Their Garden (2024)
“Their Garden” is a documentary mobile game that tells the personal and emotional journey of Wintertree, a Christian mother grappling with her queer child’s identity. Based on interviews conducted during field research in Seoul, the game immerses players in an auditory exploration
of Wintertree’s internal struggles and gradual path toward acceptance. Players embody a curious, affectionate dog exploring a symbolic garden where each object reveals fragments of Wintertree’s memories. As they listen to these intimate stories, players witness Wintertree’s
journey toward restructuring her Christian faith and relationship with her child.
exhibited at: IDFA DocLab, Amsterdam, NL
Sena, (2023)
“Sena,” is a text-based video game telling about the life of a queer Korean Christian woman. Players interact with Sena's old diaries, saved on her computer, piecing together fragments of her personal journey. Through this process, they reflect on the complex relationship between
the Korean Protestant church and the LGBTQ+ community. As players organize her entries, they are invited to engage with the challenges and contradictions of living as a queer Christian in Korea, offering an intimate window into the intersections of religion, queerness, and self-acceptance.
exhibited at: IDFA DocLab, Amsterdam, NL | A MAZE Festival, Berlin, DE |
Now Play This, London, UK
Edition, (2023)
“Edition” is an interactive media artwork that exposes the undercurrents of stereotyping in generative AI technologies. By performing an iterative process from text to image and back to text again, the work sheds light on the unintentional biases that AI can amplify.
The project begins with the user typing text prompts into a generative AI programme. While the user imagines the outcome, the AI generates an image based on the prompt, which is then translated into text. Here, the user witnesses the process of certain information being selected and removed in the text-to-image-to-text conversion task performed by the AI, and can discover the complexity of biases inherent in AI learning.
co-created with Qingyi Ren
exhibited at: Hack the Promise, Basel, CH
Pigeon Phobia (2022)
"Pigeon Phobia" is a game that centers on guiding the main character, who suffers from an intense fear of pigeons, safely home from school. Drawing inspiration from the classic game Frogger, the game explores the subjectivity of obstacles by posing the question, "What makes an obstacle an obstacle?" By immersing players in the protagonist's unique psychological state, it transforms something as ordinary as a pigeon into a significant challenge. The game invites players to empathize with an experience that is often overlooked, highlighting how individual perspectives shape the perception of obstacles.
play-through video: https://youtu.be/FeoXgy2Ygmg
No-Normal in Wonderland (2021)
“No-Normal in Wonderland” explores the concept of individual identity and autonomy in the face of societal norms. Rather than allowing players to make independent choices, the game critically reflects how individuals often follow the expectations imposed by others. It highlights the difficulty of breaking away from the majority's standards, as societal pressure can make self-reliant decisions feel isolating. Despite this, the game emphasizes that autonomous choices are essential for preserving diversity in society. Through a one-way gameplay design, No-Normal in Wonderland conveys the tension between conformity and individuality, encouraging reflection on the importance of personal agency.
link for play : http://karts.worldwidelab.kr/no-normal-in-wonderland/
exhibited at: Ars Electronica 2021, Linz, AT