Immersive set up artist Darren Vukasinovic needs to see extra nuanced conversations round video video games, expertise and psychological well being. Whereas acknowledging potential issues, particularly round addictive applied sciences, Vukasinovic additionally needs us to speak extra concerning the potential for pleasure, connection and real consciousness-shifting play that arises from new inventive instruments.
Vukasinovic has a background in filmmaking and VR (digital actuality) and is an immersive artist who creates experiences that intersect expertise, artwork and narrative. When requested at events what he does, he says he ‘transforms bodily areas into fantastical worlds that elicit curiosity and surprise, to create wholly new varieties of experiences for folks of all ages’.
Vukasinovic is one among three eminent audio system collaborating in Thoughts Video games: Psychological Well being and the world of digital video games, a free Artistic Trade public dialog happening on 5 October 2023, as a part of Melbourne Worldwide Video games Week (MIGW, 30 September – 8 October, 2023). Panellists might be discussing why folks sport, the place gaming and psychological well being can intersect, and the way gamification is being employed throughout many alternative business sectors to enhance psychological well-being.
Together with Vukasinovic, the opposite audio system on the panel are: Sarah Sorrell, from video games business charity Secure in our World; educational {and professional} medical psychologist, Dr Vasileios Stavropoulos; and moderator Holly Ransom, the founder and CEO of consulting agency Emergent and creator of The Main Edge.
Forward of the dialog, and within the lead-up to World Psychological Well being Day on Tuesday 10 October, ArtsHub asks Vukasinovic about tech, psychological well being and the sort of artwork he’s all for making.
How did you come to be a Metaverse artist?
I used to be an early adopter of Oculus – I’ve had a protracted historical past in movie (author/director) and the potential of full immersion inside a story deeply drew me to the potential of expertise. I’ve at all times seen VR (and, later, AR – augmented actuality) as the following frontier in movie and experiential storytelling. The fundamental format for the transferring visible picture hasn’t modified in over 100 years, and the appearance of VR was additionally a tectonic shift in what a display medium might be. Through the early days, there have been no formal programs or avenues to pursue – it was a little bit of a wild west – and I quickly self-taught, by way of boards and information sharing with different pioneers, tutorials that might be discovered open supply, and doubtless a very powerful side of adopting one thing you don’t know: fearless hands-on experimentation.
What motivates you as a creator/artist?
I’ve spent a number of time exploring the interaction between mythology, mindfulness and neuroscience – how exterior experiences in our lives can form our inside world. In that sense, my driving ardour as an artist is to create experiences which have a profoundly optimistic affect on anybody who walks into these areas. Locations that permit folks to give up, discover, escape, study – holistically, and be in contact with surprise and the unknown.
What’s your individual journey with psychological well being and video video games/VR/AR?



From 5 years outdated I used to be programming computer systems. I at all times noticed digital expertise as a type of artwork. I’ve been within the business for the reason that early grass roots days of area of interest pc consumer teams swapping floppy disks, and have seen so many sweeping adjustments and frontiers in digital expertise [and the effects of these] on human life. I’ve additionally first-hand skilled the sort of isolation and encompassing of one other “tribe or actuality” that gaming can create. It has distinctly optimistic potential (connecting folks round a typical group), but in addition the double-edged sword that, when that world is extra validating than the true world, you get disassociation.
Finally, a disconnection between the life you lead (bodily) and your digital id can result in spirals of habit and melancholy – the sport offers validation and adrenaline, and the true world appears to be a spot of rejection. Via experiencing this myself and seeing it in others, I’m acutely conscious that interactive gaming engages a person each intellectually and emotionally, and the matter of whether or not this might be a superb or dangerous factor is equally entrenched within the nature of the “sport world” in addition to the psychological well being of the person.
There’s a number of concern and worry round display time, gaming, children and psychological well being issues. What would you say to counter this or develop our understanding?
