ESport Building Design Role in Introducing Its Activities
ESport Building Design Role in Introducing Its Activities
ITS ACTIVITIES
Yosivan Erlanda, Esty Poedjioetami, dan Wiwik Widyo Widjajanti.
Architecture Department, Faculty of Civil Engineering and Planning, Adhi Tama Institute of
Technology Surabaya
e-mail: [email protected]
ABSTRACT
esport has the meaning of electronic sports, which the aspect of the sport is all facilitated by the electronic system.
The definition of esport is a sport that does not compete physically, but is more concerned with strategy and
competed online via computer, so players from each team can compete without face to face. In its development,
esport enthusiasts from year to year increase, but unfortunately this is not balanced with the existence of facilities
that can support the development of esport. Some facilities are often used is a place with different functions. There
is still no building with a special function that is used for esport activities. The purpose of this research is to create
a building facility that can accommodate the esport activities. Use method / application micro-concept of form is
transformative, dynamic macro concept, and modern architectural theme, Result of building design that can
present the function esport visually. So that building can be characteristic for esport building.
Keywords: esport, esport development, esport building.
INTRODUCTION
Rai (2009) in the journal “Future Perspective on Next Generation e-Sport Infrastructure and
Exploring Their Benefits” said that esport means sport that are played competitively through computer
and video games played as competitive sports over the Internet and a local area network (LAN), and
are provided to users through a TV relay broadcasting system and the internet. Hallmann (2017), in his
journal “esport Competitive sport or recreational activity” said that in 2022 esport will be competed at
the Asian Games in China. So that more and more peoples are interested in becoming professional
gamers or esport athletes. In othe side, esport become a bussiness chance for some sponsors as business
land by providing support to several competing teams.
The growing develpment of esport whic is increasingly high, also affects the esport in terms
of business, especially relating to the venue or place that is used for activities related to esport by
utilizing existing buildings from ticket sales, souvenirs, and others. Jenny (2018) in her journal
“esport venues: A new sport business opportunity” explained that eSports stadium attendance has
seen substantial growth over the last few years. For example, 173,000 people attended a two-weekend
tournament in Poland in 2016, up from 113,000 in 2015. In 2015, seven venues had crowds over
13,000 for a single eSports event, with five having over 20,000.
Jenny (2018) in the same journal explained that esport organizers use some place such as arena
for baseball games owned by Durham Bulls and others. Based on these data, it can be concluded that
esport development is getting bigger, but there is still no one of the venues that can be accomodate this
esport activity specifically, especially to introduce the activities inside the building, that some of
stadiums design for other sports, so the appearance or impression shown does not show esport identity.
Through this research will be studied how to show esport buildings that are able to show activities
inside the building.
METHODS
The research method used is descriptive method and analysis method, by taking the data sources
from literature, and direct surveys. Descriptive method is used to explain information that has been
obtained, which is analyzed according to the need for the designs that have been obtained.
From the data sources are obtained then analyzed with “programming” method, which was
initiated by Donna P Duerk (1993). The data sources are used as “facts”, which explain the conditions
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on the studied object that has been carried out. Then give attention, question, topics, or circumstances
that require for design answer (Issues). After that, do the analysis and give the final statement to
determine the determine the direction of the design (Goals). Provide the stage or ways of taking action
to achieve these goals (performance Requirements), which are realized in the form of a sketch (Partial
Idea) which the designer can determine the design concept used.
From the method that has been sed, it can be obtained concepts that can be used as a reference
for designing. The chosen theme for design is Modern Architecture, because it can display building
aesthetics also pay attention to the functions and contents of the space in it. The chosen macro concept
is visually dynamic, because with a dynamic impression design it can visually present the function of
the esport, which seems not monotonous. The chosen concept of formis transformative, because of the
form composition with transformative method is expected to display a new form that can also present
the function of esport, and the micro concept of room is representative with the aim of presenting room
with esport functions.
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Figure 3. Form Transformation Process.
To present building functions that are more directed to the function of esport buildings by using
additional line on the facade of the building. These simple liness made of vertical, horizontal and
diagonal lines are taken from the lines shape in the electronic device circuit. This is considered
appropriate for presenting the function of esport that has a direct relationship with electronic devices,
which have circuit line identities that are easily recognizeable by people. Laying of these building lines
is adjusted to the direction of the length or width of the building to suit the placement of the facade
lines. Placement of line that describe electronic device circuits in buildings, can be seen in figure 5.
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Figure 6. Bird Eye Perspective
Processed room by providing a representative concept to present the function of space in it.
Processed representative room embodied in spatial arrangement arranged in such a way that resembles
a building with similar functions. Indoor arena buildings, which have functions similar to stadium or
other arena buildings, with arena positions placed in the middle, and surrounded by stands and other
supporting rooms around it. Space layout design for indoor arena buildings can be seen in figure 7. In
the picture it can be seen that the arena position is in the middle of building, which is surrounded by
press conference rooms, security rooms, committee rooms, backstage participants, medical rooms, and
some service room as a supporting room.
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In addition, a representative concept is applied to the impression of room (interior) with the
application of using colors that are also used on the exterior of the building. The colors were taken fro
one of the colors of the esport logo, red and blue, which presented two teams that used to compete in
esport, the red team and the blue team. The application of other colors such as white as the color of the
wall, as a neutral color.
CONCLUSION
The growing development of esport lately has not been matched by the provision of special facilities that
can facilitate esport activities. Because of this, a venue is needed specifically for esport activities. The design
method used is a “programming” method to achieve the design concept is suitable for the design project.
Design emphasis is made on the provision of building designs that can introduce esport activities.
Emphasis on the appearance of buildings that can present the function of esport. Building design which also gives
the impression and function of room which also present esport. In addition, the interior impression is also shown
to support the atmosphere or impression that corresponds to the esport tittle.
REFERENCES
[1] Rai, Laxmisha, and Gao Yan. 2009. Future Perspective on Next Generation e-Sports Infrastructure and
Exploring Their Benefits. International Journal of Sports Science and Engineering Vol 03, No 01, pp.027-
033. (https://pdfs.semanticscholar.org/0210/b3fe6f7173c86936b5dd9261bc0be0c45652 .pdf). 29/7/2018.
[2] Jenny, Seth E, Margaret C Keiper, Blake J Taylor, and other. 2018. eSport Venues A New Sport Bussiness
Opportunity. Journal of Applied Sport Management Vol 10, No 1.
(https://www.researchgate.net/publication/322325381_eSports_Venues_A_New_Sport_Business_
Opportunity)
[3] Hallmann, Kirstin, and Thomas Giel. 2017. eSports – Competitive sports or recreational
activity?.(https://www.sciencedirect.com/science/article/pii/S1441352317300700/pdfft?md5=78c8e56f0a
1b974935f21d1d3aeb38d7&pid=1-s2.0-S1441352317300700-main.pdf). 24/7/2018.
[4] Duerk, Donna P. 1993. Architectural Programming : Information Management for Design. Wiley.
[5] https://static.hltv.org/images/eventLogos/2681.png
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