WAC Resources

The Bottom Dimension, by Gabriel Massan at Serpentine (United Kingdom, 2023)

Blockchain Use Cases for Museums
Serpentine Galleries' "Arts Technologies" lab serves as an innovation hub, fostering collaboration between artists and technology to explore projects centered on public good and decentralization. "Third World: The Bottom Dimension," a groundbreaking venture, intertwines the realms of video gaming and experimental art to engage audiences in an immersive narrative experience while harnessing the power of Web3 technology.

Artistic Concept and Execution
"Third World: The Bottom Dimension" presents a multi-layered narrative that scrutinizes the enduring repercussions of colonialism in Brazil, including racial structures and societal shifts during the Bolsonaro regime. Gabriel Massan spearheaded the project's narrative development, collaborating with diverse artists to craft an episodic storyline that intertwines storytelling, world-building, and physical artworks.
Within the game, the ecosystem emerges as the central character, inviting players to explore and interact with a dynamic environment teeming with life. As players navigate through levels, they confront the devastating effects of anti-environmental policies, witnessing firsthand the degradation of the Brazilian landscape. Utilizing an innovative 'capture mode,' players can document their experiences, transforming them into NFTs for preservation and sharing on the Objkt.com Tezos-based marketplace.

Supporting Web3 Adoption
Addressing diverse audience comfort levels with Web3 technology was paramount. Serpentine Galleries employed tailored communication strategies and onsite mediators to facilitate audience onboarding, fostering a welcoming environment conducive to exploration and collaboration. The incorporation of multiplayer spaces encouraged communal engagement, with visitors actively advising and teaching one another, underscoring the importance of community involvement in project development.

Project Development Insights
What began as a six-month commission evolved into a year-and-a-half game development endeavor, highlighting the need for flexibility and realistic timelines in research and development initiatives. Despite challenges, the project's success was evident in its ability to attract diverse audiences, including traditionally hard-to-reach demographics and educational groups. The exhibition's extension and online launch underscored its enduring impact, with plans for future iterations in Brazil signaling a commitment to supporting digital artists and fostering educational initiatives.

This innovative fusion of gaming and art exemplifies the potential for interdisciplinary collaboration to redefine audience engagement and foster immersive learning experiences. By leveraging emerging technologies and community involvement, projects like "Third World: The Bottom Dimension" pave the way for future explorations at the intersection of art, technology, and social impact.