FAD NEWS: Danielle Brathwaite-Shirley Expands THE DELUSION Beyond the Gallery with New Interactive Online Game

FAD NEWS: Danielle Brathwaite-Shirley Expands THE DELUSION Beyond the Gallery with New Interactive Online Game

FAD Magazine
FAD MagazineMay 21, 2026

Key Takeaways

  • Game extends The Delusion into web and mobile platforms
  • Partners include Beyond Code Collective and Glass Castle Foundation
  • Players decide who enters a door, shaping narrative outcomes
  • Retro 1990s aesthetic mirrors contemporary social‑media intensity
  • Project functions as evolving archive through workshops and community input

Pulse Analysis

Museums and galleries are increasingly turning to interactive media to stay relevant in a digital‑first world. By commissioning an online game, Serpentine joins a wave of institutions that view software as a curatorial medium, not just a promotional gimmick. This shift reflects broader industry trends where cultural organizations allocate budgets toward technology partnerships, seeking to attract younger, tech‑savvy audiences while delivering educational value beyond physical walls.

*I DIDNT REALISE YOU THOUGHT LIKE THAT* builds on the narrative framework of *THE DELUSION* but replaces the gallery space with a door‑based decision engine. Players encounter caricatured influencers, conspiracy figures and fictional characters, each asking for entry based on the user’s expressed beliefs. The branching outcomes force participants to reckon with how everyday judgments can materialise into systemic consequences, echoing real‑world debates over online harassment, echo chambers, and algorithmic bias. The game’s retro pixel art and fast‑paced social‑media feed amplify the emotional intensity of contemporary digital discourse, making abstract concepts tangible.

The project's collaborative model—pairing an avant‑garde artist with a nonprofit tech collective and philanthropic foundation—offers a template for future art‑tech initiatives. By positioning the game as a living archive that evolves through workshops and community contributions, Serpentine ensures ongoing relevance and data collection for scholars studying digital culture. As funding bodies recognise the social impact of such interventions, we can expect more institutions to invest in participatory platforms that blend entertainment, critical inquiry, and social justice, reshaping how art engages with the public in the 21st century.

FAD NEWS: Danielle Brathwaite-Shirley Expands THE DELUSION Beyond the Gallery with New Interactive Online Game

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