Black and trans
Danielle Brathwaite-Shirley is Black and was born a man before transitioning to become a woman. She is, therefore, part of the Black Trans and Queer community. From these bare facts you might have predicted that she would do paintings or photos or portraits of her community; what you could not possibly have predicted is that she would convert the clean and antiseptic space of the Serpentine North Gallery into a darkened, blood-red, Hammer House of Horror setting for a series of interactive, post-apocalyptic video games!

Installation view of the atrium of first room of the Delusion by Danielle Brathwaite-Shirley @ Serpentine North (photo by the author)
Layout
The Serpentine North Gallery is made up of four corridors which form a square and, running between the east and west corridors, two parallel oblong rooms or spaces. You can see a diagram of the layout on page 3 of the exhibition guide. (Incidentally, the PDF of the guide has different pagination from the physical handout which you pick up at the show, so PDF page 2 contains pages 2 and 3 of the hard copy handout, PDF page 4 contains pages 4 and 5, PDF page 4 contains pages 6 and 7, and so on. My page references refer to the online PDF version.)
From this guide you’ll see that each of the corridors has been partitioned off by heavy, blood-red velvet curtains and given a theme and a name. Thus the first space you enter from the main entrance is titled ‘Terms and Conditions’ which does what it says on the tin, and gives a wordy explanation of what you are about to see and how you should behave.
Interactivity and inactivity
It’s as soon as this first room that things begin to go a bit awry because the instructions are quite extensive, in fact too extensive to read and process. Visitors are told not to be afraid to speak out loud, to share our experiences with other visitors, to freely question and discuss what we see. Trouble is, this is an art gallery and decades of visiting art galleries have taught everybody to shuffle silently from one artefact to another, maintain a respectful silence and not touch anything for fear of setting off alarms.
In other words her entire intent to create a fun, interactive experience is heavily curtailed by the type of location and name (art exhibition) which we’re in.
TL;DR
Next is the problem that there’s so much information. It’s only now as I write this, days later, sifting through my photos, carefully reading and rereading the instructions and studying the gallery diagram, that I can even begin to understand all the options and activities. At the time, I was visiting with three others who wanted to hurry on and see everything, with the result that none of us properly read the instructions, with the result that none of us knew what was going on.
The digital age has an acronym for this situation: tl;dr which is short for ‘too long, didn’t read’ which exactly sums up our experience.
So: if you’re thinking of going I strongly recommend that you read and study the Visitor Guide beforehand.
Border pictures
The east and west corridors are titled ‘Border’ though I couldn’t figure out why. They each contain a series of illustrations on the walls, black and white depictions of what look to be horror monsters with speech bubbles coming out of their mouths. These nearly but didn’t quite make sense. For example:
‘We lie to your face and tell you what you see is just what they deserve.’
This struck me as a riddle and I spent a minute or two trying to figure out who the ‘we’ is, who ‘you’ refers to, and who the ‘they’ are who deserve whatever it is they’re getting… before I gave up.
There are about 20 of these black and white illustrations and I could see that they’re all good, liberal satire on death and violence and armies or something, but beyond that my response was the same: puzzlement, then giving up.

Installation view of The Delusion by Danielle Brathwaite-Shirley @ Serpentine North (photo by the author)
(Now, days later, studying the Visitor Guide, I see that reproductions of all of them are available on pages 14 and 15.)
Slot machines
More obviously striking, in each of the two border corridors there are several human-sized objects which have the same kind of presence as slot machines only dressed up in fabric and with a TV-style video screen at the top. I’ve no idea what these were meant to be so enjoyed the disjunction between soft, flowing fabric and cold glass screen. My gallery partner enjoyed the nice designs.

Installation view of The Delusion by Danielle Brathwaite-Shirley @ Serpentine North showing one of the dressed-up-video screens (photo by the author)
To give a sense of scale and context, here’s a shot of one of the corridors with a couple of these slot-machines-in-dresses, along with puzzled visitors.

