Puzzle-making: what architects do when no one is looking
Principles of computer-aided design: computability of design
Facilitating collaboration through design games
PDC 04 Proceedings of the eighth conference on Participatory design: Artful integration: interweaving media, materials and practices - Volume 1
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Observing the learning curve of videogames in architectural design
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Spime builder: a tangible interface for designing hyperlinked objects
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Towards a structural model for intention to play a digital educational game
Transactions on edutainment IV
Evaluating user experience of adaptive digital educational games with Activity Theory
International Journal of Human-Computer Studies
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Game-engines are beginning to be utilised to represent spatial designs for the built environment. They are capable of realtime simulation of 3d spaces, including dynamic environmental conditions such as lighting, fire, rain, fog, smoke, and bodies of water, as well as physical interactions such as gravity and collision. These capabilities allow participants to experience the spatial design in ways that are not predetermined by the designer. For architects, video game culture and artifacts are highly accessible and provide new opportunities for interactive engagement with yet to be constructed spaces, and new media to extend the physical spaces of built architecture into meaningful virtual domains.