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…JOHNSON, M.: Deep Play and Dark Play in Contemporary Cinema. In New Review of Film and Television Studies, 2019, Vol. 17, No. 4, p. 405-422. ISSN 1740-0309.
JONES, S., KUCKER, S.: Computer, the Internet and Virtual Cultures. In LULL, J. (e…[^93]: WATSON, J.: Games Beyond the ARG. In GARCIA, A., NIEMEYER, G. (eds).: Alternate Reality Games and the Cusp of Digital Gameplay. London : Bloomsbury Publishing, 2017, p. 193.
[^94]: JANES, S.: Alternate Reality Games: Promotion and P…
P. Knight
other · 3 mentions across 1 reading
In this course
P. Knight appears only as a passing reference in the course materials, cited tangentially in what seems to be a bibliography entry on film and television studies. Without sufficient textual presence or context, it's unclear how Knight's work directly engages with the seminar's core concerns around AI, cybernetics, and digital culture—though the surrounding citations suggest discussion of games, play, and virtual cultures as frameworks for understanding contemporary media phenomena.
Mentioned in 1 reading
Appears alongside
People mentioned in the same passages — sorted by co-occurrence weight.
M. Johnson 2M. Butter 2S. Aupers 2A. Kamenetz 1A. Kim 1I. Kaminska 1I. Kamola 1J. Klein 1J. Linderoth 1J. Lull 1N. Mahnič 1S. Jones 1S. Kucker 1T. E. Mortensen 1A. Garcia 1E. Zuckerman 1G. Niemeyer 1H. Jenkins 1J. Watson 1M. Bloom 1M. Rothschild 1S. Janes 1S. Moskalenko 1A. Anwar 1G. V. Pereira 1J. Lee 1Jay Daniel Thompson 1L. Brace 1M. Barkun 1S. Baele 1