ALAM ESPORTS CENTER “BRIDGING VIRTUAL COMFORTNESS WITH THE REAL ONE”

Playing games is a form of entertainment that evolves through the progression of innovation and technology in an ever-evolving society. In this era of technological progression, a lot of entertainment form could be a professional fields. Meanwhile, Esports has been gaining a lot of attention, with a...

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Bibliographic Details
Main Author: Reynaldy, Ridwan
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/67354
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Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:Playing games is a form of entertainment that evolves through the progression of innovation and technology in an ever-evolving society. In this era of technological progression, a lot of entertainment form could be a professional fields. Meanwhile, Esports has been gaining a lot of attention, with a total of 435.9 Million viewers around the world in 2020. Not only that, with the addition of Esports at SEA Games 2018, the number of Gamers in Indonesia gaining in total of 34 Million. From gaming media, there’s also a lot of new profession, such as Content Creator, Live Streamer, Game Developer, and Game Designer, and a lot more. Despite this potential, the facilities to accommodate eSports and the game industry are still minimal. Not only that, negative impacts such as addiction, damage to mental and physical health due to staring at the screen for too long are also unavoidable. With the construction of training facilities, development, and market growth in Indonesia, it is hoped that this game industry phenomenon can become a potential in helping Indonesia's economic development. This project is located in Tangerang City and managed by P.T. Alam Sutera, that aims to be a developing community for the expression of creativity in the game field, which continues to change along with technological developments and innovations in society. The design provides training facilities, development, and education for the community to be able to compete with other countries that are already competing and leading the world of the game industry. The design is also a forum for openness and community related to the game industry so that Indonesia can take advantage of this phenomenon as a potential economic support, that can continue to follow technological developments and innovations. The target of this project is the younger generation in the Jakarta area and its surroundings who have hobbies and interests around games, either as opportunities in the future or as entertainment. Through an analysis process regarding users, sites, and similar typologies, this design is expected to provide complete facilities for the training process of esports athletes in Indonesia. In addition, by analysing the type of space, it is also hoped that the creativity of the users of this facility can draw out maximum potential. Finally, with the concept of placemaking, community development is also expected to be formed in this facility.