GAMING COMMUNITY ARENA
Author(s) -
Elizabeth Belinda,
Agustinus Sutanto
Publication year - 2020
Publication title -
jurnal sains teknologi urban perancangan arsitektur (stupa)
Language(s) - English
Resource type - Journals
eISSN - 2685-6263
pISSN - 2685-5631
DOI - 10.24912/stupa.v1i2.4535
Subject(s) - entertainment , competition (biology) , video game , cyberspace , game developer , socialization , game mechanics , government (linguistics) , video game development , video game design , the internet , game design , public relations , business , advertising , multimedia , internet privacy , computer science , political science , sociology , world wide web , ecology , social science , linguistics , philosophy , law , biology
Millennials live in tandem with rapid technological development. Unlike the previous generation, this generation spends more time in cyberspace than the real world. Cyber entertainment often becomes the solution to relieve fatigue from daily activities. So is the millennial generation in Indonesia, where 56 percent of them tend to spend time playing video games. The existence of the internet has changed the way one play becomes unlimited. Currently video games are not only a means of entertainment, but can be a means of competition between players. There have been many millennials who have pursued the electronic game industry as a promising profession. However, there is still rarely a community forum for game lovers. The available containers are only limited to the place of sale / retail games without any means of playing video games and supporting facilities, such as in the Glodok electronic center. Or just offer a means to play video games without the means of sales and support, such as Timezone. In Indonesia, video games are still seen as mere hobbies for leisure time. Lack of government support and a negative public view of the game also impedes the realization of this kind of project. With the above considerations, hopefully the gaming community arena will not only be a means of entertainment, socialization and competition, but also as a means of learning and employment in the field of gaming. The main objective of the project this time is to accommodate the community as well as a place for competition for video game lovers. This game facility is a commercial value project, located in the West Jakarta area, precisely in the Grogol Petamburan area. The concept used in the building is inspired by the motherboard which is the driving core in all electronic video game devices.
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