Digitalism: A History Hiding in Plain Sight
AUGUST 12, 2026
There is a tendency to tell the history of digital art as though it began with the computer, passed through the internet and arrived, more or less inevitably, at artificial intelligence.
It is a convenient story.
It is also wrong.
Long before “digital art” became a category, artists were already working with computation, electronics, video, networks, machines and systems. Much of this work happened outside the conventional gallery system: in universities, laboratories, broadcasting studios, music companies, art schools and the increasingly porous territory between art and technology.
The result is not a neat lineage but a sprawling, unruly history…one in which the technologies changed, the terminology changed, and sometimes even the artists changed disciplines, while the questions remained remarkably consistent.
What happens when the machine becomes part of the creative process?
What happens when an artwork behaves rather than simply exists?
And what happens to authorship when the artist creates a system rather than every individual outcome?
These questions are not new.
Digitalism is.
For DIGITALISM at British Art Fair, it makes sense to look at some of this history from a particularly British perspective. Not because Britain owns the story…it very clearly doesn't. Digital art emerged internationally, often simultaneously, through exchanges between artists, mathematicians, engineers, musicians, designers and scientists. But Britain has an extraordinary and sometimes overlooked place within that history.
And much of it has been hiding in plain sight.
Before digital art had a name
One of the most revealing places to begin is London in 1968.
Cybernetic Serendipity, presented at the Institute of Contemporary Arts and curated by Jasia Reichardt, brought artists, engineers, scientists and musicians into a single exhibition around computation, cybernetics, machines, sound and emerging forms of electronic creativity.
Crucially, it was international.
The exhibition brought work and ideas from Britain into conversation with experiments taking place across Europe and the United States. Its significance was not simply that computers had entered the gallery. It was that disciplines—and people—who had previously occupied separate territories were beginning to recognise one another.
Among the participants was the British cybernetician Gordon Pask, whose Colloquy of Mobiles created an environment in which machines interacted with one another. The artwork was not simply an image produced by technology; it was a system capable of behaviour.
That distinction would become fundamental.
In the same year, the Computer Arts Society was founded by Alan Sutcliffe, George Mallen and John Lansdown. The following year, the Society presented Event One at the Royal College of Art. Its programme crossed computer graphics, music, performance and experimental systems. Lansdown was already exploring computer-generated choreography and theatrical performance; others were working across programming, electronic music, architecture and cybernetics.
This was not the beginning of artists “using computers”.
It was the beginning of a different proposition: that computation might itself become a material of artistic thought.
And Britain was unusually fertile ground for that proposition.
But it was only one part of a much larger picture.
At almost exactly the same moment, Georg Nees and Frieder Nake were producing computer-generated drawings in Germany. Hungarian-born Vera Molnár was developing the systematic and algorithmic processes that would establish her as one of the foundational figures of generative art. In the United States, A. Michael Noll, Charles Csuri and John Whitney were exploring computation, animation and computer graphics.
Nam June Paik was turning television and electronic media into artistic material. The New Tendencies movement in Zagreb was bringing artists and theorists together around systems, visual research and computation. Harold Cohen would begin developing AARON in the 1970s, starting a remarkable decades-long investigation into whether a computer system might participate in the act of drawing itself.
There was never a single birthplace of digital art.
Its history was networked long before the world itself was.
The machine changes the artist
The next important developments did not necessarily come from the art world at all.
In Britain, Quantel was developing digital imaging technology for television and broadcast production. Its Paintbox, launched in 1981, transformed the relationship between the artist's hand and the digital image. The stylus-driven system allowed images to be painted and manipulated in real time without requiring the artist to write code.
It was expensive, specialised and initially designed for professional broadcasting…but it eventually found its way into British art colleges.
In 1984, ten UK art colleges received Paintboxes.
The consequences were larger than Quantel could have anticipated.
Artists began discovering that digital imaging was not simply a faster way of doing something they had previously done with paint, photography or collage. It altered the process itself. Gesture, colour, layering, scale and photographic manipulation could now be performed inside an electronic environment.
The relationship between artist and technology became reciprocal.
Artists were not simply learning machines.
They were helping determine what those machines might become.
This history is particularly visible in the work of the original Paintbox artists…among them Brits Kim Mannes-Abbott and Adrian Wilson…whose practices helped push digital image-making beyond its broadcast origins.
