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Author: Beichen Huang(黄 北辰) Page 1 of 2

WEEK 10

During the construction, I am currently improving and translating these contents.

这一周,我将重心放在展厅结构的整合、视觉统一与观众动线的模拟上——距离最终展示已不远,每一个细节都在逼近一种“可执行”的状态。

一、结构重塑:让观众“步入资本逻辑”

我摒弃了线性时间的叙事路径,改为三间主题展厅(“叙事”、“设备”、“系统”),每一间内部再通过时间的跳跃与并置来强化对比效果:你可以在1980年代的苏联街机旁看到2020年代的《原神》抽卡机制——这个并置不是混乱,而是一种对“结构重复”的强调。

二、视觉统一:复古与讽刺的混合风格

我确立了整个展览的视觉风格:复古极简 + 假文献风 + 悬置的未来性
为了实现这一点,我开始制作大量“伪物件”:

  • 复刻1980年代游戏机说明书,却悄悄在最后一页印上当代lootbox条款。

  • **“南极抽卡特许协议”**等未来设定文本,印刷风格模仿政府文件。

  • 游戏截图则统一进行仿旧滤镜处理,让时间错位感更强。

这类风格化文本会在墙面、文件夹与观众手册中出现,构成展览中的“背景噪音”,提升沉浸与讽刺感。

三、观众动线模拟与观展状态测试

我邀请了两位朋友扮演“初次观众”,让他们“自由参观”我的虚拟展厅,并记录他们的行为路径与停留时间。

发现了两个问题:

  1. 入口处没有明显的“切换心态”的提示,进入节奏太快,建议设置一个“游戏开始界面”一样的等待区。

  2. 有些文字展品信息密度过高,需要分级排布或提供简明说明卡片。

这让我更加意识到,一个好展览不仅是信息密集,也要“节奏合理”。节奏与叙事结构一样重要——你不能让观众一开始就被淹没,也不能让他们走出展厅时什么都没留下。

四、个人反思

第九周让我体会到:“策展”并不只是调度图像与理论,而是一种现实中的系统建构能力。
每一段动线、每一张图、每一个引导词,都是对观众行为的预设与邀请。

这时候,“你想说什么”已经不重要——重要的是你让谁说了什么,在哪个点看到了什么,走出来的时候是否带走了那一丝犹豫或怀疑。


下一周(第十一周),我会集中处理展览的最终文件输出与艺术家合规资料的汇总,包括:

  • Label与图文物料的打印格式;

  • 展品说明文案的统一;

  • 最终的虚构文本汇编本与媒体资料。

Some Speculative Points for my SICP

Play & Pay——The Capitalist Evolution of Video Games

Keywords: 

Capitalism, Game Narrative, Platform Economy, Commodification, Immersion, Microtransaction, Media Critique, Interactivity

Medium:

Physical exhibits (game consoles, magazines, hardware)

Interactive installations (playable video games)

Fictional texts (fake newspapers, fabricated game notes and in-game recharge records for research purposes)

Spatial scenography (reconstructed living rooms/game rooms from different decades)

Sound design (simulated ambient noise from different gaming eras)

Costs – This must be reflected in the budget.

Venue: 

A two bedroom unfurnished flat in Edinburgh on zoopla(Mcdonald Road, Edinburgh EH7)
(This is a public rental flat with no furniture. With minimal setup, it can be turned into an exhibition space.
Curating in Edinburgh does not require legal permission, but confirmation from the landlord is necessary.)https://www.zoopla.co.uk/to-rent/details/69761818/

 

Duration:

Aug 19-20, 2025 Exhibition setup / Installation period
Aug 21-24, 2025 Exhibition open to the public
Aug 25-26, 2025 De-installation / Takedown

workshop twice daily, each session lasting 4 hours.

Contents:

Room 1: Playroom as History This room is divided into four corners by translucent curtains, each representing a specific gaming space from the past. Visitors walk through different time periods, encountering the material culture, visual language, and social atmosphere of historical gaming.

