Organizer: Centre for Media, Communication and Information Research (ZeMKI), University of Bremen.
Conference: Beyond Play: The Transformative Power of Digital Gaming in a Deeply Mediatized Society, Bremen, September 30-October 2, 2024.
Paper: Discursive Malleability of the Dark Web: Analyzing Dark Web’s Representations in Video Games.
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Discursive Malleability of the Dark Web: Analyzing Dark Web’s Representations in Video Games
1. DISCURSIVE MALLEABILITY OF THE
DARK WEB: ANALYZING DARK WEB’S
REPRESENTATIONS IN VIDEO GAMES
Piotr Siuda
Department of Game Studies and Digital Culture
Kazimierz Wielki University in Bydgoszcz, Poland
Financed by the Polish Ministry of Science under “Regionalna
Inicjatywa doskona?o?ci” program.
BEYOND PLAY
THE TRANSFORMATIVE POWER OF
DIGITAL GAMING IN A DEEPLY
MEDIATIZED SOCIETY
SEPTEMBER 30 – OCTOBER 2, 2024
BREMEN, GERMANY
THE CENTRE FOR MEDIA,
COMMUNICATION AND INFORMATION
RESEARCH (ZEMKI)
2. Piotr Siuda, Jakub Nowak, Robert W Gehl, Darknet imaginaries in Internet memes: the discursive
malleability of the cultural status of digital technologies, Journal of Computer-Mediated
Communication, Volume 28, Issue 1, January 2023, zmac023, https://doi.org/10.1093/jcmc/zmac023
3. WHAT IS THE DARK WEB?
Technologically: it is a niche system.
Socially: it has a dangerous reputation.
Discourse: ordered ways of speaking about a
particular cultural object.
MULTIPLE DISCOURSES
SURROUNDING IT
4. DISCURSIVE MALLEABILITY OF NICHE
TECHNOLOGIES
Its socially shared definition is constructed more by
its common imaginaries than by people’s actual
experiences with it.
OTHER SUCH
TECHNOLOGIES
5. THEORETICAL BACKGROUND
Double articulation of media and cultural
imaginaries
Any kind of medium is located in spatiotemporal
settings while also being a text or symbolic
message located within the flows of particular
socio-cultural discourse.
Hegemonic conceptions of the dark web
6. HOW MEMES DISCUSS DOMINANT
DEPICTION...
How do these collectively created representations
discuss - reinforce or question - hegemonic
depictions and evaluations of this particular niche
technology, such as those offered by journalists or
academics?
9. WHAT ABOUT GAMES?
Common themes and motifs that reflect
broader imaginaries and societal anxieties
about the hidden internet - close reading
and textual analysis.
Games that actually deal with the dark web.
WELCOME TO THE GAME
(2016)
DARKNET (2017)
WELCOME TO THE GAME II
(2018)
PROJECT DEEP WEB
(2020)
DEEPWEB SIMULATOR
(2024)
11. NO MAN’S SKY (2016)
ONLINE ANONYMITY AND THE
DANGERS OF THE DARK WEB (AND ITS
MORAL AMBIGUITIES)
Shadowy place filled with danger and anonymity
(technology used for nefarious purposes).
Pervasive isolation and vulnerability: navigating a
labyrinth of dangerous websites while constantly
being threatened by mysterious entities.
Darknet “technology” and its insiders.
THEME NO. 1
12. NO MAN’S SKY (2016)
SURVEILLANCE AND VULNERABILITY
(CONSIDERING THE UNKNOWN THAT
ALLURES )
Constant surveillance and the player’s vulnerability
within the digital space, often requiring them to
manage their security in real-time.
The dark web is often presented as a mysterious
place that draws people in out of curiosity but
ultimately endangers them.
THEME NO. 2
13. NO MAN’S SKY (2016)
PSYCHOLOGICAL HORROR AND
PARANOIA
These games evoke fear through psychological
tension rather than through monsters or jumpscares.
Codes and cryptic puzzles as central mechanics,
symbolizing the complexity/secrecy of the dark web.
The in-game representation of computer systems,
interfaces, and hacking tools.
THEME NO. 3
14. VISUALLY...
Consistent aesthetic to convey the dark web’s unsettling nature.
Dark, muted colors, glitchy interfaces, and eerie soundscapes...
16. CONCLUSION
To understand how popular media, including video games,
contribute to the cultural construction of the dark web.
To show that the theory of discursive malleability can be
extended beyond memes; it can be applied to other media.
The analysis presented here is just a starting point for further
analysis.