The Reality Theatre

Shopping in the Ludic Century

The Reality Theatre

Shopping in the Ludic Century
The future architecture for public space will is no longer be physical, but virtual, one where virtual reality and augmented reality will replace the physical store, mall and the “third place” as we know it.
File under
  • # Technology
  • # Social
  • # Infrastructure

Shopping plays an immense role in our lives. Except for work and housing, no other activity compares in sheer quantity and scale. From the Greek agora to today’s online stores, shopping has taken on innumerable forms and new technologies have been invented in order to stay relevant for the public’s desires. But with the rise of online shopping and cyberspace, shops and malls are facing rapid obsolescence. It’s no longer enough to provide and sell goods and services, the internet can do both and often in a more efficient and cost-saving manner. As stores and malls are replaced by Amazon and webshops, and the growth of these networks continue to rise, we also see the fall of the third place. At the same time, the forces shaping our cities are no longer physical—their networks intangible, a ubiquitous virtuality. As virtual elements increasingly construct our reality and experiences, shopping, one of the most ubiquitous architectural forms for public space— will become a virtual system.

Idea by

Allison Crank
Allison Crank is a designer originally from New York City, currently based in Denmark. She received a Bachelors degree in architecture from Wellesley College and recently obtained her Masters degree in Contextual Design from the Design Academy Eindhoven in 2015. Crank is interested in exploring how design participates in the establishment and recognition of embodied knowledge and creates forms for live, visceral and direct experiences in a media saturated world.

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