Abstract:In the process of architectural creation the crucial concern is its impressiveness and subsequent assessment. Hence the search for unique solutions that is typical of our times. Sometimes, playing with originality is fun, – conceiving unusual objects which need not obligatorily follow the Vitruvian principles of durability, utility and beauty. Often, temporality, transience and phenomenality, according to the intentions of the creators, are immanent features of many projects.
Abstract:The author discusses the interrelationships between play and the art of urbanism focusing on the cluster of nodal places called here “nodes of urbanity”. At the background of Huizinga’s theory of Homo ludens as cultural component, the analysis of these foci of urban life seem to have explanatory value for architectural and anthropological theories of the “Ludic City”. The main points of this conceptual framework are illustrated with two cases from the city of Krakow.
Abstract:What, if any, are the relationships between architecture and games and fun? Are games and fun identical values? Are these phenomena, when they come together, different depending on the specific cultural centres and the passage of time? I n this essay the author tries to answer this question.
Abstract:Common characteristics to any type of game: entertainment, risk, rules, action, confrontation, strategy, creativity, passion... The exercise of architecture is also a game. However, a form of extreme game for the professional architect is participation in contests. I n these contests, projects should resemble a screenplay, an initial energy capable of generating a process.
Abstract:It’s a beautiful game that enables us to create paradoxes, to reconstruct deformed images and to deform properly constructed ones. I t’s beautiful play in which imagination is the way of seeing reality and a form follows a vision, jumping by order of a randomly thrown dice.
Abstract:Play is a human activity which requires the creation of a convention, obeying the rules, and which leads to a result that can be evaluated in the light of established criteria. The rules of games interact with the characteristics of the historical periods in which they arose. The Information Age provides tools that facilitate the formalization of perception and representation. The article analyses the impact of this fact on architectural strategies. It describes the background and nature of information games.
Abstract:The concept of play in various architectural forms. After a brief introduction discovering the existing relationship, even ironic, between ideas and realization, the paper studies some designs created by Bibiena (around 1709), where games and festivities were the real content of the designed buildings, and something like a gamemachine was the “incredible” way they worked in order to realize their unbelievable achievements.
Abstract:How to play the city game in the greatest city in the world? Build, do not ask for anything. And how to locate skyscrapers? Far enough away from each other, to ensure that the worse does not fall on the good one. And what to do when the territory ends? O ccupy another, and call it all Mexico City. And how do you plan the development of this city? Do not plan, development will be faster. And is this city inhabitable at all?
Abstract:Some typologies of contemporary residential housing are characterised by unclear or inconsistently applied classification rules, whereas typology, like a game, requires compliance with some rules. The fact of non-compliance with the rules may turn the typology into a meaningless game and deprive it of its seriousness.