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EN
This article focuses on the description and case analysis of the phenomenon of QAnon - a radical extremist movement that is a new type of quasi-religious underground community, shaped by the structure of the Internet. The article highlights the most important aspects of the Q community and places them in a broader context. The text focuses on reconstructing the internal logic of the group and analyses the new type of Internet methods and practices. These strategies can be exploited by other movements with a similar profile since through their use, the QAnon has reached millions of recipients on social media platforms. The thesis of the article is based on the assumption that the movement is a community grown on the architecture of the Web 2.0 system, the consequences of which are detailed. The Q movement as a socio-cultural phenomenon has influenced the political radicalization of public opinion not only in the United States, but also in European countries.
Acta Ludologica
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2022
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vol. 5
|
issue 1
60-79
EN
This article takes a ludological approach to QAnon and investigates the conspiracy phenomenon as an Alternate Reality Game. Drawing extensively on media reportage of QAnon and reviewing its discussion in the domains of digital culture, media scholarship and game studies, connections between the QAnon conspiracy movement and digital game rhetorics in far-right online spaces are highlighted, with attention to the notions of Gamification and Dark Play. Exploring the intersection of digital game cultures, online conspiracy movements and political extremism, this paper invites scholarly attention to various aspects of QAnon from the fields of games studies and play studies. With the QAnon phenomenon highlighting the significant political impact and import of games culture, this paper shows that the field of ludology has much to offer a range of researchers in interpreting the motivations and meanings of the online communities from which QAnon emerged.
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