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Esther Bogorov: An analysis of videogame levels as landscape architecture

Esther Bogorov: An analysis of videogame levels as landscape architecture

Spacewar! was released as the first videogame in 1962; since then, billions of people have experienced digital worlds through gaming. Despite their growing cultural prominence, videogames have been largely excluded from the landscape architecture discourse. As a result, our understanding of videogame landscapes lacks specificity and remains confined to the virtual sphere. This study conducts a series of analyses of landscape narrative practices and morphological qualities in three videogame landscapes using a custom-made diagramming tool. The experiments reveal the tangible and intangible aspects that form the basis of virtual landscape experiences. In what ways can the knowledge derived from the research be used to shape future landscape architecture projects in the physical world?