{"title":"Play and Misinformation: How America's Conspiracy Culture Became Gamified","authors":"Justin A. Bortnick","doi":"10.1177/15554120231203859","DOIUrl":null,"url":null,"abstract":"In this article, the author draws upon their own experience as a commercial alternate reality game designer and interviews with other working professionals, examining how the form moved from its origins as outsider art into the realm of commercial production and then beyond that as a tool of political influence. The article traces the long history of misinformation and conspiracy in American politics and demonstrates how the introduction of entertainment industry design methodologies has altered the production of disinformation campaigns. From Andrew Jackson and the New York Slave Conspiracy of 1741 through Gamergate and QAnon, the article argues that while conspiracy has always been a central part of American culture, the introduction of modern game design has altered the landscape, and that only by recognizing how our work as designers is being co-opted can we can begin to work to prevent additional social harms.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"9 1","pages":"0"},"PeriodicalIF":2.4000,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/15554120231203859","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
In this article, the author draws upon their own experience as a commercial alternate reality game designer and interviews with other working professionals, examining how the form moved from its origins as outsider art into the realm of commercial production and then beyond that as a tool of political influence. The article traces the long history of misinformation and conspiracy in American politics and demonstrates how the introduction of entertainment industry design methodologies has altered the production of disinformation campaigns. From Andrew Jackson and the New York Slave Conspiracy of 1741 through Gamergate and QAnon, the article argues that while conspiracy has always been a central part of American culture, the introduction of modern game design has altered the landscape, and that only by recognizing how our work as designers is being co-opted can we can begin to work to prevent additional social harms.
期刊介绍:
Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.