VR Borobudur Game
Abstract
The artistic research of the VR Borobudur game was motivated by the visual experiences of the Borobudur temple that felt by the researcher, which are the sensation of golden light, imaginary movement – sounds, and nuances of darkness when the researcher looks at a relief. In addition, researcher also feels the presence of immersion experiences when playing and designing games as the background of this art creation research. Both of these aesthetic experiences are the conditions of immersion that felt by the researcher. Through this artistic research, the researcher presents the sensation of immersion through the creation of the VR Borobudur game which applied the spiritual meaning of Borobudur as its interactive narrative content. The process of creating the VR Borobudur game employs practice-led research methodology and is supported by several other research approaches such as activity psychology (be- level & motor-level), aesthetics of interaction, the LeBlanc’s MDA, and the punctum concept. The research synthesis describes the process of researcher seeking the liberation of aesthetic experiences outside of the VR Borobudur game as an object, so that subjectivity is born through the mind's imagination. The VR Borobudur game is teaching its players to find the rhythm of life, a condition that invites users to feel a contemplative atmosphere but also actively makes choices in the dynamics of their play experiences. This dynamic contemplation experience is one of the findings of the aesthetic experience in this artistic research and then offers a contribution to the discourse of the aesthetic of interaction