Quantel's technology became part of a wider visual culture, one that moved between art schools, television, music video, advertising and experimental image-making. In a pre-Photoshop era, Paintbox would become part of the visual language of MTV, with artists including Keith Haring and David Hockney also experimenting with the system.
The distinction between “commercial technology” and “artistic technology” was already beginning to collapse.
Multimedia becomes a cultural space
By the early 1990s, the word multimedia was everywhere.
But beneath the jargon, something genuinely new was happening.
Digital technology was escaping the laboratory and entering music, design, publishing, television, games and popular culture. The CD-ROM became a peculiar transitional object: part book, part film, part software and part artwork.
Singer-songwriter Peter Gabriel's Real World Multimedia studio became one of Britain's most interesting laboratories for this convergence.
Xplora 1, released in 1993, combined music, video, photography and interactive exploration. It treated the computer less as a playback device than as a place to enter the world of the artist.
Then came Eve.
Released in 1996, Eve was an ambitious collaboration between Real World Multimedia and Starwave, built around Gabriel's music and specially commissioned work by contemporary artists including Helen Chadwick, Yayoi Kusama, Cathy de Monchaux and Nils-Udo. More than sixty people were involved in its production.
Contemporary coverage described it not simply as a game but as an interactive journey combining art, music, narrative and technology.
This is a significant moment in the history of digital art precisely because it sits awkwardly between categories.
It wasn't quite a gallery exhibition.
It wasn't quite a film.
It wasn't quite a game.
It wasn't quite a book.
It was something else.
And that “something else” would become increasingly important.
Antirom and the discovery of interaction
In London, another group was pushing the same problem from a different direction.
Antirom formed in 1994 as a reaction against the prevailing idea of multimedia as a container for repurposed content: video, text, audio and images assembled behind a point-and-click interface.
Instead, the collective became interested in interaction itself.
Its Arts Council-funded CD-ROM consisted of small experimental “toys”…systems built around sound, movement, scrolling, collision, response and play.
The interface wasn't a door through which the user accessed content.
The interface was the content.
This was a crucial conceptual shift.
The viewer became a participant.
The artwork became a situation.
And the artist became, increasingly, someone who designed the conditions under which something could happen.
Antirom's influence reached far beyond its relatively modest output. It helped shape a generation of British interactive designers and artists, among them people who would go on to influence the wider digital culture of the following decades.
The web didn't begin digital art. It changed its address.
And then something happened that changed not simply digital art, but culture itself.
In 1989, British computer scientist Sir Tim Berners-Lee, working at CERN, proposed what would become the World Wide Web.
Its origins were pragmatic: a means of enabling scientists and institutions to share information more effectively across different computer systems.
Its cultural consequences were anything but.
When the Web became publicly accessible, artists did not suddenly discover digital practice.
They discovered distribution.
The artwork no longer had to occupy a gallery, a television screen, a CD-ROM or a dedicated installation.
It could live somewhere else.
Websites became galleries.
Browsers became interfaces.
Mailing lists became communities.
Databases became raw material.
The audience became networked.
And artists separated by thousands of miles could suddenly occupy the same cultural space.
Internationally, this gave rise to the practices that became known as net.art, associated with figures including Vuk Ćosić, Olia Lialina, JODI and Heath Bunting. The Web was no longer simply somewhere an artwork could be reproduced or advertised.
The network itself could become the medium.
And perhaps most importantly, the artwork could change after it had been “finished”.
This unsettled one of the oldest assumptions of art: that the work is a stable object created by an individual artist and subsequently encountered by a viewer.
Digital practice made instability productive.
Coventry and the educational underground
The postgraduate Electronic Art & Design course at Coventry began in 1987.
That date matters.
It places Coventry within the first generation of British higher-education environments to take electronic and digital practice seriously as an artistic field…before “new media” had settled into institutional terminology and long before digital art acquired anything resembling a conventional market.
The course did not prescribe a single medium or style.
Its importance was precisely that it encouraged artists to work across disciplines: moving image, sound, computers, interaction, design, performance and emerging technologies.
Some of its archive is now held by the V&A, itself an institution that has become increasingly important to the preservation and interpretation of Britain's digital and computer-generated art history.
I came to Coventry as a postgraduate student in Design & Digital Media / Media Arts in 2001.
By then the technology had changed dramatically from the early days of computer art, but the intellectual proposition remained familiar: the computer was not merely something to operate.
It was something to think with.
