This exhibition combines his new project Game II and previous project Game I that was originally introduced as forms of video and installation at DOOSAN Gallery Seoul in 2016. Kang Jungsuck believes that games of the future have existed in the present and the past but have not come into reality due to technological limitations. Therefore, this exhibition takes a perspective of the present in exploring the reality of the future and multiple realities of the present at the same time.
GAME I is a (virtual) game created by a virtual game designing artificial intelligence (AI), BEGELINA, based on its user’s metadata collected for one year. The exhibition shows recordings of the world that is constantly changing itself to adapt to the user, the ‘inability sensation’* that is prevalent in the world, and the game character, propelled by the ‘inability sensation,’ that races through the virtual world. The narrative created by BENGELINA is delivered to the audience through narrations in the game and the player’s guide, Walkthrough, distributed by Kang and covers video game timeline from 1980s to 2000s starting from the beginning of peripherals born out of the ‘inability sensation’ in monitors.
Game II is based on a joint research titled Mapping Virtual and Physical Reality (2016) by Qi Sun, Li-Yi Wei, and Qrie Kaufman and carries Kang’s representative attempts to draw out end-user’s surjective existence that occurs when the virtual world is mapped into the physical world. Through this project, he questions the ability of players in the game to independently make decisions and maintain cognitive awareness in the world in which virtual and present realities are mixed and thus lead to difficulties with detecting multiple realities.
Kang will be distributing ‘MAGAZINE 2’ and ‘Game I’ walkthrough booklet that starts from the beginning of game peripherals. A limited quantity of ‘MAGAZINE 2’ will be distributed only on the last day of the exhibition at free of charge.
*Inability sensation: Inability sensation, a term coined by Kang Jungsuck, refers to the sensation derived from cognitive discrepancy experienced by the user when digital and physical realities are connected