Installation view of The Delusion by Danielle Brathwaite-Shirley @ Serpentine North showing one of the ‘Borders’ (photo by the author)
I still don’t know whether the messages on these screens were static or changing or whether they were games we were meant to interact with, or anything. TL;DR.
Safe room
At the end of the first corridor you walk through some of the heavy, blood-red velvet curtains into a quiet room containing a trio of monster-themed bean bags, a big comfortable curving sofa and cushions, with sets of bookshelves to either side. Here are the funny bean bags.

Installation view of The Delusion by Danielle Brathwaite-Shirley @ Serpentine North showing the monster-themed bean bags (photo by the author)
And here’s a wider angle of the same room, showing the sofa and the bookshelves on either side.

Installation view of The Delusion by Danielle Brathwaite-Shirley @ Serpentine North showing the comfy sofa (photo by the author)
And here’s a shot of just the sofa, capturing the bloodstained coffee table in the middle and the gruesome horror picture at the back.

Installation view of The Delusion by Danielle Brathwaite-Shirley @ Serpentine North showing the comfy sofa (photo by the author)
Woke books
The books made me smile, they were so obviously well-intended woke titles about being Black and Queer and Trans with some feminist tomes thrown in (‘Queer Print in Europe’, ‘Cyberfeminism’, ‘A Racial History of Trans Identity’, ‘Kill All Normies: Online Culture Wars’). In other words, exactly the same titles as you get at pretty much every contemporary art exhibition, the same titles you get in the ICA bookshop, the Whitechapel Gallery bookshop, the Barbican bookshop – amusing examples of the artworld’s narrow groupthink.
And I laughed out loud when I saw a volume by James Baldwin. No reflection on him, he’s a great writer – it just amuses me the way he’s become the Mother Theresa or Mahatma Gandhi of so much contemporary art. A massive photo of him and several quotes stood at the entrance to the Barbican’s massive exhibition about Masculinity; on one visit to the Photographers’ Gallery I found a quote from him on the wall of the 4th floor gallery and on the wall of the print room, and so on. Through no fault of his own, Baldwin has become Mr Ubiquity. Mr rent-a-quote.
- See my note about Baldwin’s ubiquity in my review of Mickalene Thomas: All About Love @ the Hayward Gallery
- And a few days later, I open the New Stateman online to see that its big feature about books to look out for in 2026 shows a big picture of Baldwin.
But it struck me that the real significance of these books is as indication of how text heavy this exhibition is. All the promotion blurb about it claims that it’s interactive and, on a superficial level, it is; but at a deeper and much more obvious level, it is highly pedagogical. All I mean is that you have to read a hell of a lot of instructions to get anything out of it, and what you’re meant to be getting out of it is ‘debate’ about trans and LGBTQ+ and Black issues, so these books are by way of being extensions of the exhibition, indicators of its fundamentally preachy, propagandistic intent.
(And now I have hours to study the visitor guide, I realise there’s a full reading list on page 11.)
The sofa cushions
We went just after Christmas so the gallery was nice and quiet and there was space to sit on the sofa for a nice rest. All it lacked was a nice cup of tea to go with. Only by accident did my friends realise that each of the sofa cushions (you can see four of them in the photo above) had instructions stitched onto them. More interactive things to do. Instructions included:
‘Hand this to someone and ask: what worries you about the future?’
‘Hand this to someone and ask: what’s a lesson you learned the hard way?
And my friends actually did this, handing each other the cushions and asking and answering these questions. Sweet.
The games
Game 1 – ‘I Didn’t Realise You Thought That’ (2025)
OK, so the several wordy and confusing blurbs at the start of the show promised interactive games, so where are they? One of them is one of the slot-machine-in-a-dress type objects in a corridor which has a handle. I didn’t even realise it was there till after we’d left and my friends mentioned it. Like everything to do with the show it has complicated and wordy instructions which I’ll quote in full to give you a flavour:
INSTRUCTIONS
PLACE YOUR HANDS ON THE DOOR HANDLE. WHEN CHARACTERS APPROACH THE DOOR LISTEN TO WHAT THEY SAY. OPEN THE DOOR TO LET THEM IN. CLOSE THE DOOR TO KEEP THEM OUT. SHOUT YOUR OPINIONS AND ANSWERS. YOU CONTROL THE BORDER TO THIS SPACE. CHOOSE CAREFULLY. WHAT KIND OF VIEWS WILL YOU LET IN? BE HONEST
HOW TO PLAY
During gameplay, animated characters will approach the doors, asking to be let in. Based on each character’s appearance and statements, players must decide whether to open or close the door—or the ‘border’—to allow them entry.
ABOUT THIS GAME
In order to build ‘safe’ communities, this game asks you to make judgments about who is allowed into your space and who is kept out. In today’s digital world, life is often shaped by updated forms of exclusion reinforced by algorithms. The rapid speed of decision-making in this game mirrors the speed, pressure and reactive ‘hot takes’ that dominate our online lives.
Inspired by empathy-based games such as ‘Papers, Please’ (2013), in which players take the role of a border-control officer, this game asks us to reflect on how our values shape the lives of others and whether we are truly thinking for ourselves or simply following instructions.
See what I mean by ‘wordy’? Reading this now in peace and quiet at home and with plenty of time, I understand the instructions and the aim. At the time 1) I didn’t even notice it was a game 2) I didn’t hear anyone ‘shouting their opinions or answers’. It is an art exhibition, Danielle, a type of space where visitors are always told to be quiet and respectful and not touch anything.

