Exhibitions, Research, Criticism, Commentary

A chronology of 3,585 references across art, science, technology, and culture

In “Please Compile Carefully,” curator Mika Ben Amar explores software as a site of intimate craft for TICK TACK’s cinema program. Every night, Chia Amisola’s browser interventions and Sabato Visconti’s videogame hacks screen outside the Antwerp gallery’s exhibition space (and on its website). “Through acts of performance and rewriting, the works emphasize the human gestures, decisions, and labor embedded within computational systems,” writes Ben Amar.

“The one part of financial history crypto could never replicate was the beginning part, where financial products had real-world references. Because of this untethering, all that you have is the most Byzantine and Baroque patterns. Whoever can build the most Baroque pattern will win.”
– Canadian conceptual artist Mitchell F. Chan, on the rise of speculative, increasingly nonsensical token economies that exploit 50 years of videogame lessons. “It’s a quest for a high score, and crypto realizes you can make people believe that the score is money.”

nGbK Berlin’s “EastUnBloc” examines the permeability of the “Iron Curtain” through the lens of experimental media art by more than two dozen artists and collectives from socialist and transition-era Central and Eastern Europe. From Slovak homebrew computer games, to Igor Štromajer’s hardware hacks, to the set of Hungary’s guerilla Vákuum TV: the included pieces counter clichés of socialist conformity and reveal the many inventive strategies—“scripts”—of making do.

“Good immersion lives in the space between, a double exposure of both the fictional world and the actual world at once. Early games understood this. You stared at a CRT screen with blocky pixels and somehow you were still in the dungeon.”
– Artist Peter Burr, on the liminal space where fictional worlds and IRL intersect. Chatting with Raquel Gaudard ahead of his Infinite Refill NFT drop, Burr discusses worldbuilding and his Aria Engine (2025) project.
OUT NOW:
Non-Playable Characters
Eight thinkers and tinkerers, including Kyle Chayka, Günseli Yalcinkaya, 2girls1comp, Nora O’Murchú, LAN Party, and Angela Washko, examine NPC-ification creep in today’s networked society, where AI, surveillance capitalism, and the emotion economy turn people into data serfs.
OUT NOW:
Danielle Brathwaite-Shirley
THE DELUSION
Danielle Brathwaite-Shirley’s first monograph is a “bible for emotional processing” that expands on her eponymous Serpentine exhibition about polarization, censorship, and social exclusion. Contributors include Rebecca Allen, Legacy Russell, Mindy Seu, Helen Starr, and Mckenzie Wark.
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“This isn’t just about preserving old games—it’s about preserving the story of computing itself,” writes software engineer Juan Manuel Mendez Rey in an article documenting his 20-year quest to relicense Conquer (1987), a pioneering multiplayer strategy game distributed across Usenet in five separate files. Tracking down the fragmented code and obtaining permission from the surviving developers, Rey secured GPL licensing and released the revived game on GitHub.

“Are game developers and science fiction artists merely predicting the wars of the future, or are they actually writing those wars into existence?”
– Artist Jonas Staal, indicting the creative industry to military-industrial complex pipeline. In a searing essay, Staal exposes the “shadow art world”—game designers, set designers, sci-fi writers—employed by military apparatuses to imagine wars before they’re waged. His focus: Israel’s “Mini Gaza” training facility, where IDF soldiers rehearsed the current genocide in immersive simulations years before October 2023.

Valve’s most recent Counter-Strike 2 update triggers a $2 billion market collapse by making it possible to build ultra-rare knife and glove cosmetics from cheap materials. The change democratized access to items that sell for thousands of dollars, crashing knife prices by up to 70%. Data scientist Nokkvi Dan Ellidason, framing the crash for Cointelegraph, says it reveals the fatal flaw in platform-controlled videogame economies: “It’s not a true economy; it’s a company store.”

