Author: Che Muhammad Hasib Che Harun
Supervisor: Ismail Mohd Shariff
University of Technology Mara, Malaysia
Gamers are often related to be anti-social, lazy or ignorant. Be it computer games or online games, these people spend half of their lives in front of the computer or gaming console. What people do not know is they are not anti-social, they DO interact with people; other gamer that is via virtual world without having to leave the house. This slowly increases the number of gamer to be physically and mentally unhealthy.
The purpose of this project was to design a piece of architecture which adheres to expert knowledge found through literature reviews, on how architecture can be designed to help providing a platform for gamers to come out and play under one roof with other gamer where they can have physical interaction and be physically healthy through ‘break space’. Research in this field of architecture is critical to help find solutions to the anti-social and unhealthy lifestyle of the gamers which is largely from the youth. Our built environment has a role to play as well and need to be designed to help fight the unhealthy lifestyle rather than encourage them.
The key item in this project is to enhance the ‘break space’ inside a building where it will be a hub for the gamers.
The programs injected in this building is based on the four type of gamers which is the maker, the achiever, the Socializer and the explorer. The so called Bartle Quotient is the result of research which was first discussed in a paper by Richard Bartle called Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs1, and is quite simply an attempt to partition MUD players into four distinct gaming archetypes: Killer, Explorer, Achiever, and Socializer. Every player contains at least part of each, but most lean heavily toward one or two of these four.
While the spaces for the building is based on the analogy of game space. The idea of making a game space into a playable world is done by applying the same setting into the program and space for the building.
The dynamic building form is inspired by the sci-fi architecture from the game. Where the white colour element gives grand image of the building. A visually exciting architecture is created which invites exploration to see it from all angles, and which is complex and subtlety changing throughout, to make it an interesting space to walk around time after time.
The massing of the building is inspired by the OMA Taipei Performance centre where the auditorium can provide various typology. The massing also is influence by the sci-fi space ship from the sci-fi games. The space ship acts as the home for the space traveler where everything is in it.
A small number of large structural elements are used rather than a regular grid of small ones, to give the building a simple, clean look. This is important in this building which already has a lively façade, to prevent the façade from becoming cluttered in appearance.
A long span roof structure is used to ensure no internal column to block permeability inside the building. A triangular rigid frame roof structure is chosen to utilize irregular shape of plan and also to give the sci-fi image.
For the arena, the structure, is a box frame structure that will be supported by the shear wall core at the corner. This will give column-less interior for the arena.