CUB-I-CON
A game to be learned, not played
Nowadays, teenagers and children are being dedicated to one specific thing in their lives which is video games. A technology that originated back to the 1990s when it turned into an entire industry and started to branch out in terms of ways of finding a new breed of games that would feed any player its enthusiasm and take control for a limited time. As the industry grew bigger, the technology became more advanced and made it more easier for gamers to enter a different reality other than the one they currently live in. A new type of economy had emerged knowing that the demand had increased when the popularity of these games had diverged at an enormous scale and expanded the ideas to adapt to this change by creating new machines and creating a bigger market. Gaming consoles are today's problem as they have claimed a major responsibility to creating a type of addiction for all who are exposed to this much gaming. Studies have also showed that the use of excessive gaming in a limited environment could lead to serious health issues such as depression. The goal of this project is to cure this addiction by designing an environmentally friendly research and development facility which would serve a greater purpose as of learning before playing.
Concept
Site Analysis
Construction Drawings
Site Plan