  • Corner 1 – 1970s Living Room: Featuring early home consoles like the Magnavox Odyssey or Atari 2600, accompanied by retro furniture and magazines, this space evokes the origins of home gaming in the West.
  • Corner 2 – 1980s Living Room: A typical 1980s middle-class living room with a Nintendo Famicom or Sega Master System, reflecting the rise of genre-driven gaming and media convergence.
  • Corner 3 – Soviet Youth Club Gaming Corner: A rare look at the underground and state-sponsored gaming culture of the Soviet Union, with local electronic games and arcade-inspired devices such as the Elektronika series.
  • Corner 4 – 1990s–2000s Gaming Den: A dimly lit, PC-and-console-heavy room capturing the LAN-party and console war era. Posters, game discs, and early internet aesthetics represent the pre-digital platform fragmentation.

Room 2: The Capitalist Now This room dramatizes the split between two dominant gaming environments of the 2020s: the performative spectacle of esports and the minimalist, mobile-centered individual consumption.

  • Left Side – The Esports Arena: Decorated with tournament posters, looping highlight reels, and stadium-like seating. It reflects the corporatization of competitive gaming and its transformation into a media-industrial complex.
  • Right Side – The White Cube: A minimalist space with a single desk housing a PC and PS5, and a couch designated for mobile gaming. The clinical aesthetic emphasizes the privatization and hyper-streamlined logic of today’s gaming consumption.

Room 3: Workshop for Play & Thought A flexible space for participatory programs including public workshops, critical play sessions, panel talks, and speculative design labs. This room is intended to transform visitors from passive observers into active thinkers and co-creators of gaming futures.

Calculate Your Gaming Expenses and Digital Assets

Re-Trial of Landmark Legal Cases in Video Games

Open Conversation with Game Industry Professionals (Tentative)

 

Curatorial Statement 

Video games have never been neutral media—especially when situated within specific social systems. Whether it’s killing enemies, leveling up, looting, or freely trading, building, and capturing attention in virtual cities, these actions mirror the logic and operations of capitalism in the real world.

The exhibition Play and Pay: The Capitalist Evolution of Video Games focuses on how video games have been shaped and regulated by the processes of global capitalism—and how, in turn, they actively participate in shaping our cultural perceptions and modes of consumption.

The exhibition is structured around living rooms/game rooms from different decades, using gaming consoles, magazines, playable video games, fictional newspapers, and archival materials to guide visitors through the evolution from arcade culture to today’s immersive AAA titles. Visitors are invited to explore how narratives have been disciplined through genre and commodification, how hardware has shifted from exclusive consoles to cross-platform ecosystems to maximize profit, and how game systems—through loot boxes, microtransactions, and virtual economies—construct a closed world where “to play is to consume.”

 

Accessibility:

Soundproofing; accessible pathways; games (colorblind assistance, audio assistance).

 

Artists/Artworks/Ethics/Budget/Funding/Partners and Sponsors will be added in future updates to this post.

 

Peer Review of Zihan Fu(Zephyr)

To Zihan Fu(Zephyr):

*This version was updated on March 26 as a revision, offering clearer articulations and raising additional questions—it is may not a final submission.

I’m really glad to have the chance to revisit your curatorial project—we briefly talked about it before.

Your exhibition is a critically ambitious experiment on intimacy. From “generating and burning keywords through alcohol consumption” (Week 5) to the “tactile metaphor of power in sandpaper and tape” (Week 6), you gradually built a multi-layered, evolving spatial theatre. I’m particularly pleased with your revisions in Week 8, where you streamlined the process. As we’ve discussed, overly complex mechanics can undermine the clarity of your curatorial message. You not only adjusted the structure, but also made a clear declaration about this shift—well done!

(In fact, I especially admire your Week 6 observation: “This is not liberation, but a meticulously designed power game—technology becomes the new curator, and the audience becomes complicit through the expenditure of body heat.” This mirrors Claire Bishop’s critique in Artificial Hells of “passive freedom” in participatory art, and inverts Nicolas Bourriaud’s ideal of “touch as an egalitarian bond.” Through sandpaper and adhesive tape, you effectively revealed how touch can comfort—but also harm. It’s a bit of a pity that this tactile layer was dropped in the revised plan, but I understand it was a necessary and reasonable decision.)

