<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.2 20120330//EN" "http://jats.nlm.nih.gov/publishing/1.2/JATS-journalpublishing1.dtd">
<!--<?xml-stylesheet type="text/xsl" href="article.xsl"?>-->
<article article-type="research-article" dtd-version="1.2" xml:lang="en" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id journal-id-type="issn">1470-9120</journal-id>
<journal-title-group>
<journal-title>Body, Space &amp; Technology</journal-title>
</journal-title-group>
<issn pub-type="epub">1470-9120</issn>
<publisher>
<publisher-name>Open Library of Humanities</publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="doi">10.16995/bst.26028</article-id>
<article-categories>
<subj-group>
<subject>Research</subject>
</subj-group>
</article-categories>
<title-group>
<article-title>From Digital Challenges to the Dystopia of <italic>Gamer</italic> (2009): Brain-Computer Interfaces as a New Frontier of Mind Control</article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<contrib-id contrib-id-type="orcid">https://orcid.org/0009-0004-3538-5294</contrib-id>
<name>
<surname>Batista</surname>
<given-names>Daniel Jimenez</given-names>
<prefix>Ms</prefix>
</name>
<email>outro.daniel@icloud.com</email>
<xref ref-type="aff" rid="aff-1">1</xref>
</contrib>
<contrib contrib-type="author">
<contrib-id contrib-id-type="orcid">https://orcid.org/0009-0002-9764-9983</contrib-id>
<name>
<surname>Warzecha</surname>
<given-names>Paulina</given-names>
</name>
<xref ref-type="aff" rid="aff-2">2</xref>
</contrib>
</contrib-group>
<aff id="aff-1"><label>1</label>Spanish-Brazilian Artist-Researcher, Cork, Ireland</aff>
<aff id="aff-2"><label>2</label>Polish artist, Cork, Ireland</aff>
<pub-date publication-format="electronic" date-type="pub" iso-8601-date="2026-01-28">
<day>28</day>
<month>01</month>
<year>2026</year>
</pub-date>
<pub-date pub-type="collection">
<year>2026</year>
</pub-date>
<volume>25</volume>
<issue>1</issue>
<fpage>1</fpage>
<lpage>19</lpage>
<permissions>
<copyright-statement>Copyright: &#x00A9; 2026 The Author(s)</copyright-statement>
<copyright-year>2026</copyright-year>
<license license-type="open-access" xlink:href="http://creativecommons.org/licenses/by/4.0/">
<license-p>This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. See <uri xlink:href="http://creativecommons.org/licenses/by/4.0/">http://creativecommons.org/licenses/by/4.0/</uri>.</license-p>
</license>
</permissions>
<self-uri xlink:href="https://www.bstjournal.com/articles/10.16995/bst.26028/"/>
<abstract>
<p>This article examines how the film <italic>Gamer</italic> (2009) condenses, through a futuristic frame, a longstanding cultural logic in which individuals are subjected to trials, risks, and mechanisms of control before an audience. From Sumerian reliefs to Roman arenas, medieval duels, public executions, and literary narratives, the spectacularisation of risk has traversed epochs and media. In the twentieth century, radio, cinema, and performance art intensified this logic, transforming vulnerability, violence, and manipulation into entertainment. Today, these dynamics re-emerge in digital challenges, interactive livestreams, and systems of social gamification that function as non-fictional continuations of the dystopia staged in <italic>Gamer</italic>. The article adopts a qualitative, interpretive-comparative methodology, drawing on archaeology, media history, game studies, and social psychology to analyse how mediated agency, operative spectatorship, and behavioural modulation intersect across historical and contemporary contexts. The central argument is that contemporary society already possesses, at a distributed and scaled-down level, the social, technological, and psychological infrastructures required to induce behaviour at a distance. Within this framework, <italic>Gamer</italic> is read not merely as speculative fiction but as an allegorical and diagnostic model of a cultural tendency culminating in contemporary digital practices. The article concludes by reflecting on the implications of emerging Brain-Computer Interfaces, questioning under which economic and ethical conditions mediated control may evolve from therapeutic intervention into a broader social paradigm.</p>
</abstract>
</article-meta>
</front>
<body>
<sec>
<title>Introduction</title>
<p>The spectacularisation of risk and control has accompanied human societies for millennia. From ancient rituals and public games to medieval executions and modern reality television, danger and surveillance have been repeatedly staged before audiences. In the digital age, this logic is reconfigured as interactive entertainment and participation.</p>
