A God-Tier LARP? QAnon as Conspiracy Fictioning

Author:

Zeeuw Daniël de12ORCID,Gekker Alex3ORCID

Affiliation:

1. University of Amsterdam, The Netherlands

2. KU Leuven, Belgium

3. Tel Aviv University, Israel

Abstract

The QAnon movement, which gained a lot of traction in recent years, defies categorization: is it a conspiracy theory, a new mythology, a social movement, a religious cult, or an alternate reality game? How did the posts of a (supposedly) anonymous government insider named Q on an obscure online imageboard in October 2017 instigate a serious conspiracy movement taking part in the storming of the US Capitol in early 2021? Returning to the origins of QAnon on 4chan’s Politically Incorrect board and its initial reception as a potential LARP, we analyze it as an instance of participatory online play that fosters deep engagement above all. Drawing on concepts from play and performance studies, we theorize the dynamics by which QAnon developed into an influential conspiracy narrative as instances of “conspiracy fictioning.” In particular, we revive the notion of hyperstition to make sense of how such conspiracy fictionings work to recursively “bootstrap” their own alternate realities into existence. By thus exploring the participatory and playful engagement mechanisms that drive today’s conspiracy movements, we aim to elucidate the epistemological and socio-political dynamics that mark the growing entanglement of play and politics, fact and fiction in society.

Publisher

SAGE Publications

Subject

Computer Science Applications,Communication,Cultural Studies

Reference122 articles.

1. Infoglut

2. Andrews T. M. (2020, October 12). QAnon is tearing families apart. The Washington Post. https://www.washingtonpost.com/technology/2020/09/14/qaQAnon-families-support-group/

3. Anglin A. (2016, August 31). A Normie’s guide to the alt-right. Daily Stormer. https://web.archive.org/web/20170821172825/https://dstormer6em3i4km.onion.link/a-normies-guide-to-the-alt-right/

4. Counterfactual Communities: Strategy Games, Paratexts and the Player’s Experience of History

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