“20XX” mimics the language and aesthetic of a contemporary lifestyle store, like Apple or Ikea, but subverts (or fulfills?) expectations with products that promise a spiritual reward. The viewer is an active producer of the narrative surrounding the devices rather than a passive consumer – questioning the narrow, rational definition of function and the role of ritual when it has been stripped of meaning – leaving you with the simple action.
“Meditation Station 1.0” utilizes a video game engine to create an interactive “walking” meditation based upon the ancient labyrinth found in Rhemz Cathedral in France. Moving from level to level, the open non-places filled with Muzak are replaced with dark and quiet corridors-the only sound emanates from the unseen avatar’s footsteps and breath. Without enemies, points, or clear objective, the “game” can be considered both meditative and repressive. Once in the labyrinth, anxiety builds as the user turns each corner with the expectation of violence and a confrontation with “the other”.
The unfulfilled violence subverts our expectation of conflict within a virtual world, prompting reflection on the preloaded narratives that accompany many of our gadgets and technologies. Eventually the game loops back to the beginning, ready to repeat the process.