From your descriptions, I can clearly imagine a curatorial field charged with anonymity, thermal sensors, and data self-destruction, where “intimacy” becomes something touchable, perceivable—even capable of lashing back. The entanglement between body, technology, and emotion allows the exhibition to reflect not only closeness through heat, but also the consumption and control hidden within it.

That said, I believe there are still TWO areas for improvement:

1. How does your curatorial mechanism convey your core ideas?

Your project might benefit from reconsidering the audience’s threshold for understanding. Your theoretical integration is rich and well-structured—from Erika Balsom’s reflections on the temporality of moving images (Week 8), to Boris Groys’ view of the audience as the “trigger of the event” (Week 6). However, the exhibition shifts rather quickly between “the physicality of intimacy” and “the temporality of digital power,” especially the jump from heat imaging to periodic data cremation. This could dilute your curatorial focus—not just in terms of expression, but also in thematic coherence.

Do you perhaps need supporting materials like a curatorial booklet or didactic panels to articulate this conceptual shift? Are you more focused on observing intimacy and relational behavior—or on curating its “thermal death”? (I’m using the physics term here—meaning the eventual exhaustion of heat, the descent into cold stasis—I think it’s a very COOOOOL metaphor!) You might consider ways to strengthen the conceptual bridge between these two dimensions.

2. How feasible is the participatory structure?

You may also want to further reflect on the practicability of your process. As Shannon Jackson writes in Social Works, the ethics of participatory art lies not in constructing barriers, but in building “supportive structures.” The tiered model introduced in Week 6—where participants must first finish a drink (“Frida’s Vein”) to unlock a Wooclap QR code, and only then access the anonymous dialogue booth—does respond to Claire Bishop’s idea of “antagonistic participation,” but it might also create unnecessary exclusion.

While your revisions in Week 8 helped simplify this structure, a few procedural concerns remain. After all, this is still a bar. When you transform it into a curatorial space, it still carries its original identity. Who are your participants—visitors who came specifically for the show, or casual customers who might just want a drink?

How do you plan to guide those accidental participants into your framework, instead of letting them drift away due to fatigue, confusion, or disinterest? Your design relies on both participation and consumption—but if a participant chooses not to follow the full path, how will it affect their experience? Also, how do you intend to acquire the equipment and software necessary for features like the “Power Fingerprints” or the “Digital Ashes Altar”? Are there precedents for this type of interaction, or at least some proof of feasibility?

Overall, this is an incredibly mature, original, and critically sharp curatorial proposal. It not only challenges the boundaries of exhibition-making, but also those of emotion itself. I’m excited to see how you continue developing the ethical questions of “temporary power” in future work.

References:

  • Balsom, Erika. After Uniqueness: A History of Film and Video Art in Circulation. New York: Columbia University Press, 2017.

  • Bishop, Claire. Artificial Hells: Participatory Art and the Politics of Spectatorship. London: Verso Books, 2012.

  • Bourriaud, Nicolas. Relational Aesthetics. Translated by Simon Pleasance and Fronza Woods. Dijon: Les Presses du Réel, 2002.

  • Groys, Boris. “Art as Event.” In Going Public, 41–49. Berlin: Sternberg Press, 2010.

  • Jackson, Shannon. Social Works: Performing Art, Supporting Publics. New York: Routledge, 2011.

=======================

My Comparative Reflection on Curatorial Practice

In contrast to Anonymous Intimacy, which explores the emotional flows of the digital age through multi-sensory participation and data self-destruction mechanisms, Play and Pay adopts a format closer to traditional exhibition structures. It establishes video games as a legitimate medium of contemporary art through a curatorial logic focused on the game-capital relationship.

