Having connected QAnon to the domain of games and play, it is important to clarify that its popularity exceeds simple immersion in a game narrative. The mass delusion QAnon provoked occurs against a broader backdrop of disenchantment with m…[^3]: For more information, see: MAHNIČ, N.: Gamification of Politics: Start a New Game. In Teorija in Praksa, 2014, Vol. 51, No. 1, p. 143-161.
[^4]: HANNAH, M.: QAnon and the Information Dark Age. In First Monday, 2021, Vol. 26, No. 2. […
J. Lee
other · 2 mentions across 1 reading
In this course
J. Lee appears only as a passing reference in the course materials, cited within a footnote apparatus discussing QAnon and information ecosystems but not directly quoted or developed. Without fuller context from the excerpts, their specific contribution to the seminar's themes around narrative control, epistemic breakdown, and the gamification of belief systems remains unclear, though their work evidently engages how conspiratorial thinking exploits networked information environments.
Mentioned in 1 reading
Appears alongside
People mentioned in the same passages — sorted by co-occurrence weight.
A. Anwar 2G. V. Pereira 2S. Hwang 2Jay Daniel Thompson 1L. Brace 1M. Barkun 1M. Butter 1P. Knight 1S. Aupers 1S. Baele 1T. Bart 1T. Coan 1B. Crawford 1B. Margulies 1F. Keen 1J. Bellaiche 1J. H. Priniski 1Keith J. Holyoak 1M. McClay 1Mark Hannah 1Megan Bloom 1Mike Rothschild 1Nataša Mahnič 1Sophia Moskalenko 1Tecumseh Fitch 1