NAB
We’ve collectively gone so far down so many different rabbit
holes that we’ve lost our ability to find our way out.
article here
It may be that we don’t even want to.
What if confirmation bias (the vicious circle of social
media content that confirms what we already believe) is so ingrained because we
like it?
“It’s the emotional relish we feel, the sheer delight when
something in line with our deepest feelings about the state of the world,
something so perfect, comes before us,” says Jon Askonas, assistant
professor of politics and a fellow at the Center for the Study of Statesmanship
at the Catholic University of America.
“Those feelings have a lot in common with how we feel when
our sports team scores a point or when a dice roll goes our way in a board
game.”
In particular, Askonas draws parallels between the way
different versions of truth gain ground and the rise of Alternative Reality
Games. ARGs use the real world as a platform to tell an interactive story that
may be affected by player’s ideas or actions. Examples include
Playstation’s Xi, Blizzard’s Sombra and Disney’s The
Optimist (a fictional alternate history of Walt Disney and his involvement
in a secret society connected to the 1964 World’s Fair released alongside with
2013 movie Tomorrowland).
He’s not the first to make the connection. In 2020, Adrian
Hon, designer of the game Perplex City, wrote a widely shared Twitter
thread and blog post drawing parallels between QAnon and ARGs.
“I don’t mean to say QAnon is an ARG or its creators even
know what ARGs are,” Hon tells Askonas. “This is more about convergent
evolution, a consequence of what the internet is and allows.”
In other words, the similarities between QAnon and ARGs do
not owe to something uniquely insane about Q followers. Rather, Hon says, both
are outgrowths of the same structural features of online life.
In ARGs, Hon writes, “if speculation is repeated enough
times, if it’s finessed enough, it can harden into accepted fact.”
Michael Andersen, a writer on gaming, tweets that
“All of the assumptions and logical leaps have been wrapped up and packaged for
you, tied up with a nice little bow. Everything makes sense, and you can see
how it all flows together.”
To be a consumer of digital media is to find yourself
increasingly “trapped in an audience,” as Charlie Warzel puts it, playing one
alternate reality game or another. ARGs take advantage of ordinary human
sociality and our inherent need to make sense of the world.
With both QAnon and alternate reality games, it can be hard
to tell what is and isn’t “real.” Of course, QAnon followers think that their
world is the real world, whereas ARG players know they are in a game. That’s an
important difference.
“But the point of an ARG is also to blur the boundaries of
the game,” insists Askonas. “In fact, many use a ‘this is not a game’ conceit,
intentionally obscuring what is real and what are made-up parts of the game in
order to create a fully immersive experience.”
Widely held beliefs on Russiagate? On the origins of the
coronavirus? Absurd denial of 2020 election results? COVID hysteria?
You can call it the gamification of conspiracy theory if you
want, but electronic ARGs didn’t start the war. Askonas traces it as least as
far back as fantasy role playing game Dungeons & Dragons in the 1970s,
where “the point of playing was not to beat your opponent but to share in the
thrill of making up worlds and pretending to act in them.”
Cynics might argue that the bygone era of mass media was not
a golden age of truth, but was subject to its own overarching narratives and
its own biased reporting.
Askonas is ready to counter.
“What [mattered then] is that mass media, rooted in an
advertising business model and in broadcast technologies, created the
incentives and capability for only a small number, perhaps even just one, of
these narratives to emerge at one time. Both journalists and spin doctors attempted
to massage or manipulate the narrative here or there, but eventually mass media
converged on whatever the narrative was.”
However: “In an age of alternate realities, narratives do
not converge.”
He proceeds to argue that the media ecosystem of today
produces alternate realities that also undermine what remains of consensus
reality by portraying it as just one problematic but boring option among many.
Sometimes called “red-pilling,” after The Matrix —
the process of arriving at this contrary view of the consensus, according to
Askonas, goes something like this:
A real-world event occurs that seems important to you, so
you pay attention. With primary sources at your fingertips, or reported by
those you trust online, you develop a narrative about the facts and meaning of
the event. But the consensus media narrative is directly opposed to the one
you’ve developed.
The more you investigate, the more cynical you become about
the consensus narrative. Suddenly, the mendacity of the whole “mainstream”
media enterprise is laid bare before your anger. You will never really trust
consensus reality again.
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