[en] From its origlns, humanity has conquered and transformed the world it inhabits. The architecture of the real world, the result of a temporary and physical place, has advanced to the extent that man has evolved. The arrival of the virtual era has allowed him to create, through digital tools, totally credible images that simulate worlds with the appearance of reality and that respond to the action of man as if they had an existence beyond their physical permanence. The architecture represented is, therefore, a temporary and virtual place. The game, as an integral element of the human sphere, developed through these tools own worlds similar to the known world, copied parts of it or simply reproduced some of its fragments but, in any case, interpreted all ofthem. This research aims to point out relationships that exist between the real world built by man and the worlds of video games, fictional worlds. In them, the player penetrates "as if' they were real, thanks to an increasingly immersive experience. The physical world uses the virtual and exists outside of it. In turn, the game world is a full entity in its definition. And both share a creation tool that is digital. And man inhabits both the real world and the virtual world in which he plays in a parallel reality, where new techniques allow him to shape new spaces to explore. It is these spaces that are defined byarchitecture. Many of the game worlds are represented in hyperrea/istic environments. And it is these worlds, when they behave as if they were real, that have led to the beginning of the investigation. Throughout this process we have tried to find the relationships that exist in the spatial construction of both worlds: the architecture of the real world and that of the game world, through the spatial conception considered as an evolutionary element in the history of man.

[gl] Desde as súas orixes, a humanidade conquistou e transformou o mundo onde habita. A arquitectura do mundo real, resultado dun lugar temporal e físico, avanzou na medida en que o home evolucionou. A chegada da era virtual permitiulle crear, a través de ferramentas dixitais, imaxes totalmente creíbles que simulan mundos coa aparición da realidade e que respondan á acción do home coma se tivesen unha existencia máis aló da súa permanencia física. A arquitectura representada é, polo tanto, un lugar temporal e virtual. O xogo, como elemento integral da esfera humana, desenvolveu a través destas ferramentas mundos propios similares ao mundo coñecido, copiou partes dela ou simplemente reproduciu algúns fragmentos pero, en todo caso, interpretounos todos. Esta investigación ten como obxectivo sinalar as relacións que existen entre o mundo real construído polo home e os mundos dos videojuegos, os mundos de ficción. Neles o xogador penetra "coma se" fosen reais grazas a unha experiencia cada vez máis inmersiva. O mundo físico usa o virtual e existe fóra dela. Pola súa banda, o mundo do xogo é unha entidade completa na súa definición. E ambos comparten un ha ferramenta de creación que é dixital. E o home habita tanto o mundo real como o mundo virtual no que xoga nunha realidade paralela, onde as novas técnicas permítenlle moldear novos espazos para explorar. Estes espazos créanse pola arquitectura. Moitos dos mundos do xogo están representados en ambientes hiperrealistas. E é que estes mundos, cando se comportan coma se fosen reais, levaron ao inicio da investigación. Ao longo deste proceso intentamos atopar as relacións que existen na construción espacial de ambos os dous mundos: a arquitectura do mundo real e do mundo do xogo, a través da concepción espacial considerada como elemento evolutivo na historia do home .