SANGHEE, Worlding···, 2023-2024, Interactive VR, Single-Play based on a local network, 20min ©SANGHEE

Magic, fantasy, gods, and heroes have vanished. In the past, people invented mythic figures and lived under their control, carrying out predetermined tasks. Today, fate rests in our hands; the future is a time realized through relentless effort. With life’s joystick handed to us, we seemed destined for freedom and passion. Yet amid reels and shorts that mass-produce stimuli and dopamine, those who chase ever greater pleasures are left with inertia.

For our parents’ generation, labor and leisure were separate domains. After work, office workers could pursue hobbies or play games; it wasn’t strange to set routines and order in life. In this climate, a politician’s slogan about “evenings with family” now rings hollow—an industrial-era echo—because in a capitalism that compels labor and production, safeguarding our capacity for leisure and play grows ever harder.

This essay looks at the ecology of people who have forgotten how to rest in an age when “burnout” has gone viral. Focusing on SANGHEE’s solo exhibition 《Worlding…》 (Audio Visual Pavilion Lab, 2023.12.10–12.31), it explores labor and the feeling of ennui as existential reflection. Titled after the exhibition, Worlding··· (2023) is a participatory VR work that adopts the form of an asynchronous online game: unlike real-time games, it compels solitary play without user-to-user interaction.

As “asynchronous” suggests, each player’s actions are linked not in real time but as traces with a time lag. Borrowing gaming’s image of fun and enjoyment, SANGHEE speaks to the sensations of bodies laboring in the digital industrial era and, against the backdrop of instant gratification and fully individualized worlds, reconsiders the affect of “ennui” as an inner mode of thought.
 


Game Stages and the Labor of Play

Worlding···
 begins from a concrete narrative. The viewer/player receives a handover from a predecessor and starts work. The task: bury a giant who has emerged in a swamp. Appointed as the swamp’s watch, the viewer shovels soil over the immense corpse by day and returns to quarters by night to read the predecessor’s log. Most of the playtime is consumed by burying the giant. And then tomorrow comes. As if yesterday’s labor never occurred, the body you covered lies exposed again. Like Sisyphus, the punishment of labor repeats anew.

As noted, SANGHEE borrows the grammar of games—evident in how the work “stages” its narrative. Typically, game space expands meaning as a vehicle for concrete player experience; narratives unfold via stage-building, structuring the beginning-middle-end of gameplay, with players completing quests stage by stage. In Worlding···, whose day-by-day stages are separated into units, there are no quests. More precisely: each day, a prompt appears—“Fill today’s labor quota”—but there is no reward for doing so. Rather than advancing the story through stage progression, the work sets a stage of the same scene—yesterday and today alike—and offers a quest without compensation.

The only sign that time passes is the on-screen image of a controller: represented as two hands that age with each stage, turning progressively dark and shell-like. The two hands ceaselessly shovel soil to meet “today’s labor quota” demanded by the burial. Controlled by two hands yet touching nothing, grasping nothing—the image conveys a hollow sensation. This powerless, repetitive motion piles earth again upon the giant whose body will be unearthed tomorrow. The endless burial recalls laboring bodies bound insubstantially to digital infrastructures.


 
Waiting for a Game to End

Crowdworking, platform labor, even AI labor—utopian visions trumpet that technology lets us work “anytime, anywhere” with “freedom.” Cloaked in the logic that future technologies will reduce drudgery and liberate our lives, this appealing program claims legitimacy. But are workers truly liberated from labor? As technology and society accelerate, we too must process more, faster. Even when we leave the office physically, we do not escape work. As with the collapsing boundary between virtual and real, the border between workplace and everyday life has eroded.

Depending on the social use of technology, companies outsource non-core departments through in-house subcontracting, dispatch, and externalization, tethering workers in non-worker guises to the network of work. Being “online” and connected in real time—always and everywhere—means bodies are constantly placed in a state of labor, with no clear border between labor and leisure. In a hyper-accelerated world, slow bodies are ruthlessly culled. The more quickly automation and autonomy advance, the more rapidly individual disempowerment proceeds.

Within these conditions, SANGHEE engages with the performative nature of labor through gaming’s terms. If execution is obeying commands and performance is generating events through repeated bodily training, then the laboring body in this work—an image executing tasks—offers a critical meditation on the performativity of contemporary labor. This emerges in the work’s principal affect: tedium and “ennui.” While games are often discussed in terms of pleasure, fun, immersion, or addiction, the artist adopts gaming’s form to speak about ennui—proposing that viewers shape the ground they will tread through the game’s staged narrative.

No one sets “today’s labor quota,” and the game’s timeline has no guaranteed end. The physical body gripping the controller syncs with movements in VR and repeatedly re-enacts tedious labor. Viewers map their bodies onto the bodily image in the VR game: at first focusing on a mismatch of sensations, then, as identical daily stages pass, feeling sore arms and shoulders as their bodies attune to the one on screen. Play becomes painfully monotonous.
 


Rediscovering Ennui in a World Perpetually Loading

Those who feel ennui dwell in emptied spaces. In vacant lots where communal order and life’s direction vanish, one is easily exposed to ennui. In today’s society of doing, working, and eating alone, we become subjects of narcissistic enjoyment, choosing isolation while being captivated by virtual scenery. SANGHEE transposes this contemporary vista into virtual space: solitary labor, movements with no end in sight, a world without others. When one viewer removes the headset and leaves, another—the swamp’s next watch—arrives.

They do not meet. The gallery viewer inherits the predecessor’s task and repeats it. Notably, what happens after the player removes the HMD is crucial: freed from the long playtime, the viewer slips off the headset—head throbbing, shoulders heavy—and sees their accumulated VR data printing onto paper. Depending on how the giant’s body was covered, the data draws a terrain map. The high-spec VR ground becomes a 2-D dataset stacked in space; meanwhile, in the basement, a screen projects a combined map formed by aggregating all participants’ execution data. Viewers discover another trace of labor through a coupling of physical and virtual spaces. In short, Worlding··· constructs a world where “nothing happens,” yet makes palpable a community linked purely by traces.

The chief symptom of ennui is perceiving time as time itself. The subject of ennui estranges themself—sensing time as if observing an object—and this proposes the distance that partitions “you and I,” or the common terrain that binds us. In a society whose time is packed to the seams—bodies “online” and synchronized 24/7—there seems no room to feel ennui. Here, SANGHEE attempts to “desynchronize” bodies bound too tightly. From the unburied giant’s death—an entity whose origin and very nature remain unknown—come stories of ennui and solitude. Put differently, in the kingdom of fun, where world events are consumed as images or shells, the artist slows the pace by weighting today’s time, stretching the world in “loading,” and making a place for ennui—summoning a solitary, existential confrontation with the self.

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