My professor, Rolf Gehlhaar, a pioneer of computer-aided composition and interactive music, was one of the people who made that proposition tangible.
Rolf studied philosophy, science and music at Yale and Berkeley before moving to Cologne in 1967 to work closely with Karlheinz Stockhausen as his assistant, performer and sound technician. But it was his development of SOUND=SPACEthat particularly anticipated so much of what we now describe as interactive digital practice.
Conceived in the early 1980s and publicly installed at the Centre Pompidou in Paris in 1985 as part of Jean-François Lyotard and Thierry Chaput's Les Immatériaux, SOUND=SPACE used ultrasonic sensing, computers and synthesisers to turn the movements of people within a physical space into sound.
You did not press a button to trigger the work.
Your presence was the interface.
For me, Coventry was therefore not simply an education in digital media.
It was an encounter with a lineage.
From net art to network culture
By the late 1990s and early 2000s, the distinction between digital art and digital culture became increasingly difficult to maintain.
Artists were working with browsers, databases, games, webcams, virtual worlds, generative systems and online communities.
The network wasn't simply somewhere to show the work.
It became the material from which the work was made.
And the international infrastructure supporting these practices was growing too.
Ars Electronica in Linz had been bringing art, technology and society into dialogue since 1979. ZKM in Karlsruhe developed into one of the world's most significant institutions for media art. SIGGRAPH connected artists with advances in computer graphics, scientific research and industry. Festivals, universities and specialist centres developed their own communities, archives and critical discourse.
Digital art was developing something approaching an art world of its own.
The history was international.
But it remained gloriously fragmented.
When the computer disappeared into everyday life
There is another strand to this history which is easily overlooked because it belongs as much to design as to art.
For digital culture to become ubiquitous, computers had to stop feeling like computers.
Few people were more influential in that transition than British-born designer Sir Jony Ive.
Through his work at Apple across the iMac, iPod, iPhone, MacBook Air and iPad, Ive helped transform our physical relationship with digital technology. Computers became less intimidating, interfaces more intuitive and devices increasingly intimate.
The computer moved from the office to the home.
Then into our pockets.
And eventually into almost every waking moment of our lives.
This mattered enormously for artists.
The smartphone became a camera, editing suite, sketchbook, cinema, archive, gallery and distribution network simultaneously.
Images could be created, manipulated and transmitted globally from a single object held in the hand.
And something profound happened as a consequence.
For an earlier generation, working digitally had been a conscious decision.
For the generations that followed, the digital was simply there.
It had become the environment in which they grew up.
The machine becomes a collaborator
This is where the contemporary moment begins to reveal its deeper ancestry.
Generative art, machine learning and AI may appear to represent a dramatic rupture, but they return us to questions that were already being asked in the 1960s and 1970s.
What is authorship when the artist creates a rule rather than an image?
What happens when the machine produces an outcome the artist did not explicitly make?
Where does the artwork reside: in the output, the process, the system or the relationship between them?
Today those questions have become extraordinarily visible because the technology has entered everyday life.
Millions of people who had never previously encountered generative systems can now produce images through language. Artists are working with datasets, machine vision, artificial intelligence, augmented and virtual realities, blockchain, robotics and systems capable of responding to information in real time.
But the conceptual territory is surprisingly familiar.
Gordon Pask asked what happens when machines behave.
Vera Molnár asked what happens when rules generate images.
Harold Cohen asked what happens when a computer participates in drawing.
Rolf Gehlhaar asked what happens when the audience activates the work simply by entering a space.
Today's technologies make those questions newly urgent.
They did not invent them.
The technology has changed.
The question has not.
So what is Digitalism?
Digitalism is not simply another name for digital art.
Nor is it a claim that artists working with computers have suddenly appeared.
It describes a broader cultural condition in which digital technologies have ceased to be specialist tools and become the infrastructure through which contemporary life is experienced.
The artists associated with Digitalism work across AI, AR, VR, generative systems, digital photography, moving image, robotics, digital sculpture and hybrid forms that resist conventional classification.
Their common ground is not a medium.
It is an environment.
That is why Digitalism can be understood as an ism.
The history behind it is long, international and frequently overlooked. It runs through computer societies and art schools, broadcast technology and experimental music, CD-ROMs and browsers, universities and laboratories, games and networks, archives and obsolete machines.
It encompasses the artists who experimented with the machines, but also the engineers, designers and thinkers who changed what those machines could do, where they could take us and ultimately how we came to live with them.
