The idea of the project is to transfer the editorial of Τhe Sims video games to reality through architecture The game aims to keep the inhabitants of its city happy through the satisfaction of their desires and the different activities it offers. Based on the concept of the game, an application was created that is capable of calculating the serotonin levels of its users and consequently makes suggestions for increasing this hormone to get the best possible mood.
Regarding the syntax of the game, the urban planning of each city follows specific rules. In the center of the city, there is the main square with a town hall, which is surrounded by the public programs, while the houses of the Sims are extended in the outer perimeter. Their typologies follow the form of McMansion housing, which is the "mass-produced" suburban American home.
Specifically, the project concerns a large building that is 150m high, located in a central area of Patras, which is accessible to all residents regardless of age. The app works the moment the user enters the megastructure, in which four different cities have been created, inspired by the worlds presented in the video game. These worlds are designed in the urban designing patterns of the selected cities displayed in the game. The large building functions as a huge "library" where its outer shell has located the residences of the users while platforms with the public programs that each city has been moving internally. The central squares with the town halls have been moved to the top of the megastructure.
When someone enters Serotonin City, the application is activated, reading the profile with the user's characteristics and serotonin levels and classifies him in the proper city.