Yingjie Mu

WORKS

INDEX

ABOUT

A speculative interactive marketplace where personal data is visualized, priced, and traded as a commodity.

Game Design · Visual Design · Interaction

2024 /

Interactive 2D Game / Speculative Design

DATA MARKETSPACE

WEBSITE

& VIDEO

Data Marketspace: Identity as Commodity is a playable 2D game exploring how personal identity is transformed into data, value, and exchange under systems of digital surveillance.


The project began with Michel Foucault’s writing on the Panopticon and expanded into the idea of networked surveillance. In contemporary data systems, identity is no longer observed only through cameras; behavior, preferences, communication, and personal information can all be tracked, stored, and converted into measurable data. The game turns this invisible process into a fictional marketplace where personal information can be collected, priced, bought, and sold.


What remains of identity when personal information becomes a commodity?

ABOUT

Unity / Figma / Photoshop / Illustrator

TOOLS

Playable 2D Game Prototype

UI and Information Panels

Speculative User Flow

Data Marketplace System

OUTOUT

Concept Development

Visual System Design
Game Design

Interaction Design
UI Design

ROLE

Game Structure

The game progresses across four rounds. As players advance, the data becomes increasingly private, trading time decreases, and each transaction carries a greater personal cost.

4 ROUNDS
Privacy increases each round


MAX. 3 TRADES PER ROUND
Limited trading choices


DECREASING TIME
Less time in each round


WEALTH + LIFE COST
Every transaction has a consequence

Data Collection

Round 01 → 02 → 03 → 04

Data Market

Trading Place

Round 01 → 02 → 03 → 04

Body Puzzle

Data Graveyard

Ending

Core mechanics

Personal data is displayed as merchandise and can be bought or sold under a decreasing time limit. Each transaction affects wealth and life value, while successful trades reward extra time for the next round.

Trading place

Data Market

Players must submit personal information to continue. Each round unlocks more private categories, gradually turning participation into a deeper surrender of identity.

01 / 04 →

Data Collection

HEALTH: Decreases with each transaction

WEALTH: Used to purchase data

TIME: Rewarded after successful trades and used in the next round

Each data item has a price, a health cost, and a time reward. Trading forces the player to balance three resources-wealth, health, and time-while deciding how much personal information they are willing to exchange.

The system turns privacy into a resource-management decision rather than a purely narrative choice.

Trade Mechanics

When life value falls below 10%, the player enters the Data Graveyard. Personal and acquired data fragments coexist in the same body, blurring the boundary between ownership and identity.

Data Graveyard

After 4 rounds trading, the player’s identity is fragmented into movable body parts. Dragging attempts to reconstruct the fragmented identity. Moving the final piece triggers a complete redistribution, making the original identity impossible to restore.

Identity loss becomes a playable consequence of trading.

Body Puzzle

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