Installation view of The Delusion by Danielle Brathwaite-Shirley @ Serpentine North showing visitors reading the wordy instructions to, and very much not interacting with, the game ‘I Didn’t Realise You Thought That’ (photo by the author)
Game 2 – ‘I Can’t Move With You’ (2025)
The other two games are in the tunnel rooms between the outer corridors, each entered by the same heavy velvet curtains. To be honest moving in and out of these curtained spaces was an enjoyable experience in itself, reminiscent of visits to fairground attractions or playing hide and seek when a child. All this is helped by the way the room is completely dark except for a lurid blood-red light shining on the table, as per a horror movie.
This second game is titled ‘I Can’t Move With You’ and is a table like those used in seances or with Ouija boards. The idea is you and four or five other sit at the table and respond to statements which appear on the huge video screen facing it.

Installation view of The Delusion by Danielle Brathwaite-Shirley @ Serpentine North showing the table for the game ‘I Can’t Move With You’ (photo by the author)
Since I’ve quoted the first game’s instructions in full, I might as well do the same for this one. Feel free to skip.
INSTRUCTIONS
PLACE YOUR HANDS FLAT ON THE TABLE. TILT THE TABLE TOGETHER TO MOVE. WORK WITH THOSE AROUND YOU. COORDINATE. COOPERATE. COMMUNICATE. HOW WELL CAN YOU WORK TOGETHER? BE HONEST.
HOW TO PLAY
Take a seat around ‘The Unifier’. Using the table as the controller, players must cooperate and work together to win the game. Move a ball through maze-like levels, navigating obstacles and bumping into non-playable characters to advance. Tilt the table in different directions to guide the ball. The more the group cooperates, the easier it becomes.
ABOUT THIS GAME
This game is a homage to both ouija boards—or ‘spirit boards’, believed to convey messages from spirits—and the classic marble-platformer ‘Monkey Ball’ (2001), which popularised the game mechanic of tilting a level to control a ball. Circular gathering spaces—from the Greek Agora to King Arthur’s Round Table to the United Nations—have long symbolised representation, inclusion and diplomacy. In this game, the tilting table becomes a metaphor for negotiation, cooperation and collective action.
Since I visited with three friends, this might have been fun to play except for one tiny problem – it was broken. A visitor assistant explained that the link between the table and the video screen wasn’t working. As an expert in IT I asked whether they’d tried turning it off and turning it back on again. Then I left, smiling at the thought that if you build an entire display around IT and digital tech you should be prepared for the kind of IT issues which afflict all other IT and digital tech i.e. it frequently breaks, won’t load properly, needs to be constantly upgraded etc etc.
Game 3 – ‘I Don’t Know If I Can be Honest In Front of You’ (2025)
In the second of the two through-rooms is the third game, ‘I Don’t Know If I Can be Honest In Front of You’ and this was both 1) working and 2) easy enough to grasp in outline. Facing a massive digital screen are three ‘guns’ on stands, whose muzzles are, for arty reasons, have household lampshades clipped to them. You stand behind your gun, finger on trigger, and fire at stuff on the screen. I actually did this for a few minutes and balls from my gun appeared to impact on what I think were floating signs or images. I had no idea what I was doing or why and so, after a few minutes of pointless firing, went to find my friends. Only now, days later, do I have time and leisure to read the elaborate instructions and understand what the game was about.
INSTRUCTIONS
PLACE YOUR HANDS ON THE LAMP. TURN THE LAMP TO AIM. PULL THE TRIGGER TO COLLECT AND CAST VOTES. ANSWER THE QUESTIONS OUT LOUD. AIM CAREFULLY. WHAT YOU CHOOSE WILL BE A REFLECTION OF YOUR VIEWS. A REFLECTION OF HOW YOU THINK. A REFLECTION OF WHO YOU ARE. WHAT VIEWS DO YOU HOLD? BE HONEST.
HOW TO PLAY
Lamp-shaped guns—’the validators’—are this game’s controller. Each controller is represented by a reticle on screen. The game unfolds through a series of questions, using the language of voting: players decide what to shoot, or who to censor, with each shot they take.
As usual, there is a vast amount of text and commentary on her own game.