First, and prone to being at odds with some folks on the market, no sport unto itself can create an issue. We have now to recognise that any downside – a propensity to habit, melancholy or different psychological well being points – is pre-existing. A sport, or a display, doesn’t create that downside – it turns into the core focus of escaping the issue within the first place. It’s true that video games – and display mediums generally – are continuously being engineered to feed adrenaline and supply neurological responses that appear interesting to the person. So, sure, there’s an engineering facet to this the place issues are designed to be addictive by way of reward/problem mechanisms. However that’s the very nature of additionally attempting to make one thing “interesting” or “enjoyable”.
I really feel the dialog round this subject must be equally cut up round “intent in engineering” and the power to create video games/experiences that implement optimistic neural pathways and behaviours, as a lot because it must be recognised that an habit to gaming/display time is indicative of a broader underlying downside and easily blaming the medium of consideration/outlet shouldn’t be the reply.
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What are a few of the most enjoyable and empathy-generating well being or well-being purposes of VR expertise that you just’ve seen, or that we will anticipate within the close to future?
One of many best potentials of VR (and real-world immersion that I’m working in now) is to create precise “experiences” that individuals haven’t had (and possibly may by no means have) within the “actual world”. Expertise can create new neural pathways, shift somebody’s biochemistry (even for a brief time frame, however everlasting adjustments can ensue) and create unbelievable ranges of empathy. When you concentrate on this, it means you possibly can shift somebody’s perspective from their very own worldview to any individual else’s. You’ll be able to take somebody someplace to expertise one thing first-hand. Data is highly effective, however expertise is the whole lot.
One VR expertise I usually refer is Notes on Blindness, which is a sensory and psychological simulation of going blind. The expertise of this isn’t one thing you possibly can absolutely convey in a 2D film or e book; really going “by way of it” is powerfully transferring. With the Quest 3 simply introduced, the merging of digital in the true world goes to take this even additional – merging hypothetical expertise with precise expertise, so your private actuality turns into shifted and altered in methods that may deeply transfer you.
Your bio says your work is ‘constructed upon foundational rules derived from neuroscience, psychology, mythology and spirituality, creating areas that evoke curiosity within the acutely aware thoughts with a view to affect the unconscious in optimistic and significant methods’. Are you able to give us some examples?
An expertise I’m at present engaged on, Transverse Orientation, is a room-scale immersion expertise. It makes use of real-time projection mapping to rework your entire area digitally. This “world” is then solely interactive and reactive to the presence of people by way of superior bodily area movement monitoring – folks’s motion and orientation is straight mapped into and out of the digital world, merging bodily and digital. Lastly, utilizing biofeedback, the way in which folks “really feel” throughout the area can also be a driver to the responsiveness of the area. Image a fantastical world of bioluminescence that’s responding to each the bodily motion of individuals throughout the area, but in addition how they really feel – a complete world that’s an outer reflection of the internal state of people and the social group as a cohesive. These kinds of experiences not solely elicit curiosity within the particular person and a way of awe and surprise, however are pushed by social cohesion mechanics that allow strangers to construct bonds and consciousness between them by way of instinct and open play.
What are you hoping will come out of the Thoughts Video games occasion on 5 October? The place would you just like the dialog to progress?
With the proliferation of gaming applied sciences – actually each smartphone, console, pc – mixed with the potential of VR/AR, which is now going mass shopper concurrently, we’re at a time in historical past the place giant numbers of individuals have entry to gadgets that may both turn into a damaging pathway to habit and escapism, or a positively highly effective device in serving to reshape the thoughts in optimistic methods. Panels like this are so vital in constructing a mainstream dialog across the potential moderately than the downside.
The place can we discover examples of your work?
That’s the key sauce! Quite a lot of my VR work has been achieved for particular corporations or authorities businesses the place it’s utilized in a personal method. I’m at present constructing Transverse Orientation and, primarily based on securing extra funding, I’m anticipating to launch it early subsequent yr. Watch this area (or, ought to I say, watch this area remodel!).
Thoughts Video games: Psychological well being and the world of digital gaming is introduced by Artistic Victoria. It takes place Thursday 5 October 2023, 11:00am – 12.30pm, Swanston Corridor, Melbourne City Corridor, 90-130 Swanston Road, Melbourne; FREE, however reserving is important.