This dispositive analysis of the so-called Drachengame reveals a world of discursive practices based on memetic communication structures and half-truths that contribute to radicalizing tendencies even in presumably harmless discourses. Within the dragon lord case, dynamics of exclusion and marginalization can be illustrated that create a dispositive of conformity and individuality in online discourses through the principle of valuation and devaluation. This article aims to expand memetic patterns of communication to include elements of half-truths and radicalization, and thus to reconstruct an identity challenge in a game no one can win.
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