Both projects deal with themes of interactivity and structural violence, but their starting points differ: the former emphasizes the bodily embedding and data reverberations of individuals within systems, while the latter critiques the system itself—its narratives, devices, and monetization models. Although Play and Pay successfully illustrates how capital drives the game industry, its critical approach remains more indirect when compared to the bodily immediacy of Anonymous Intimacy, where the mechanisms themselves generate a visceral response.

In the future, if Play and Pay could further activate player identity and experiential differences through well-designed didactic panels, it might establish a clearer curatorial personality between academic discourse and sensory experience.

That said, Play and Pay also faces issues of procedural flow. Participants may not follow the intended sequence—they might just play the games without reflecting, skip the texts, or leave quickly. Some may not even understand video games at all, making the entire experience hard to access.

Perhaps the mechanisms could be refined by using more direct, interactive strategies to guide visitor behavior (without becoming overly complex). Spatial design might also establish a more coherent route to ensure visitors have a complete experience. But this also risks feeling authoritarian—like the curator has become a control freak!

WEEK 9

During the construction, I am currently improving and translating these contents.

本周的进度主要集中在展览空间的筹备、内容结构的压缩,以及如何让我的策展计划更贴近现实可行性。

一开始,我对《Play and Pay》的设想仍停留在较为理想化的层面:我希望通过“可玩的展览”,让观众在体验中主动思考电子游戏与资本主义之间的结构关系。然而,第九周的教学与同学讨论让我意识到,真正将一个批判性的概念转化为具体的展示语言、展陈空间和观众交互机制,远比预期复杂。尤其是在没有专业建模背景的前提下,我不得不寻求替代方式,比如通过Artsteps等虚拟工具来进行展示模拟。这在一定程度上限制了观众的“物理共感”,但也促使我进一步思考如何将“资本结构”以非物质化方式进行传达。

我也开始检视“游戏”在展览中被呈现的方式。在与几位导师的讨论中,有人提醒我,不要把“互动性”误当成“参与性”。观众能不能点开一个游戏画面,并不代表他们真正参与了对游戏机制的反思。因此,我尝试将展览结构分为“叙事、设备、系统”三大部分,并通过时间性布局:从20世纪的客厅到当代的电竞房,形成一种“历史性的压缩剧场”,让身体的移动成为一种隐性结构引导。

此外,我开始进一步明确展览的政治立场。电子游戏从来不是中立媒介,它作为技术资本、国家宣传、个人逃避、集体身份建构的复合体,本身就是矛盾与魅惑的结合体。我希望展览不仅“讲述游戏的资本故事”,也要让观众在“资本性的游戏体验”中有所触动,甚至不适。

从课程的角度来看,我仍觉得课程对“策展作为知识生产”的探讨不够深入。我们有时过于强调展览作为项目管理,而忽略其在话语生产中的位置。我个人已经在着手准备向相关新媒体艺术会议投稿,但我意识到,大部分同学可能到毕业前都没有真正写出一篇可投稿的文本。这或许是英国教育体系的安排,但在我看来,这样的“晚熟”不利于学生早期建立学术主体意识。

下周,我将继续完善虚拟展厅的空间逻辑,尝试将“投币”这一行为设计为展览的象征仪式入口,也准备测试一些关于“观看即劳动”的展示机制。希望这不是一次对游戏的展览,而是一次关于游戏性的批判实践。

WEEK 8

During the construction, I am currently improving and translating these contents.
本周的核心是导师反馈会(tutorial)与之后的项目深化调整。我展示了虚拟展厅的初步搭建与叙事逻辑后,收到了几点非常关键的反馈:

  1. 概念已经足够明确,但“体验路径”还不够清晰。
    导师建议我思考观众如何“行走”在不同空间中,每一个转角是否具有叙事节点,是否可以通过引导语、光源或音效设计,强化那种“意识到你在穿越一个资本主义时间隧道”的体验。

  2. 互动装置的目的需要更明确。
    我的原计划中有很多互动元素(如对比卡牌、资产计算表、假报纸等),但导师提醒我,不要为了“互动”而互动,而是要让每一个互动环节都服务于主题的深化

