LOCATION: PECKHAM OASIS GALLERY
UNIT 4, DOVEDALE BUSINESS CENTRE, LONDON, SE15 4QN
8 JULY - 1 AUGUST 2026
OPEN THURSDAY - SATURDAY, 12PM-5PM

CONTROL brings together fifteen artists working across painting, video, sculpture, simulation and game environments to consider how the visual language of video games has entered contemporary art. Avatars, NPCs, rendered landscapes, portals, quests, glitches, loading screens and controllers now form part of the way we imagine the self, the body and the world. Rather than asking whether video games can be considered art, the exhibition begins from the position that their aesthetic has already entered culture, and that artists are now using this language to think through agency, artificiality, emotion and power.

The exhibition sits within a wider conversation around high and low culture, an ongoing concern within OHSH Projects’ programme. Video games are often dismissed as commercial, adolescent or escapist, yet they are one of the defining visual and narrative mediums of the present. Like film, music, painting or sculpture, they contain many languages, from the generic to the deeply authored. CONTROL is interested in what happens when artists take this language seriously, not as novelty, but as a way of thinking about fantasy, loneliness, artificial life and the construction of feeling.

ARTISTS:

David Blandy
Charlie Chesterman
Chaney Diao
Jack Evans
Henry Glover
Kevin Judge
Jacob Kasar
Eva & Franco Mattes

Miroslav Pomichal
Paul Riedmueller
Petra Szeman
Suzanne Treister
Amy J Wilson
Xinhan Yu
Mathew Zefeldt

EVENTS:

Tuesday 28 July : Panel Discussion moderated by Julia Greenway with Chaney Diao, Jack Evans, Miroslav Pomichal and Amy J Wilson.

What is now commonly understood as “video game aesthetics” often refers to the visual language of games from the 1980s, 1990s and early 2000s: pixelated forms, low-poly bodies, visible compression, awkward edges, tiled surfaces, loading screens and stilted characters. These qualities were not originally nostalgic or stylistic choices. They emerged from limitation. Early game designers had to ask how a body, landscape, emotion or world could be made perceptible within strict technological constraints. The aim was not full realism, but sufficient reality: enough image, movement and atmosphere for a player to recognise a world, enter it, care about it and form an emotional attachment to it.

In this sense, the exhibition also looks back through art history. The stilted clarity and emotional restraint of Alex Colville’s mid-century paintings offer one useful precedent for thinking about why simplified or artificial figures can still carry feeling. Like early video game characters, they do not convince through realism, but through atmosphere, tension and control.

CONTROL is particularly interested in this moment of translation, when technical restriction produced strange, inventive and often affecting ways of depicting people and places. The exhibition looks back to a period before contemporary graphical realism became increasingly attainable, when games had to suggest rather than fully render. In the 2010s and 2020s, as the pursuit of realism became less constrained by hardware, the visual question shifted. The older aesthetic of the 80s, 90s and 00s now carries a different charge. It reads as memory, artifice, nostalgia, uncanniness and style, but also as evidence of a medium inventing its own visual grammar.

This history has an important place within contemporary art. Video game aesthetics sit alongside the legacies of early computer art, net art, post-internet art, machinima, simulation, game engines and virtual world-building. Artists have long used the screen, the avatar, the glitch and the rendered environment not simply as subjects, but as structures for thinking about authorship, spectatorship and control. In this lineage, gaming is not an isolated popular form, but part of a wider history of artists working with new technologies as they enter everyday life.