
DE SARTHE is pleased to present Workers’ Playtime, the first solo exhibition in Asia by Toronto-based conceptual digital media artist Mitchell F. Chan, on view from October 10 to November 21, 2026. The exhibition transforms the gallery into a game center, inviting viewers to interact with a new body of work consisting of interactive sculptures and video games. These new pieces extend Chan’s ongoing practice of using the rules and mechanics of games as a medium for social critique. These works are more than just entertainment; they are also traps. They invite viewers to engage as players, but ultimately lock them into roles as ineffectual laborers. Their rigged mechanisms deny the user’s agency and instead demand relentless work, exposing the inescapable loop of late capitalist labor. These are not metaphors so much as working demonstrations of a system functioning exactly as intended, of how making labor feel like play can reinforce the structure of that labor rather than offer an escape from it.
The exhibition features six distinct interactive sculptural works built from electromechanical pinball components and custom video game graphics pipelines. Each artwork is housed in a thick, colorful shadowbox with backdrops depicting different systems of labor, ranging from corporate, industrial, agricultural, domestic, suggestive live-streaming, to finance. In Cliff Hangers (2026), an open-plan office environment seemingly sets no boundaries for the workers. The controllable flippers suggest a skill-based game. The tiny gap between the ball and the target creates false hope. It pushes the player to analyze their own technique, frantically experimenting with different speeds and timing. Only upon relentless attempts do they realize the system is rigged.
This system of extraction extends from the public workplace to the private home. In Daddy’s Home (2026), a woman holding a baby turns her back to the viewer, looking out a window as a man drives toward the house. The interior is set up as a nursery, stripped of items that define her individual identity. An inverted v-track is placed over the image. Two pinballs travel along the track toward one another, but lack the momentum to clear the peak, missing each other every time. The electromechanical playfield is not mere decoration laid over an image. Both layers are different modes of representing the same thing: systems of labor, extraction, and social mobility.
Chan juxtaposes this struggle against Roundtrippin’ (2026), a sculpture depicting the financial sector. Here, the outcome reverses. The pinball bounces back and forth in a closed loop, continuously striking targets, while the player controls nothing. Together, these rigged machines serve to expose the ultimate logic of the system: it entices and panders to players, yet caters only to capital.
Mitchell F. Chan was born in Canada in 1982. His practice spans across public installations, sculptures, digital artworks, and game art. Chan is well known for his early contributions to crypto art and for creating one of the earliest non-fungible token artworks. His pioneering blockchain artwork Digital Zones of Immaterial Pictorial Sensibility (2017) was exhibited in “Monte di Pietá” at the Fondazione Prada concurrent with the 60th Venice Biennale, and was sold for $1.2M at Sotheby’s, marking the first conceptual blockchain artwork to achieve such as sale. His recent projects include: The Zantar Triptych, a series of real videogames set inside a fictional videogame economy; The Boys of Summer, an interactive artwork about quantification and data collection, disguised as a sports management simulation; and Winslow Homer’s Croquet Challenge, an allegorical arcade game about Reconstruction-era America which also became the first videogame acceded to the permanent collection of the Buffalo AKG Art Museum. Mitchell F. Chan works and lives in Toronto.
DE SARTHE is a pioneering platform for boundary-pushing contemporary art from Asia. It has also contained an influential international presence in modern and post-war art since 1977.

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