The need for entertainment in everyday life was expressed through the creation of video games and gradually those games were identified with athletics and also with motor-driven sports. The subject of this project is the study of the designing parameters that connect architecture with formula-1 video games, it examines the creators viewpoint on realistic or non-realistic results.
Firstly, a categorization of video games is conducted based on their breakpoints in their development and modification such as the transition of 2-dimensional to 3-dimensional environments and virtual reality. Their resonance in combination with the auxiliary technology, have led to the total incorporation into the architectural field and the reenactment methods of the laps, in combination with the 3dimensional graphics and the optoacoustic recreation in order to achieve a more realistic approach.
Secondly, a more thorough exploration of those areas is carried out from the sensory field. The immersion term is investigated,the ways in which it is achieved, as well as the relation between immersion and territorial structure. It is observed that the user immersion in the structured environment is closely related to interactivity, while the new available computational tools offer groundbreaking possibilities that could elevate the spatial experience.
In the last and final section of the project, the manners of portrayal and expression are explored that are critical for the variety of these types of games, as well as architectural characteristics worth critiquing. Also, the creative aspects were not excluded and boosted the resonance of some games engraving the young generations’ minds with characteristic images up until today.
In conclusion, the solid collaboration of art and science that are included in the architecture and design of laps- games is the key to success behind motor- driven sports in the digital world, while it is the crucial understanding point of space and speed.