ABOUT THIS GAME
This game invites players to take their turn on the soapbox, drawing on the history of public debate at Hyde Park’s famous Speakers’ Corner, established in the mid-19th century. Speakers’ Corner is one of the last surviving site of over 100 original public spaces for free speech in London. Over the years, speakers have included Jamaican political activist Marcus Garvey, British Black Panthers leader Altheia Jones-LeCointe and members of the Suffragettes.
Hyde Park was also the site of the Tyburn Gallows (c. 1196–1783), hosting tens of thousands of public executions, along with the final speeches of the condemned. The game references 1990s first-person shooter arcade games such as ‘The House of the Dead’ (1997) and one of the artist’s personal favourites, ‘Doom’ (1993)—a point-and-shoot, rail shooter with mounted guns and a fixed movement path. ‘Doom’ caused a media sensation on release, sparking congressional hearings over its alleged use of violence—but it also inspired a fan-driven ‘modding revolution’—with players creating their own modified versions of the game, making alterations to its content, creating new features and building on top of the developer’s original design. This game challenges players to think critically about judgement, censorship and power in both historical and contemporary contexts
I had no idea what it was about so didn’t have a clue that it was supposedly registering votes on ‘opinions’ and so no idea what they were meant to be opinions about. You’re apparently supposed to answer the questions out loud but I was in the room for 4 or 5 minutes taking photos and I didn’t hear anyone say anything. As to the idea that the game ‘challenges players to think critically about judgement, censorship and power in both historical and contemporary contexts’, this is so wildly inapt and irrelevant to my own experience of the thing, that it, too, made me laugh out loud.
In passing I note the extremely selective and self-referential nature of Brathwaite-Shirley’s list of topics addressed at Speakers’ Corner i.e. Marcus Garvey, the Black Panthers and the Suffragettes. I think speakers may also have addressed issues like the existence of God, pacifism, trade union rights, socialism and communism, the campaign for nuclear disarmament and many more. As an old school left-winger I never cease to be amazed at how narrowly focused on the same three or four issues woke culture is (gender and race and refugees) to the exclusion of hundreds of other social and political issues, and this exhibition does nothing to alter that perception, indeed only confirms it.
Summary of the games
‘Let’s have the difficult conversations,’ Danielle Brathwaite-Shirley bravely writes, but the experience of me and my three friends (all women, all feminists) was they didn’t even realise the games were meant to be triggering ‘conversations’ about anything. None of us realised the first game was even a game, the second game was broken, and the third game felt like a standard ‘shoot-’em-up’ attraction and, when nothing much seemed to be exploding, we all got bored and wandered off.
If any of this is meant to prompt ‘candid conversations’ and ‘exchanges of opinions’ about ‘difficult subjects’ then I think they scored 0 out of 10. More broadly, Serpentine claim that the show is:
a multiplayer immersive experience run on game engines that explores themes of polarisation, censorship and social connection… that allows people to work through difficult emotions and feelings… the project invites participants to pause, discuss, and reconnect… the exhibition will encourage open discussions, shared reflections, and ways to engage with some of the most challenging sociopolitical issues we face today…
This all reads brilliantly, doesn’t it? But none of it happened.
The work is not about what’s in the games, it’s about what comes out of people’s mouths, enabling new connections and conversations in real-time.
‘Out of people’s mouths’? But I didn’t hear anyone ‘shouting’ their opinions or engaging ‘with some of the most challenging sociopolitical issues we face today’ – all I heard was people asking each other if this was a game and how it worked or if it was working at all.
