Ong's Hat and Weaponized ARG's: A Conversation w Joseph Matheny, Ong's Hat Creator & Transmedia Artist
Oct 19, 2022
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Joseph Matheny, a pioneering transmedia artist and the mastermind behind Ong's Hat, dives into the impact of 'weaponized' alternative reality games. He explores how narratives can manipulate perceptions in the digital age, especially concerning conspiracy theories like QAnon. Matheny discusses the roots of Ong's Hat in the 1980s and reflects on the evolution of immersive art. He also highlights the psychological dynamics of cults and the influence of thinkers like Robert Anton Wilson, encouraging critical thinking to combat mental enslavement.
Joseph Matheny discusses how Ong's Hat pioneered transmedia storytelling, blending various media formats to create immersive experiences for participants.
The conversation explores the emergence of QAnon as a weaponized ARG, illustrating the dangers of community dynamics and suspension of critical thinking.
Deep dives
The Concept of Ong's Hat
Ong's Hat emerged as a groundbreaking transmedia project that blended storytelling with numerous media formats, creating an immersive experience for participants. The narrative originated from the creative mind of Joseph Metheny and drew from influences of various artistic and technological fields. It involved a fictional facility run by renegade Princeton professors who explored a theory of dimensional travel, which encouraged participants to interact with the story in real life. This innovative approach paved the way for what would later be recognized as alternate reality games, intertwining narratives across books, films, and even live events to enhance engagement.
The Evolution of Conspiracy Culture
The discussion delves into how conspiracy culture shifted dramatically after 9/11, transitioning from lighthearted speculation to more dangerous ideologies. Metheny observed a rise in extremist views within online forums, as interested parties began embracing various conspiracy theories, including the QAnon phenomenon. This group resembled an ARG in its structure yet functioned as a weaponized propaganda tool, exploiting the dynamics of these games for manipulative purposes. The danger lies in the eagerness of individuals to suspend critical thinking in exchange for belonging to a community, often led by charismatic figures.
Impact of QAnon and Cult Dynamics
The episode highlights QAnon's emergence as a cult-like entity that harnessed the interactive aspects of ARGs to create a powerful social movement based on disinformation. This new form of conspiracy utilized simplistic and digestible slogans that appealed to followers, making profound beliefs accessible to the masses while fostering a collective identity. The characteristics of a cult, such as suspension of disbelief and a shared objective, were evident in the behaviors of QAnon adherents, echoing patterns often seen in historical religious or ideological movements. The discourse underscores the importance of critical thinking and awareness in navigating modern propaganda and community dynamics.
Joesph Matheny, transmedia Artist and creator of Ong's Hat, the first Alternative Reality Game speaks about 'weaponized' ARGs, propaganda, how to free oneself from mental slavery, and works of Robert Anton Wilson
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