Final Year Projects (FYPs) - Undergraduates
Permanent URI for this collectionhttp://10.100.100.70:4000/handle/123456789/11
This collection archives the complete set of theses produced by students of the COMSATS University Islamabad, Lahore Campus.
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Item LEARN. PLAY. WORK Architecture for the Digital Age E-SPORTS ARENA & INNOVATION HUB(Library Information Services, COMSATS University Islamabad, Lahore Campus, 2026-06-30) Abrar Ahmed; FA19-BAR-037; LHR TP 10150; Maira JahanzebThis thesis investigates the architectural potential of gaming as a vehicle for learning, social interaction and digital innovation. We envision an E-Sports & Innovation Hub in Lahore that will elevate gaming from mere entertainment to a structured, inclusive and productive ecosystem. The project aims to bridge the gap between the booming digital culture in Pakistan and the lack of physical infrastructure dedicated to education, immersive play and creative work. The design responds to the needs of a new generation, providing spaces for skills development, collaboration and well-being and creating a forward-looking architectural model for the evolving gaming and creative industries. With a growing pool of competitive gamers, streamers, content creators and aspiring digital entrepreneurs in Pakistan, there is a deficit of purpose-built infrastructure to support professional level e-sports events, organized level gaming education or gaming technology incubation at a significant scale. The major question that this thesis is trying to answer is the architectural and institutional disconnect between the lived world of the digital youth of Pakistan and physical space. Its typology suggests a hybrid model organized by three closely related spatial domains: Learn, Play and Work. The design explicitly links these functions but also deliberately blurs the lines so that the working zones inspire the innovative processes that are part of education and education inspires the competitive practice. The triadic approach uses six points as design principles: 1. Hybridization 2. Immersion 3. Connectivity 4. Progression 5. Flexibility 6. Visibility Critical literature studies are the main theoretical foundations of the thesis. These are theoretically available in digital architecture, immersive spatial experience, theory in design of learning environment and technology incubation. Three case studies from three different countries – Fusion Arena in Philadelphia, Esports Stadium Arlington in Texas and Yas Arena in Abu Dhabi – explore the concepts of digital identity, spatial flexibility and spectator immersion. The detailed site analysis contextualizes the project within the urban fabric and highlights the strategic importance of the EXPO centre precinct as a developing technology and entertainment precinct of Lahore. The architectural program includes a professional level esports arena with room for 1,800- 2,400 spectators, gaming labs, VR simulation rooms, streaming studios, classrooms for game development and animation, workspace, co-working spaces, a technology incubator with startup pods and an open lobby, café and interactive plaza. The design aims to develop an urban node for gaming and technology, transforming it from a leisure activity to a center of productivity, learning and economic development as well as to promote Lahore as a player in the digital world through the creation of a more sustainable and inclusive policy. It adds one more typology to the contemporary built environment of Pakistan i.e. Digital Innovation Hub.