It felt like Brathwaite-Shirley was asking far, far too much of visitors to a gallery, completely unprepared for the barrage of instructions and requirements for her complicated and advanced games.
She writes as if everyone was match fit to give sophisticated responses to games which none of us even understood. And even if we had understood them, does she seriously expect that English people would ‘shout’ their views about controversial social issues in front of complete strangers? The English? Has she met anyone from England before, the shyest people in the world? And English art gallery-goers? Has she been to an art gallery before? The kind of people who visit them are respectful, quiet and petrified of touching anything in case they set off an alarm. To expect them all to behave like excitable teenagers playing with familiar games in the comfort of their games rooms, yelling out opinions and commands and comments. shows a hilarious lack of understanding of your average gallery goer and/or an extraordinary level of self-centred delusion.
The Delusion
Speaking of which, it’s only now, days after visiting it, that I have time to figure out what the title of the exhibition actually means.
The entire thing is not so much Hammer House of Horror as I first thought, but is apparently themed around a post-apocalyptic world which was shaped by a single catastrophic event – ‘the Day of Division’. In this imagined future, society has broken into closed, dogmatic factions, each clinging to its own version of truth, community and survival. All of which I take to be a satire on the present day when, as we know, social media promised to bring us all together into communities of interest but has in fact driven huge wedges throughout society dividing people into toxic, hate-filled factions. Well done, social media.
There also appear to be different characters in this world, some of them reversions of characters Brathwaite-Shirley devised for previous games, and for a graphic novel she wrote – although even with the Visitor Guide in front of me, I can’t quite figure out who these are. (On closer examination, I think they’re described on page 10).
There are also, apparently, ‘loops’. Loops?
YOU CAN EXPERIENCE THE EXHIBITION THROUGH THREE DIFFERENT EMOTIONAL STATES, CALLED ‘DELUSION LOOPS’. EACH LOOP PRESENTS SCENARIOS INSPIRED BY THE EMOTIONAL STATES OF HOPE, FEAR AND HATE.
WHICH LOOP COMES NEXT DEPENDS ON HOW VISITORS INTERACT WITH THE GAMES WITHIN THE EXHIBITION SPACE.
EACH LOOP IS ACCOMPANIED BY ITS OWN SOUNDSCAPE, DIFFERENT VERSIONS OF THE GAMES AND CHANGING ELEMENTS IN THE GALLERY ENVIRONMENT.
Reads well, doesn’t it, but I didn’t notice any of these at the time and now, days later, still have no idea what it was supposed to mean in practice.
Promotional video
This video is better than most gallery promo videos because it is long enough for the artist to explain her motivation, and for other voices to explain how the games were developed, tested and deployed.
Thoughts
Watching the teams in this video apparently playing the games with great enjoyment is rather irritating because I strongly suspect everyone filmed had had the games fully explained to them, or were playing with members of the production team who could explain and give tips, and so helped each other learn get proficient at them. Like games in real life. Under those circumstances, they look like a lot of fun. But not so much if you’ve just wandered in off the street and haven’t a clue what’s going on. So my conclusions would be:
1. For visitors If you’re thinking of visiting this exhibition, read the full Visitor Guide beforehand, study the instructions for the games, and watch this and any other related videos, so that you get the most out of your visit.
2. To Danielle Brathwaite-Shirley and the Serpentine Gallery If you want random visitors who’ve wandered in out of Hyde Park or read a paragraph or two about the show on your website, to understand and get the most out of this exhibition, then please provide 1) clearer signage about where the games are, and 2) much, much, much clearer instructions about how to play them, how to understand them, and what kind of conversations they’re meant to be prompting.
Related links
- The Delusion by Danielle Brathwaite-Shirley continues at Serpentine North until 18 January 2026
- Exhibition guide

































































