Abstract:
This thesis is an exploration of ludic architecture which exists as a byproduct of utilitarian
architecture. The target is to reinvent the idea of work spaces based on the idea of ludic
architecture which includes the winnow of contemporary play and games using architectural
paradigms as a polarizer to differentiate. However, this thesis is not concerned with the
programming and more technical or technologically-inclined topics. Rather, it suggests that
the human outcome of productivity can be enhanced by the element of play adopted as
human practices in tangible space. By seeking the fundamental idea to conceptually frame
this element of fun as architectural practices and places to form a specific product, and the
interconnection between the both.
The building typology is an incubation hub for game developers, incorporating live and work
opportunities for young game developers i.e. software engineers, graphic designers,
animators as well as architects working to create a utopian virtual environment/architecture
for/and games. Under the umbrella of "Ubisoft", the world's 3" largest game developer, the
occupants of this incubation hub are highly intelligent, young people, striving hard to
develop new products. The efficiency of user will be improved by a new typology of work
spaces based on the idea of ludic nature in architecture i.e. third space for the users, where
all the ingredients for a positive and idea generating are present, in a way that they exist in a
state of threshold between work and play space. The process is more important than the
final outcome or product. The incorporation of these spaces or this architectural
intervention will be done in a state of "laminality" where it becomes an integrated part of
the spatial planning not as an individual forced entity.