Journal tags: gamification

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Connections

Fourteen years ago, I gave a talk at the Reboot conference in Copenhagen. It was called In Praise of the Hyperlink. For the most part, it was a gushing love letter to hypertext, but it also included this observation:

For a conspiracy theorist, there can be no better tool than a piece of technology that allows you to arbitrarily connect information. That tool now exists. It’s called the World Wide Web and it was invented by Sir Tim Berners-Lee.

You know those “crazy walls” that are such a common trope in TV shows and movies? The detectives enter the lair of the unhinged villain and discover an overwhelming wall that’s like looking at the inside of that person’s head. It’s not the stuff itself that’s unnerving; it’s the red thread that connects the stuff.

Red thread. Blue hyperlinks.

When I spoke about the World Wide Web, hypertext, apophenia, and conspiracy theorists back in 2006, conspiracy theories could still be considered mostly harmless. It was the domain of Dan Brown potboilers and UFO enthusiasts with posters on their walls declaring “I Want To Believe”. But even back then, 911 truthers were demonstrating a darker side to the fun and games.

There’s always been a gamification angle to conspiracy theories. Players are rewarded with the same dopamine hits for “doing the research” and connecting unrelated topics. Now that’s been weaponised into QAnon.

In his newsletter, Dan Hon wrote QAnon looks like an alternate reality game. You remember ARGs? The kind of designed experience where people had to cooperate in order to solve the puzzle.

Being a part of QAnon involves doing a lot of independent research. You can imagine the onboarding experience in terms of being exposed to some new phrases, Googling those phrases (which are specifically coded enough to lead to certain websites, and certain information). Finding something out, doing that independent research will give you a dopamine hit. You’ve discovered something, all by yourself. You’ve achieved something. You get to tell your friends about what you’ve discovered because now you know a secret that other people don’t. You’ve done something smart.

We saw this in the games we designed. Players love to be the first person to do something. They love even more to tell everyone else about it. It’s like Crossfit. 

Dan’s brother Adrian also wrote about this connection: What ARGs Can Teach Us About QAnon:

There is a vast amount of information online, and sometimes it is possible to solve “mysteries”, which makes it hard to criticise people for trying, especially when it comes to stopping perceived injustices. But it’s the sheer volume of information online that makes it so easy and so tempting and so fun to draw spurious connections.

This is something that Molly Sauter has been studying for years now, like in her essay The Apophenic Machine:

Humans are storytellers, pattern-spotters, metaphor-makers. When these instincts run away with us, when we impose patterns or relationships on otherwise unrelated things, we call it apophenia. When we create these connections online, we call it the internet, the web circling back to itself again and again. The internet is an apophenic machine.

I remember interviewing Lauren Beukes back in 2012 about her forthcoming book about a time-travelling serial killer:

Me: And you’ve written a time-travel book that’s set entirely in the past.

Lauren: Yes. The book ends in 1993 and that’s because I did not want to have to deal with Kirby the heroine getting some access to CCTV cameras and uploading the footage to 4chan and having them solve the mystery in four minutes flat.

By the way, I noticed something interesting about the methodology behind conspiracy theories—particularly the open-ended never-ending miasma of something like QAnon. It’s no surprise that the methodology is basically an inversion of the scientific method. It’s the Texas sharpshooter fallacy writ large. Well, you know the way that I’m always going on about design principles and they way that good design principles should be reversible? Conspiracy theories take universal principles and invert them. Take Occam’s razor:

Do not multiply entities without necessity.

That’s what they want you to think! Wake up, sheeple! The success of something like QAnon—or a well-designed ARG—depends on a mindset that rigorously inverts Occam’s razor:

Multiply entities without necessity!

That’s always been the logic of conspiracy theories from faked moon landings to crop circles. I remember well when the circlemakers came clean and showed exactly how they had been making their beautiful art. Conspiracy theorists—just like cultists—don’t pack up and go home in the face of evidence. They double down. There was something almost pitiable about the way the crop circle UFO crowd were bending over backwards to reject proof and instead apply the inversion of Occam’s razor to come up with even more outlandish explanations to encompass the circlemakers’ confession.

Anyway, I recommend reading what Dan and Adrian have written about the shared psychology of QAnon and Alternate Reality Games, not least because they also suggest some potential course corrections.

I think the best way to fight QAnon, at its roots, is with a robust social safety net program. This not-a-game is being played out of fear, out of a lack of safety, and it’s meeting peoples’ needs in a collectively, societally destructive way.

I want to add one more red thread to this crazy wall. There’s a book about conspiracy theories that has become more and more relevant over time. It’s also wonderfully entertaining. Here’s my recommendation from that Reboot presentation in 2006:

For a real hot-tub of conspiracy theory pleasure, nothing beats Foucault’s Pendulum by Umberto Eco.

…luck rewarded us, because, wanting connections, we found connections — always, everywhere, and between everything. The world exploded into a whirling network of kinships, where everything pointed to everything else, everything explained everything else…