users need to perceive the spaces they are in and are in constant interaction with their knowledge and experience through their senses. There is an relationship between the definition of space and the organizational systems of space. Creating places by designing a space is one of the tasks of the designer. In the design education process, it is important to meet the needs of the user and the requirements of the space by making the necessary space arrangements in line with the needs of the user. Game based learning provides designers with the opportunity to gain this experience in fictional spaces in cases where they do not have the opportunity to experience a concept. In addition to the user experience, it is also possible for the players to experience the concepts such as ratio, scale, color, rhythm, balance, harmony and order, which are the basis of any design. Fictional spaces and especially game places can be used as teaching materials in the disciplines of architecture and interior architecture as they allow the player to make their own decisions and to experience the space completely
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