The representation of landscapes has accompanied the evolution of human civilisation, transitioning from traditional techniques to complex digital systems. In recent decades, video games have emerged as powerful tools within this trajectory, offering new ways to explore, simulate, and engage with virtual environments. Unlike static cartographic representations, game-based landscapes integrate spatial and temporal dynamics, enabling immersive experiences that unfold across multiple scenarios and time scales. This shift expands the role of representation: from visual description to a predictive, design-oriented process. Game environments thus provide new cognitive and operational tools for landscape architects. By modelling change, simulating environmental processes, and incorporating real-time feedback, they allow for critical exploration of evolving landscapes and support the formulation of adaptive strategies in speculative contexts. Within the Urban/Nomadic dichotomy, this paper investigates how video games reframe representation as a non-fixed, process-based experience. These digital landscapes reflect the nomadic nature of contemporary spatial engagement—fluid, iterative, decentralised—and propose new paradigms for the narration and design of landscapes.
La rappresentazione del paesaggio ha accompagnato l’evoluzione della civiltà umana, passando da tecniche tradizionali a sistemi digitali complessi. Negli ultimi decenni, i videogiochi si sono affermati come strumenti potenti in questo percorso, offrendo nuove modalità per esplorare, simulare e interagire con ambienti virtuali. A differenza delle rappresentazioni cartografiche statiche, i paesaggi nei videogiochi integrano dinamiche spaziali e temporali, consentendo esperienze immersive che si sviluppano lungo molteplici scenari e scale temporali. Questo cambiamento amplia il ruolo della rappresentazione: da descrizione visiva a processo progettuale e previsionale. Gli ambienti videoludici offrono così nuovi strumenti cognitivi e operativi per architetti del paesaggio. Modellando il cambiamento, simulando processi ambientali e incorporando feedback in tempo reale, essi permettono un’esplorazione critica dei paesaggi in trasformazione e supportano la formulazione di strategie adattive in contesti speculativi. All’interno della dicotomia Urbano/Nomade, questo contributo indaga come i videogiochi riformulino l’atto della rappresentazione in chiave non fissa e processuale. Questi paesaggi digitali riflettono la natura nomade dell’interazione spaziale contemporanea — fluida, iterativa, decentrata — e propongono nuovi paradigmi per la narrazione e la progettazione del paesaggio.
Plug-and-Play. Video games as a tool for landscape representation
Lorenzo tinti
Primo
;Beatrice MagagnoliSecondo
;Gianni loboscoUltimo
2025
Abstract
The representation of landscapes has accompanied the evolution of human civilisation, transitioning from traditional techniques to complex digital systems. In recent decades, video games have emerged as powerful tools within this trajectory, offering new ways to explore, simulate, and engage with virtual environments. Unlike static cartographic representations, game-based landscapes integrate spatial and temporal dynamics, enabling immersive experiences that unfold across multiple scenarios and time scales. This shift expands the role of representation: from visual description to a predictive, design-oriented process. Game environments thus provide new cognitive and operational tools for landscape architects. By modelling change, simulating environmental processes, and incorporating real-time feedback, they allow for critical exploration of evolving landscapes and support the formulation of adaptive strategies in speculative contexts. Within the Urban/Nomadic dichotomy, this paper investigates how video games reframe representation as a non-fixed, process-based experience. These digital landscapes reflect the nomadic nature of contemporary spatial engagement—fluid, iterative, decentralised—and propose new paradigms for the narration and design of landscapes.| File | Dimensione | Formato | |
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Tinti, Magagnoli, Falcone, Lobosco_Plug-and-Play.pdf
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