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Play and Misinformation: How America's Conspiracy Culture Became Gamified

2023/09/20 by Justin A. Bortnick · 1 voice
Social Sciences · #Digital Games and Media #Misinformation and Its Impacts #Social Media and Politics

paper · doi:10.1177/15554120231203859

openalex publication_date 2023/09/20 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/02

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.

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