PENERAPAN ARSITEKTUR DIGITAL KONTEMPORER TERHADAP FASILITAS PELATIHAN TIM NASIONAL ESPORT & HUB CIKINI

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Angellita Larrya Putri Kadewa
Timmy Setiawan

Abstract

Most esports athletes retire at the age of 22-24 years, and the average professional player will last for 2-3 years. Esports in Indonesia is often seen as just a hobby and lacks financial support and adequate infrastructure. The negative stigma about professional gamers and game fans also makes it difficult for esports to be accepted by the wider community. Some people still think that games are just a hobby that cannot be equated with physical sports that require athletic skills and physical activity. While professional athletes also need a lot of concentration, dedication, practice, preparation, mentality and stamina. Therefore, it is necessary to have a supportive space, through the design shown to the athletes of the Indonesian national esports team. This research will focus on integrating the training facilities of the Indonesian national esport team with public areas to encourage tolerance and openness. Contemporary digital concepts will be implemented, through renewed innovations towards digital sports. In an effort to improve the health performance and productivity of athletes, the latest technology is used to develop solutions and programs that can help athletes achieve their best performance. As well as the development of tech hub facilities that are developed for the public, can provide opportunities for technology developers and the esports industry to innovate and develop new solutions to improve the quality of digital sports, so that athletes are accustomed to facing several new challenges, gaining recognition and popularity.


Keywords: architecture, digital, esport, empathy, contemporary


Abstrak


Kebanyakan atlet esport pensiun di usia 22-24 tahun, dan rata-rata pemain profesional akan bertahan selama 2-3 tahun. Esports di Indonesia sering dianggap hanya sebagai hobi dan kurang mendapat dukungan finansial serta infrastruktur yang memadai. Stigma negatif tentang gamer Profesional  dan penggemar game juga membuat esports sulit diterima oleh masyarakat secara luas. Beberapa orang masih beranggapan bahwa game hanyalah hobi yang  tidak dapat disamakan dengan olahraga fisik yang memerlukan keterampilan atletik dan aktivitas fisik. Sementara atlet profesional juga butuh banyak konsentrasi, dedikasi, praktik, persiapan, mental dan stamina. Oleh karena itu, perlu adanya keruangan yang mendukung, melalui perancangan yang ditunjukan kepada atlet tim nasional esport Indonesia. Penelitian ini akan berfokus pada mengintegrasikan fasilitas latihan tim nasional esport Indonesia dengan area publik untuk dapat mendorong toleransi, dan keterbukaan. Konsep digital kontemporer akan diterapkan, melalui perbaruan inovasi terhadap olahraga digital. Dalam upaya untuk meningkatkan kinerja kesehatan dan produktivitas para atlet, teknologi terbaru digunakan untuk mengembangkan solusi dan program yang dapat membantu para atlet mencapai performa terbaik mereka. Serta pengembangan fasilitas tech hub yang dikembangkan untuk publik, dapat memberikan kesempatan bagi pengembang teknologi dan industri esports untuk berinovasi dan mengembangkan solusi baru untuk meningkatkan kualitas olahraga digital, sehingga para atlet terbiasa menghadapi beberapa tantangan baru, mendapatkan pengakuan, dan popularitas.

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