Sayart.net - New Serpentine Exhibition Uses Video Games to Explore Censorship and Human Connection

  • September 30, 2025 (Tue)

New Serpentine Exhibition Uses Video Games to Explore Censorship and Human Connection

Sayart / Published September 30, 2025 12:56 AM
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A groundbreaking new exhibition at London's Serpentine North gallery is challenging visitors to confront difficult ethical and political questions through interactive video games. "The Delusion," which opened today and runs until January 18, 2026, features the work of Danielle Brathwaite-Shirley, a London-born, Berlin-based artist and video game designer who creates multiplayer experiences that examine moral choices and societal structures.

The exhibition presents a series of thought-provoking games designed to encourage deep reflection on contemporary issues. In "The Unifier," players must physically place their hands on a table and collaborate to guide a ball through complex maze-like structures while wrestling with questions such as "What should be censored?" According to exhibition materials, this communal exercise aims to "rehumanize connection and enable honest exchange" among participants.

Brathwaite-Shirley's work arrives at a particularly relevant moment in global politics, as populist movements gain ground across Europe and President Trump implements restrictions on diversity and equity programs at American museums. The artist believes society is experiencing a troubling shift in how people communicate and express ideas. "It feels like we can't have a discussion without risking something anymore," Brathwaite-Shirley explained to The Art Newspaper. "It feels instead like we come with a prepared opinion rather than trying to figure out what we actually think and that's a problem."

Another interactive piece, "The Validators," transforms the traditional arcade shooter format into a contemplative experience. Participants use lamp-shaped guns to shoot at screens while responding to prompts like "Raise your hand if you feel worried about censorship." Brathwaite-Shirley described the innovative approach, saying, "We have taken an arcade shooter and made it into a contemplative thinking game rather than a violent game." The game features three distinct levels, each addressing different themes: censorship, dehumanization, and hope, incorporating both real and fictional elements drawn from current news cycles.

The exhibition, organized by Serpentine Arts Technologies, the gallery's technology division, represents the growing intersection between video games and contemporary visual arts. Brathwaite-Shirley has long viewed gaming as a legitimate art form, drawing parallels between classic games and traditional masterpieces. "I've always seen games as art. I was looking at a game called Frontier: Elite II, made in 1989—I look at old games as pieces of art and look at them the same as someone might study a Rembrandt," the artist explained.

The development of these video games involved extensive collaboration with a diverse team of artists, researchers, technologists, and members of Brathwaite-Shirley's Black trans and queer community. This collaborative approach reflects the artist's broader commitment to amplifying marginalized voices and experiences through interactive media.

"The Delusion" builds upon Brathwaite-Shirley's ongoing efforts to preserve and celebrate Black trans histories. In 2020, the artist established the Black Trans Archive, an innovative first-person game that functions as a living archive, fundamentally reimagining how traditional repositories preserve and present historical narratives. This groundbreaking project demonstrates how gaming technology can serve as a powerful tool for cultural preservation and community building.

A groundbreaking new exhibition at London's Serpentine North gallery is challenging visitors to confront difficult ethical and political questions through interactive video games. "The Delusion," which opened today and runs until January 18, 2026, features the work of Danielle Brathwaite-Shirley, a London-born, Berlin-based artist and video game designer who creates multiplayer experiences that examine moral choices and societal structures.

The exhibition presents a series of thought-provoking games designed to encourage deep reflection on contemporary issues. In "The Unifier," players must physically place their hands on a table and collaborate to guide a ball through complex maze-like structures while wrestling with questions such as "What should be censored?" According to exhibition materials, this communal exercise aims to "rehumanize connection and enable honest exchange" among participants.

Brathwaite-Shirley's work arrives at a particularly relevant moment in global politics, as populist movements gain ground across Europe and President Trump implements restrictions on diversity and equity programs at American museums. The artist believes society is experiencing a troubling shift in how people communicate and express ideas. "It feels like we can't have a discussion without risking something anymore," Brathwaite-Shirley explained to The Art Newspaper. "It feels instead like we come with a prepared opinion rather than trying to figure out what we actually think and that's a problem."

Another interactive piece, "The Validators," transforms the traditional arcade shooter format into a contemplative experience. Participants use lamp-shaped guns to shoot at screens while responding to prompts like "Raise your hand if you feel worried about censorship." Brathwaite-Shirley described the innovative approach, saying, "We have taken an arcade shooter and made it into a contemplative thinking game rather than a violent game." The game features three distinct levels, each addressing different themes: censorship, dehumanization, and hope, incorporating both real and fictional elements drawn from current news cycles.

The exhibition, organized by Serpentine Arts Technologies, the gallery's technology division, represents the growing intersection between video games and contemporary visual arts. Brathwaite-Shirley has long viewed gaming as a legitimate art form, drawing parallels between classic games and traditional masterpieces. "I've always seen games as art. I was looking at a game called Frontier: Elite II, made in 1989—I look at old games as pieces of art and look at them the same as someone might study a Rembrandt," the artist explained.

The development of these video games involved extensive collaboration with a diverse team of artists, researchers, technologists, and members of Brathwaite-Shirley's Black trans and queer community. This collaborative approach reflects the artist's broader commitment to amplifying marginalized voices and experiences through interactive media.

"The Delusion" builds upon Brathwaite-Shirley's ongoing efforts to preserve and celebrate Black trans histories. In 2020, the artist established the Black Trans Archive, an innovative first-person game that functions as a living archive, fundamentally reimagining how traditional repositories preserve and present historical narratives. This groundbreaking project demonstrates how gaming technology can serve as a powerful tool for cultural preservation and community building.

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