  3. “游戏中的资本机制”仍然过于聚焦在loot box。
    建议我尝试纳入一些更隐蔽的结构,比如:等级制度、账号绑定与账号价值、人设皮肤审美上的等级感、AI控制的推荐算法如何创造“微型市场”等

这些反馈让我意识到:我不能只是呈现“游戏变了”,而要展现游戏如何深刻参与了资本逻辑对人的塑造与规训。
——游戏中的奖励机制、进度控制、时间限制,本质上都与“效率”与“劳动管理”有关,是对注意力的收编。

我随即调整了展览结构的表述方式,从之前的“时间线式空间”(1970s–2020s)进化为“资本结构三部曲”:

  • 叙事控制(Narrative as Commodity)
    游戏如何从类型化故事走向服务型剧情,每个分支的存在是否只是让你“感觉自己选择了”?

  • 设备进化(Hardware as Gateway)
    不再只是机器,更是平台垄断、数据采集、体验筛选的装置。

  • 系统设计(System as Economy)
    游戏设计中隐含的经济学,如回报率、资源倾斜、时间/金钱等价等。

最终,我意识到,策展不仅仅是讲一个清晰的故事,更是创造一个让人主动思考的结构体。

WEEK 7

During the construction, I am currently improving and translating these contents.

本周,我重点推进了展览中的公共项目(Public Programmes)构想,尝试让观众在展览中不只是观看者,而是体验者,甚至“局中人”。我设想了三个互动性较强的workshop,它们不仅作为展览的延伸活动存在,更是一次次以现实规则模拟游戏系统的“现实扮演”

  1. “计算你的游戏花费与电子资产”
    观众会被邀请回顾自己过往氪金记录,并“兑换”为现实世界的物品与时间(如:300小时原神=一次完整的手工艺课程)。这个设定试图揭示“无形资产”的错觉——你以为在积累,其实在放弃。

  2. “电子游戏法律案件再审判”
    灵感来自历史上的loot box争议与玩家账号归属权问题。我们将邀请观众扮演法官、玩家与开发商三方,重新审判一些“游戏史上的伦理案件”。这是一次规则意识的公开教育,也是一种策展语言的延展。

  3. “与游戏从业者的交流会”(正在接洽中)
    我希望邀请一位实际从事策划或运营的业内人士来分享“系统设计”如何服务于盈利。这不是批判,而是让观众正面理解“系统背后的人”也是结构中的一环。

在这些活动构思中,我越来越意识到,真正有力量的策展并不是“指控”,而是让观众意识到自己原本就在场。他们不是被告知某种真相,而是通过一次次“扮演”与“决策”,参与到对媒介、资本与主体性的共同讨论中。

这周我还开始准备观众可阅读的虚构文本包,包括“南极抽卡公约”“暴雪理财手册”“来自未来的玩家遗嘱”等。这些文本会被以“假报纸”的形式嵌入展厅,在某种意义上,它们也构成了这个展览的“文献区”。

总结来说,第七周是从“展品堆叠”走向“策展动员”的一周。我不再只是设置空间,而是在构建一种可供游戏的叙事结构——一场关于现实游戏性的反讽式召唤。

WEEK 6

During the construction, I am currently improving and translating these contents.

本周的工作重心转向了展览空间的构思与模拟搭建,也是我第一次尝试将策展叙事“实体化”成一个可以行走的空间结构。经过前几周的内容整理,我决定用“不同年代的游戏客厅”作为展览的第一部分核心构架,具体包括:

  • 1970s美国家庭客厅:大电视+Atari+家庭式地毯

  • 1980s资本化加速期的游戏室:彩色墙纸、初代FC机

  • 1980s苏联青年宫的游戏角落:木制桌椅+幻灯片机+Elektronika掌机

  • 1990–2000s混搭游戏房:PS2+网吧风+卡带盒堆满整个书架

这些空间不仅是硬件演化的缩影,更是“消费方式”的剧场。它们背后体现的是一种时代价值观的变化:从公共娱乐到私人沉浸,从亲子互动到自我隔离,从可分享的物理物品到内购数据的无形消费。

