Abstract:While film and games have increasingly gained attention in architectural discourse, their pedagogical and practical integration into spatial design remains insufficiently addressed. This paper proposes a cross-media teaching framework that leverages cinematic narrativity and game interactivity to enhance spatial design thinking. By comparing the media attributes, spatial logic, and core features of film, games, and architecture, the study examines how game-based interactivity can inform spatial transformation. Drawing on narrative structures from film and interactive mechanisms from games, a digitally supported pedagogical approach is constructed to foster students’ spatial awareness and cross-media translation abilities. Teaching practice reveals two operative design pathways—narrative-driven and rule-adaptive—and three spatial construction strategies: element-randomized, structure-abstracted, and concept-mediated. The outcomes demonstrate that integrating film and game media expands students’ capacity to express narrative and interactivity within spatial compositions. Ultimately, the study argues that bridging virtual interaction and real-world construction, supported by digital tools, provides a critical path forward for architectural theory and pedagogy in the digital age.
汪原,尹若冰,彭越. 基于电影与游戏媒介的建筑空间设计教学实践探索[J]. 新建筑, 2025, 43(4): 60-65.
WANG Yuan, YIN Ruobing, PENG Yue. A Pedagogical Exploration of Architectural Space Design Based on Film and Game Media. New Architecture, 2025, 43(4): 60-65.