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Цифровой Колизей

конкурс международный открытый
  dead-line регистрации: 18.12.2019
  dead-line подачи проектов: 28.12.2019
  тема: Архитектура
  страна: Международная
  открыт для: профессионалов и студентов
  регистрационный взнос: да
  сумма: от $20 до $80
  награда: от $100
  организатор: competitions.UNI
  ссылки: Официальный сайт конкурса
  The Digital Colosseum Competition
  Сегодня, когда киберспорт стремительно набирает обороты, а количество киберспортсменов близится к отметке в 200 миллионов, настало время задуматься о том, есть ли место в этом цифровом соревновательном мире для архитектуры. Понадобятся ли киберспортсменам стадионы, и если да – как они будут выглядеть. На эти вопросы предстоит ответить участникам конкурса.
 
пресс-релиз:
“eSports have joined the big leagues”, a research from Goldman Sachs wrote in a recent report about the new subsection of the video game industry. They estimate that the monthly size of competitive eSports gamers, 167 million as of year-end 2018, will hit 276 million by 2022, basing their forecast on a New Zoo survey. Out of 7700 million world population estimated 2400 million people are playing some form of games in digital media as per a report by Statista.

A survey by New Zoo (an organization dealing with games & eSports Analytics) reflects that platforms like YouTube and twitch are defined web spaces for enthusiasts who wish to game. Are our physical spaces ready for this rampant craze that is developing a significant interest in the entire globe?

20 years later after the ‘Dot-com boom’, screens are within reach to virtually almost every person in one form or other. The shift in media consumption has affected many allied industries, including advent of this gaming industry which was restricted to local networks.

Challenge

This second order in digital entertainment will gain more and more prominence in the coming future, as the median age of this population is under 31 years, which is very young. As this median age gets older their major spending habits (time and money) will be a key factor driving the growth in this sector.

However, what keeps this isolated from our real world is the limited nature of the screens that serve them. What happens when the game exits the screen and enters physical space? What happens when rendering technologies reach realism where it’s almost impossible to differentiate between the two? What happens when live sports and eSports reach almost an equal stature? How will architecture house the future of gaming in the near future?


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