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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)
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
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
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
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
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?
Discursive Malleability of the Dark Web: Analyzing Dark Web’s Representations in Video Games
Discursive Malleability of the Dark Web: Analyzing Dark Web’s Representations in Video Games
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)
Discursive Malleability of the Dark Web: Analyzing Dark Web’s Representations in Video Games
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
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
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
VISUALLY...
Consistent aesthetic to convey the dark web’s unsettling nature.
Dark, muted colors, glitchy interfaces, and eerie soundscapes...
Discursive Malleability of the Dark Web: Analyzing Dark Web’s Representations in Video Games
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.
piotrsiuda.com
piotr.siuda@ukw.edu.pl
piotr.siuda@gmail.com
Researchgate.net
Academia.edu
THANKS FOR LISTENING
Financed by the Polish Ministry of Science under “Regionalna
Inicjatywa doskona?o?ci” program.

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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.
  • 17. piotrsiuda.com piotr.siuda@ukw.edu.pl piotr.siuda@gmail.com Researchgate.net Academia.edu THANKS FOR LISTENING Financed by the Polish Ministry of Science under “Regionalna Inicjatywa doskona?o?ci” program.