Modeled after a recognizable icebreaker game, the work invites participation through familiarity, then quietly undermines its own premise. The game’s prompts, informed by counter-mapping and history-from-below research, move players from easy observations into uncertainty, and eventually toward more uncomfortable self-awareness, exposing how cultural authority is constructed, performed, and sold.
The project extends beyond the game itself into a deliberately fabricated commercial ecosystem. A fake advertisement and promotional video mimic the confidence and polish of consumer marketing, exaggerating the logic of place-based branding while critiquing its emptiness. The work positions itself as both artifact and experience: a product that cannot fully deliver what it promises, and an artwork that uses that failure as its core gesture.