The collaboration includes a promotional pop-up. The installation was designed as two contrasting areas that mirror the psychological tension of I Saw the TV Glow. One side immerses visitors in darkness and nostalgia as they enter the VR experience, while the other is stark and overexposed, forcing passive observation. Live gameplay broadcasts and dividing glass walls heighten the sense of detachment, blurring the boundary between observer and participant, illusion and reality. The model was built in SketchUp and then rendered in Blender.