在 Artsteps 虚拟展厅中模拟这些空间时,我意识到一个有趣的问题:我们是否还能清晰记得自己的“第一个游戏空间”?这个空间在记忆中是快乐的,但在回看时可能满是操控、隔离、失语。这种悖论性正是我希望展览传达的张力。

与此同时,我还遇到了技术限制——Artsteps不支持3D建模上传超过4MB、墙面只能斜45度、文字描述必须手动断句。这些限制反而强化了我策展中“被规训的表达空间”这个主题。在某种意义上,我和玩家一样,也在一个被设计的“系统”中进行自我表达的博弈。

这周的反思让我更明确一个目标:**空间不只是展示容器,而是叙事本身。**每一个沙发的摆放、每一个电源插座的位置,都是游戏如何进入我们生活的视觉证据。

WEEK 5

During the construction, I am currently improving and translating these contents.

这一周我聚焦于展览中的“系统”板块,具体来说,是游戏中的虚拟经济系统——战利品箱、微交易、运营活动、抽卡机制等等。这些在玩家看来“理所当然”的系统,实际上是高度资本化的设计产物。我开始尝试追问一个问题:游戏中发生的交易,是不是一种真实的经济行为?

阅读《Games of Empire》与Bogost对“procedural rhetoric”的批评理论之后,我意识到,游戏系统不仅是趣味机制,更是意识形态的载体。比如《GTA》系列中高度发达的犯罪与掠夺机制,不只是玩家行为的自由,更是在重现新自由主义城市的面貌。而《魔兽世界》的拍卖行、金币交易、装备刷本,几乎就是现实世界资本运作的模型缩影。

因此,我构思了展览中一个偏向“沉浸+讽刺”的展示节点:制作一个虚构的“游戏公司财报墙”,用图表和术语模仿真实游戏公司的季度增长报表,但背后讲述的却是玩家在氪金、赌博和时间剥夺中的“隐性劳作”。

与此同时,我也开始撰写虚构文本,比如“玩家理财指南”、“抽卡哲学读本”、“游戏内购征税倡议书”,用拟真的语调来模糊虚构与现实的边界。这些文档将成为展览中一种特殊的展品类型——具备欺骗性的策展物,让观众在阅读的过程中逐渐意识到:“这不是笑话,而是我们真实生活的一部分。”

第四周让我意识到,展览不应只是指出问题,而要构建“问题发生的场域”本身。系统,是一套被自然化的规则;而策展,也是一种干扰这种“自然性”的暴力。

WEEK 4

During the construction, I am currently improving and translating these contents.

本周,我正式确立了策展项目的标题与主题:《Play and Pay:电子游戏的资本演化》。这是一个关于“玩”与“消费”之间关系的展览,也是一次关于当代媒介与经济结构如何相互嵌套的思辨尝试。

我开始从不同角度追踪电子游戏如何被资本主义逻辑不断塑形——从街机到主机,从游戏厅到电竞馆,技术的发展始终伴随着商业模式的进化。这让我决定将展览内容分为三大板块:叙事(Narrative)设备(Devices)系统(Systems),分别讨论故事如何被商业化,硬件如何形成消费路径,以及系统如何复制或隐喻现实经济结构。

同时,我也在思考展览空间本身的形式语言。我不想做一个充满文字面板的“游戏档案馆”,也不希望展览只是单纯“怀旧”。我在灵感板上记录了不同年代的游戏厅、客厅和电竞房的照片,萌生了用“时代客厅切片”来作为展示结构的构想——每一个展示点不仅代表一个技术阶段,也是一种观看与消费方式的剧场。

这一周的反思更多集中在展览方法论层面:作为策展人,我是否能不仅指出资本的问题,还能创造一种体验性的形式,让观众自己“陷入”问题?我不确定能否做到,但这至少给了我一个方向:让展览既是对电子游戏的历史回顾,也是一次结构化的沉浸体验。

WEEK 3

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