Exploring the pedagogical value of game design for landscape architects

dc.contributor.authorBartelse, Gabrielle
dc.contributor.authorSteyn, Raita
dc.date.accessioned2025-11-07T11:29:29Z
dc.date.available2025-11-07T11:29:29Z
dc.date.issued2025
dc.description.abstractThis study forms part of the ongoing project entitled THEATRUM conducted by Gabrielle Bartelse, which explores the pedagogical value of game design in landscape architecture, emphasising the role of virtual landscapes as educational tools. By applying game design principles such as narrative, immersion and flow, the paper investigates how Open-World Video Games (OWVG) can support landscape architects in developing design and research skills. Furthermore, in the framework of the THEATRUM project’s aims, Mór Grommers (2022) proposes in his Bachelor Thesis six core functions of landscapes namely creating atmosphere, storytelling, providing consistency, integrating with objectives and puzzles, offering topographic guidance, and implementing gating mechanisms. Grommers’s original research establishes a strong foundation for further interdisciplinary studies. Employing a mixed-methods approach, combining literature review, theoretical synthesis, and empirical data from a survey of 204 gamers, the study examines how the above mentioned functions align with the motivations of different player types, such as Killers, Achievers, Socialisers, and Explorers, as defined by Bartle’s taxonomy. Findings reveal that detailed landscapes, freedom of exploration, and narrative elements are critical for promoting immersion. These insights offer valuable guidance for integrating game design principles into landscape architecture education, mainly through innovative technologies such as VR and AR. The study also highlights the importance of collaboration between game designers and landscape architects to create virtual environments that are experimental, functional, and visually compelling. Such environments can serve as platforms for creative exploration, participatory design, and experiential learning, giving landscape architecture students giving landscape architecture students a deeper understanding of the dynamic interactions between humans and landscapes.
dc.description.departmentHumanities Education
dc.description.librarianam2025
dc.description.sdgSDG-04: Quality Education
dc.description.urihttps://gispoint.de/jodla.html
dc.identifier.citationBartelse, G. & Steyn, R. 2025, 'Exploring the pedagogical value of game design for landscape architects', Journal of Digital Landscape Architecture, vol. 10, pp. 703-712. DOI: 10.14627/537754067.
dc.identifier.issn2367-4253 (print)
dc.identifier.issn2511-624X (online)
dc.identifier.other10.14627/537754067
dc.identifier.urihttp://hdl.handle.net/2263/105179
dc.language.isoen
dc.publisherWichmann Verlag
dc.rights© Wichmann Verlag. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution license.
dc.subjectGame design
dc.subjectVirtual reality
dc.subjectAugmented reality
dc.subjectMixed reality
dc.subjectGame design
dc.subjectLandscape architecture
dc.subjectEducational tools
dc.subjectOpen-world video games (OWVG)
dc.titleExploring the pedagogical value of game design for landscape architects
dc.typeArticle

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