Britain has been part of that history from the beginning.
But Digitalism belongs to no one country.
Perhaps that is entirely appropriate for an art movement born from a culture in which ideas, images and people increasingly move between physical and digital worlds without much concern for borders at all.
DIGITALISM, the exhibition at British Art Fair, does not therefore represent the moment digital art arrives.
It represents something more interesting:
the moment a history that has been developing for more than half a century becomes visible as a coherent cultural field within the mainstream art world.
Digitalism did not suddenly appear.
We simply reached the point at which more than half a century of artistic experimentation collided with a world that had itself become digital.
The machines have changed.
The questions haven't.
And perhaps that is why this history feels less like a story about the past than an explanation of where we are now.
Rebekah Tolley
Producer and Curator
Spotlight: DIGITALISM
British Art Fair: 24–27 September 2026
Collecting Digital Art: Looking Beyond the Screen
AUGUST 12, 2026
There is a question I hear often:
Can you actually collect digital art?
The answer is simple.
Yes. And collectors already are.
The more interesting question now is not whether digital art belongs in a collection, but which artists and which works are worth collecting.
That shift matters. Digital art is no longer a speculative category waiting for the traditional art world to decide whether it has a place. It has developed a history, an international artist community, dedicated galleries and platforms, museum collections, specialist departments at major auction houses…and, increasingly, serious collectors.
The technology may be different.
The principles of collecting are remarkably familiar.
The market has already moved
The evidence is increasingly difficult to ignore.
The 2025 Art Basel & UBS Survey of Global Collecting, which surveyed 3,100 high-net-worth collectors across ten major markets, found that 51% had purchased digital art during 2024 or 2025. Digital art ranked third among media by total collector spending, behind painting and sculpture, while the average proportion of digital works within collections rose from 3% in 2024 to 13% in 2025.
That is not a niche behaviour.
It is a substantial collecting market.
The major institutions and auction houses have responded accordingly. Christie's has a dedicated Digital Art and NFTs department and has continued to bring digital practice into its mainstream programme. Its Beyond the Screen auction in 2025 explicitly brought digitally native and traditional collectors into the same conversation.
Art Basel has followed a similar trajectory. Its Zero 10 presentation in Basel in 2026 placed digital art within the context of one of the world's most influential contemporary art fairs, rather than treating it as an isolated technological curiosity.
The question has therefore changed.
It is no longer:
Is digital art collectible?
It is:
What makes a digital artwork worth collecting?
Start with the art
The answer begins exactly where it does with any other artwork.
Look at the work.
Digital art encompasses an extraordinarily broad field: moving image, generative systems, digital photography, artificial intelligence, augmented and virtual reality, interactive works, software, sound, digital sculpture and practices that combine digital and physical elements.
The technology is often part of the work's identity, but it should never be allowed to substitute for the work itself.
A technically impressive piece can be artistically slight.
A work that appears simple can contain an extraordinary idea.
The useful question is not simply what technology has been used?
It is:
Why does this artist need this technology?
When the technology is integral to the idea, something interesting happens. The medium stops being a novelty and becomes part of the artist's language.
That is usually where the most compelling work begins.
What exactly are you collecting?
This is where digital art does require a slightly different conversation.
With a painting, the object is generally clear. With digital art, the artwork might be a video, a fixed digital image, a generative system, an interactive environment, software, an installation…or a combination of several of these.
So the collector needs to understand what constitutes the work.
Is it a specific file?
A limited edition?
A generative system capable of producing an infinite number of outcomes?
Does the purchase include a physical screen or other equipment?
Does the artist retain control over the work?
Are there installation instructions?
What happens if the software or hardware becomes obsolete?
These are not reasons to be wary of digital art. They are simply part of understanding what you are acquiring.
And, increasingly, they form part of its provenance.
Digital art has a 70-year history
One reason the current moment is so interesting is that digital art is still sometimes discussed as though it arrived with NFTs, or perhaps with AI. In reality, its history stretches back around 70 years, from the earliest experiments with computers as creative instruments in the 1950s, through algorithmic and generative art, cybernetics and electronic music in the 1960s and ’70s; the emergence of digital imaging, video and computer-controlled environments in the 1980s; and the multimedia, CD-ROM, interactive and net-art cultures of the 1990s and early 2000s. The decades since have brought increasingly networked, immersive and generative forms, followed by blockchain, virtual and augmented reality and, most recently, AI.
