Bernard Tschumi’s Architecture and Disjunction is a collection of his essays on post-structuralism. Overall, they engage with the idea of applying Derrida’s theories about how people interact with meaning in art to architecture and space. If you need a basic rundown on some ways that architecture and video games relate to one another, you can check out my column on the subject. This is a bit more complicated and explores how interaction creates or destroys meaning in a virtual space. I’ve done my best to make this accessible to someone with no background (or interest) in these fields, but it only works for so long.
The first thing that you need to know is that anytime you see the word “post” next to a term for an artistic movement, it means that they’re talking about the artistic reaction to that movement. So, structuralism is a movement that roughly started with Kenzo Tange in 1960 when he was designing the new Tokyo Bay. It was an abandoning of functionalism, or the idea of making a building super-efficient, and instead organizing it around how people engage with one another. Video game design is extremely structuralist in this sense, all spaces are built around playtesting and studying how people respond to them. Changes are made to change the space to fit a designer’s vision for what people should be doing in that area. Post-structuralism, as a branch of post-modernism, is the idea that the meaning of a place comes from events and spaces relationships to other parts of a whole. Meaning is not controlled by any one specific design, person, or action but rather by all of these things working together. Keep in mind that post-modernism in architecture is not the same thing as post-modernism in the arts. To an artist, it means a critical practice. To an architect, it is a visual aesthetic (17).