Dr Maggie Parker

Lecturer: Digital Artist: Computer Game Developer

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I am a professional artist, first and foremost, and have chosen to make my original contribution in the discipline of Computer Science, specifically in the field of Game Studies, because I see a real need to inform both the practice and theory of Game Studies with an artistic aesthetic and an understanding of the impact of gaming on the psychological and emotional states of players or participants.

For me, creative practice is a non-verbal experience.  It involves a different kind of thinking. I believe that, by engaging in play, access to emotional and cognitive experience is enabled.  I still appreciate and engage with traditional mediums and methods of producing imagery, for example, printmaking and painting; however, I am more concerned with virtual space.  I argue that virtual space, as a medium, is both powerful and engaging; a ‘meaningful space’.  Virtual space, the place that exists on the other side of the display screen, is not real.  It is a symbolic construction; virtual space is defined and experienced through interfaces and only exists in the mind of the person, or persons, who engage with that constructed space. 

I am interested in the possibility that imagery, aesthetics and methods to interact with self and self-identity, can be created in this virtual reality, contained within these electronic screen representations, or even beyond them.  Computer games interest me as a medium for exploring the possibilities of this virtual space.  Inspired by the possibilities of this interactive media, within my art practice, I attempt to interpret reality, by appropriating game metaphors, design principles and core technologies for alternative kinds of art‑related content that create abstract situations within these spaces, to enable engagement with the viewer.  Sometimes, when playing a game, I would like to have the facility to be able to relax, at some point, in game play; take time to have a look around, enjoy the scenery, and engage with the space created by the game designers, while appreciating the artwork and design of the environment. 

Querying why we have to complete tasks in every game, I perceived that there was, unquestionably, room for alternative game interaction that generated cognitive possibilities, to provide alternative and beneficial outcomes for players.   This gave rise to the notion of creating a game environment, where time to ‘look’ and interact with abstraction and unreal virtual worlds, enables the creation of personal self-narrative, as the objective.  This objective would, I argue, allow time and space for players to blend with their own internal dialogue and create a relaxed mental blending with self and self-identity.  Introducing this type of game genre into our lives means that games can enable self‑identity to become blurred.   

Investigating how these worlds are navigated and constructed is an augury, not only for the artist, but for the field of game studies.  How a connection is made with a viewer and how self and self-identity are negotiated, to access and blend with the ‘strange space’ that allows connections to be made, is a central concern of my practice.  Art pieces, previously exhibited in galleries, enabled the formulation of dialogue between the piece and the viewer, creating a connection.  Viewers are facilitated to engage with their self and self‑identity that generate a unique blend.  The hybrid nature of my art practice creates work, utilising both traditional and non-traditional media and has involved the creation of conceptually based objects and installations.  Within my art practice, I create virtual worlds, with their own reality, rules and behaviours.  For me, as an artist, these worlds can provide glimpses, insights and moments impossible in any other medium and these methods are also important for future game-research.  The original artwork I created, ‘Star World’, became an amalgam, in the sense that it fulfilled three functions, primarily as an art-piece, and secondly, as an empirical test-bed, and, thirdly, virtual space, became the medium I use to explore my art-practice.

I am resolute in my desire to explore the theory that truly contemplative artwork can be created within the medium of virtual space.  The physicality of our modern world is being blurred, as virtual space extends the boundaries of our being.  As technology becomes transparent and our world extends, the need for more than just technology will emerge.  Creating a seductive, virtual game-space allows viewers access to alternative emotions, spaces and places, both physical and virtual, to stop, be relaxed and meditate with the self; this is a visionary future indeed.