The Delusion is my Community Center in which games help mediate difficult conversations and help you get to why you’re thinking the way you do and what your opinion might be. It’s not a place to tell you what’s right or wrong. It’s not a place to judge you.”
– British artist and videogame designer Danielle Brathwaite-Shirley, on bridging divides with their current solo exhibition at the Serpentine, London

Artist and researcher Sam Stewart traces the American Valkist Party, a faction within Roblox’s simulated nUSA that adapted its ideology from a WW2 grand strategy videogame mod, arguing that through virtual world-building the group radicalized from cultural nationalism toward fascism. The case study raises questions about how gaming platforms enable fringe political experimentation to harden into extremism among Gen Z—and the blurry lines between ironic performance and sincere belief.

“The absurd, abject, comic, and cute all become unlikely routes to transcendence.”
– Critic Eana Kim, on Lu Yang‘s “The Great Adventure of Material World,” an immersive arcade installation where Buddhist philosophy meets gaming culture, currently showing at New York’s Museum of the Moving Image.
“This show is more of a love letter to IT professionals than catering to art critics.”
– American artist Brennan Wojtyla, describing “LAN,” his solo show at Antwerp’s TICK TACK (BE), where custom-built gaming PCs function as sculptural objects examining the aesthetics of LAN party culture. “I don’t think it’s about subverting industrial codes; it is more about respecting industry and the people who work in these fields,” he clarifies.

In “Persistent Worlds,” Alice Bucknell’s first major museum exhibition at Kunsthalle Praha (CZ), the LA-based artist and writer presents four recent works—two films, two videogames—that explore speculative fiction, eco-criticism, and interspecies collaboration through simulation. Small Void (2025), Staring at the Sun (2024-25), Nightcrawlers (2025), and The Alluvials (2023) unsettle reality, curator Lívia Nolasco-Rózsás writes, reminding us that worldbuilding is a powerful political gesture.

“The multiday treatment program at NOX, with its careful progression through diagnostic spaces, doesn’t cure a car of contemplation but manages it, containing affect within acceptable parameters.”
– Critic Nora N. Khan, on the dilemma of Lawrence Lek’s NOX (2023), a fictional AI rehabilitation facility for malfunctioning self-driving cars on view at LA’s Hammer Museum. “These vehicles arrive at NOX not because they’ve stopped working, but because they’ve started feeling,” Khan writes. “As it turns out, consciousness (or even just the high-fidelity impression of consciousness) is a massive liability in a smoothly designed world.”
“We larped like we were ’80s TV executives. We had a big whiteboard and index cards, and we were like, alright, what’s on primetime? What’s morning programming? What’s the kids’ show going to be?”
– Writer and musician Claire L. Evans, on the making of Blippo+ (2025), a “live-action cable TV simulator that allows you to watch madcap television from another world.” The loving homage to media history that Evans created with about 100 collaborators for the Playdate handheld broadcasts 50 channels in real-time on an 11-week loop. As the Blippo slogan states: “Another TV is possible.”

Poet Nora Claire Miller writes about buying Laurie Anderson’s 1995 CD-ROM, Puppet Motel, along with a vintage laptop, and taking both to the acclaimed musician and artist’s Lower Manhattan studio for a spin. “Originally, this was going to be a set-building project about a tour that I was doing. So I thought, let’s do a virtual show first,” Anderson reveals about her foray into multimedia. Fans didn’t bite. “People want a t-shirt. They don’t want to see me roam.”

Suzanne Treister: Prophetic Dreaming” at Modern Art Oxford (UK) traces the British para-disciplinary artist’s enduring fascination with new technologies, power structures, and alternative belief systems. Treister’s first major institutional retrospective spans four decades and includes key works like the HEXEN 2.0 series of alchemical diagrams of big picture histories, with the latest, HEXEN 5.0 (2023-25), linking AI, climate breakdown, and quantum computing.

OUT NOW:
Suzanne Treister
Prophetic Dreaming
The catalogue of Suzanne Treister’s retrospective at Modern Art Oxford (UK) is a major survey of the British artist’s investigative work connecting technology, power, belief, and futures. It spotlights seminal works and includes new essays by Lars Bang Larsen, Patricia Domínguez, and Val Ravaglia.
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