Across that history, artists have repeatedly used each new technology to challenge familiar ideas about authorship, participation, originality and what an artwork can actually be. The tools have changed beyond recognition. The questions have proved remarkably durable.
Don't buy the technology. Buy the artist.
This may be the most important principle for a collector entering the field.
Technology moves incredibly quickly.
Artists' ideas, however, can have much longer lives.
A new software platform may be revolutionary today and forgotten in five years. A genuinely original artistic proposition can remain relevant for decades.
That is why I would always look beyond the individual work.
What else has the artist made?
Is there a sustained practice behind it?
Are they experimenting, developing and taking risks?
Does this particular work make sense within their wider trajectory?
And, importantly, would the work still interest you if the technology were no longer fashionable?
The strongest digital artists are rarely those simply demonstrating what the latest technology can do.
They are artists using technology to explore something that could not be explored in quite the same way otherwise.
AI is part of the story, not the whole story
Artificial intelligence has brought digital art unprecedented attention, but AI is part of a much longer conversation about machines, creativity and authorship.
Generative art and cybernetic systems were already exploring machine-assisted creativity decades ago.
What AI has changed is the scale and accessibility of the technology…and the speed at which an artist can move between intention, generation, selection and refinement.
That raises fascinating questions.
Where does authorship sit?
How much agency belongs to the artist?
What constitutes the artwork: the prompt, the selection, the process, the resulting image, the system…or the relationship between all of them?
The interesting artists are those who are doing something meaningful with these questions rather than simply producing impressive images with a fashionable tool.
Again, the technology is not the point.
The thinking is.
And then there are NFTs
NFTs brought digital art into the mainstream collecting conversation in a way few developments before them had managed to do.
They introduced a mechanism for recording ownership and provenance around digital works and attracted a huge new audience.
But it is important to distinguish the artwork from the technology used to authenticate or sell it.
An NFT is not automatically an artwork.
Nor does technological scarcity automatically create artistic significance.
The same principles apply as they do elsewhere in the market: the artist, the quality of the work, its provenance, edition, cultural relevance and long-term significance all matter.
For a collector, the important thing is simply to understand what is being purchased and what rights accompany it.
Living with digital art
One of the pleasures of collecting digital art is that the relationship between artwork and space can be unusually fluid.
A work may occupy a wall like a painting.
It may change over time.
It may respond to light, sound or movement.
It may generate a different image every time it is encountered.
It may exist quietly on a screen, or demand an entire room.
Some works are immersive. Others are almost contemplative.
The practical considerations therefore become part of the collecting experience.
Where will the work live?
What equipment does it require?
How should it be displayed?
Does it need sound, darkness or interaction?
How often do you want to see it?
These questions are worth considering before purchase, just as you might consider scale, light, framing or conservation when acquiring a physical work.
Digital belongs in the collection
There is no reason for digital works to exist in a separate category within a collection.
A generative artwork can sit alongside a painting.
A moving-image work can have a natural relationship with photography.
A digital sculpture can enter into a conversation with physical sculpture.
The history of contemporary art is, after all, a history of artists expanding the possibilities of the medium.
Photography changed painting.
Film introduced time.
Video transformed the gallery's relationship with moving image.
Installation changed the relationship between artwork and space.
Digital art continues that process.
This is why the arrival of DIGITALISM at British Art Fair matters to me. As Producer and Curator, I wanted digital practice to be encountered not as a technological novelty or specialist annex, but within the wider conversation of contemporary art and collecting.
The artists working in this field are not waiting for the rest of the art world to catch up.
They are already making the work.
Collectors are already buying it.
Museums and institutions are already preserving it.
The market has already moved.
So, what should you collect?
The answer is ultimately personal.
Collect the work that stops you.
The work you return to.
The artist whose practice you want to follow.
The piece that makes you see something differently.
Look at the technology, certainly…but look harder at the thinking behind it.
Ask what you actually own.
Understand the edition and provenance.
Consider how the work will exist in your space.
And then apply the same judgement you would bring to any other acquisition.
Because digital art doesn't require a new definition of what it means to collect.
It asks us to recognise that the artwork itself has changed.
The screen is simply where you might encounter it.
The art is what matters.
Rebekah Tolley
Producer and Curator
Spotlight: Digitalism
British Art Fair: 24-27 Sep, 2026
Past Presidents Prize 2023, at the SSA 125th Annual Exhibition
It all begins with a conversation…