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Danielle Brathwaite-Shirley Exhibition Opens at Serpentine North

Danielle Brathwaite-Shirley's 'The Delusion' exhibition at Serpentine North features multiplayer video games challenging visitors' ethical and moral choices, exploring themes of censorship and dehuman

Emma Rodriguez
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Emma Rodriguez

Emma Rodriguez is a cultural affairs journalist for Muzdro, specializing in emerging artistic talent, creative industry trends, and the promotion of new voices in art, design, and media. She covers global initiatives that highlight innovation and fresh perspectives.

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Danielle Brathwaite-Shirley Exhibition Opens at Serpentine North

A new exhibition by London-born, Berlin-based artist Danielle Brathwaite-Shirley, titled 'The Delusion,' has opened at Serpentine North in London. Running until January 18, 2026, the exhibition features a series of multiplayer video games designed to challenge visitors' ethical and moral viewpoints. These interactive experiences encourage players to consider their own choices in relation to broader societal issues and histories of marginalization.

Brathwaite-Shirley, who is also a video game designer, uses this medium to create immersive environments. The exhibition text emphasizes that these games aim to foster honest exchange and rehumanize connection, especially in a time marked by significant global changes.

Key Takeaways

  • Danielle Brathwaite-Shirley's 'The Delusion' exhibition is now open at Serpentine North.
  • The exhibition features multiplayer video games that explore ethical and moral choices.
  • Games like 'The Unifier' and 'The Validators' prompt reflection on censorship and dehumanization.
  • The artist highlights the connection between video games and visual arts.
  • The project builds on Brathwaite-Shirley's work archiving Black trans histories.

Interactive Challenges for Visitors

One of the central games in the exhibition is called 'The Unifier.' In this game, players must place their hands on a table and collaborate to guide a ball through a series of maze-like structures. While engaging in this physical task, participants are prompted to reflect on complex questions, such as "What should be censored?"

The communal nature of 'The Unifier' is intentional. According to the exhibition text, its primary goal is to "rehumanise connection and enable honest exchange." This focus on shared experience and dialogue is a core aspect of Brathwaite-Shirley's artistic vision, seeking to bridge divides through interaction.

Exhibition Details

  • Artist: Danielle Brathwaite-Shirley
  • Exhibition Title: The Delusion
  • Location: Serpentine North, London
  • Dates: Opens today, runs until January 18, 2026
  • Medium: Multiplayer video games, interactive installation

Addressing Societal Divides Through Art

The timing of 'The Delusion' is particularly relevant given current global events. Western societies are experiencing significant geopolitical shifts, including the rise of populist movements across Europe. In the United States, there have been discussions around diversity and equity initiatives in cultural institutions.

Brathwaite-Shirley believes that the ability to engage in free and open discussion is becoming increasingly difficult. The artist shared her perspective with The Art Newspaper, stating,

"It feels like we can’t have a discussion without risking something anymore. 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."
This sentiment underscores the exhibition's purpose: to create a space for genuine contemplation and dialogue.

Another interactive component of the exhibition is a game titled 'The Validators.' In this game, participants use lamp-shaped guns to shoot at a screen. Instructions flash on the screen, prompting responses to questions such as: "Raise your hand if you feel worried about censorship." This transforms a typical arcade shooter into a reflective experience.

Background: Serpentine Arts Technologies

This exhibition was organized by Serpentine Arts Technologies, the technology-focused arm of the Serpentine Galleries. This initiative highlights the growing intersection between contemporary art and digital technologies, including video games, virtual reality, and artificial intelligence. Their work supports artists who push the boundaries of traditional artistic mediums using innovative tech.

From Violence to Contemplation

Brathwaite-Shirley explained the design philosophy behind 'The Validators.' She noted, "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 focusing on a different theme. One level explores censorship, another addresses dehumanization, and the third is centered on hope.

The content within 'The Validators' draws from both factual and fictional elements, often reflecting themes from the daily news cycle. This integration of real-world issues into a game format encourages players to connect their in-game decisions with broader societal concerns.

Video Games as a Form of Art

Brathwaite-Shirley has consistently advocated for the recognition of video games as a legitimate art form. She stated, "I’ve always seen games as art." To illustrate this point, she referenced older titles, saying, "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."

This perspective challenges traditional definitions of art, inviting viewers to consider the complex narratives, visual design, and interactive experiences offered by video games. The exhibition at Serpentine North serves as a significant platform for this viewpoint, showcasing how digital interactive media can convey profound artistic messages.

The development of these video games was a collaborative effort. According to a statement, Brathwaite-Shirley worked with a diverse team that included artists, researchers, technologists, and members of her Black trans and queer community. This collaborative approach enriched the project, bringing multiple perspectives to the complex themes explored in the exhibition.

Archiving Black Trans Histories

Beyond the current exhibition, Brathwaite-Shirley's work with 'The Delusion' builds upon her ongoing commitment to archiving Black trans histories. In 2020, the artist founded the Black trans archive. This innovative project is itself a first-person game that functions as an archive, transforming the conventional idea of historical repositories.

By using an interactive game format, Brathwaite-Shirley redefines how historical narratives are collected, preserved, and accessed. This approach allows users to engage with histories in a dynamic and personal way, challenging passive consumption of information. The questions posed by the games in 'The Delusion' further extend this mission, prompting deeper engagement with identity, history, and social justice.

The exhibition offers a unique opportunity for visitors to participate actively in art. It blends technology, social commentary, and personal reflection, making it a compelling experience for anyone interested in the future of art and its role in society. The games are designed not just for entertainment but as tools for critical thinking and empathy.

  • The exhibition provides a platform for discussing difficult societal issues.
  • It encourages active participation from the audience.
  • The artist's background in game design informs the interactive nature of the works.
  • The project aligns with a broader movement recognizing digital media as art.

Through its interactive installations, 'The Delusion' invites visitors to confront their own biases and consider the perspectives of marginalized communities. It stands as a testament to the power of art to provoke thought and inspire dialogue in an increasingly complex world.