<p>This article examines how these dynamics are synthesised in <italic>Gamer</italic> (<xref ref-type="bibr" rid="B60">Neveldine and Taylor 2009</xref>), where human beings operate as avatars controlled at a distance. It argues that the film crystallises a broader cultural tendency: the conversion of bodies, choices, and risk into spectacle across platforms and other media. The article asks whether contemporary digital challenges and advances in Brain-Computer Interfaces (BCIs) function as embryonic infrastructures of this tendency, rendering <italic>Gamer</italic>&#8217;s dystopia socially plausible.</p>
<p>The study adopts an interpretative and contrastive reading, mapping continuities from historical spectacles to platformised culture and emerging BCIs to show how mediation becomes action.</p>
<p>The article proceeds as follows: after outlining the Methods, the Genealogy of Risk Spectacles traces the historical evolution of public displays of risk from arenas to digital platforms. It then develops a Theoretical Framework of Digital Behaviour, followed by a case study of <italic>Gamer</italic> and an analysis of contemporary digital challenges as risk spectacles. The Conclusion reflects on the ethical and cultural implications of these convergences for human autonomy.</p>
</sec>
<sec>
<title>Methods</title>
<p>This study adopts a qualitative, interpretive-comparative methodology to analyse cultural representations of risk and control across historical and contemporary media. Given the symbolic nature of the subject, the analysis prioritises critical interpretation over quantitative measurement, focusing on how meaning and social function are articulated through texts, images, and practices.</p>
<p>The corpus includes fictional and non-fictional materials, such as audiovisual works (notably <italic>Gamer</italic>), graphic narratives, artistic performances centred on bodily risk, historical accounts of ritualised spectacle, and contemporary digital phenomena including online challenges, interactive livestreams, and gamified systems.</p>
<p>Through comparative analysis across archaeological, historical, artistic, and digital contexts, the study identifies recurring patterns through which bodies and choices are integrated into circuits of visibility and control. The central objective is to trace continuities and transformations that reveal how contemporary digital practices function as non-fictional extensions of the dystopian logic dramatised in <italic>Gamer</italic>.</p>
</sec>
<sec>
<title>Genealogy of Risk Spectacles</title>
<p>The spectacularisation of risk has extended from ancient arenas to digital platforms, intertwining entertainment, control, and performance. This section draws on social psychology, game studies, and communication studies to demonstrate how fiction and reality converge in dynamics of manipulation, participation, and collective submission (<xref ref-type="bibr" rid="B28">Friedland 2012</xref>).</p>
<sec>
<title>Prehistory &amp; Antiquity</title>
<p>Since Antiquity, entertainment practices involving bodily trials and confrontations have repeatedly transformed risk into collective performance. From Sumerian epics reliefs and the Mayan ballgame to Roman gladiatorial contests, these displays codified endurance, violence, and power into public ritual (<xref ref-type="table" rid="T1">Table 1</xref>).</p>
<table-wrap id="T1">
<label>Table 1</label>
<caption>
<p>Prehistory and Antiquity.</p>
</caption>
<table>
<tbody>
<tr>
<td align="left" valign="top"><bold>Period</bold></td>
<td align="left" valign="top"><bold>Location</bold></td>
<td align="left" valign="top"><bold>Work / Event</bold></td>
<td align="left" valign="top"><bold>Summary</bold></td>
<td align="left" valign="top"><bold>Technological Medium</bold></td>
<td align="left" valign="top"><bold>Source</bold></td>
</tr>
<tr>
<td align="left" valign="top">c. 2100 BCE</td>
<td align="left" valign="top">Uruk, Sumerian</td>
<td align="left" valign="top">Epic of Gilgamesh</td>
<td align="left" valign="top">Hero&#8217;s trials and challenges</td>
<td align="left" valign="top">Epic literature on clay tablets.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B2">Al-Hadi and Xiaoling 2024</xref></td>
</tr>
<tr>
<td align="left" valign="top">c. 1400 BCE&#8211;1500 CE</td>
<td align="left" valign="top">Chich&#233;n Itz&#225;, Mexico</td>
<td align="left" valign="top">Maya ballgame</td>
<td align="left" valign="top">Ceremonial game; losers could be sacrificed</td>
<td align="left" valign="top">Architecture and stone reliefs.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B88">Tiesler and Miller 2023</xref></td>
</tr>
<tr>
<td align="left" valign="top">c. 1200 BCE</td>
<td align="left" valign="top">Egypt (New Kingdom)</td>
<td align="left" valign="top">Harris Papyrus 500</td>
<td align="left" valign="top">Festivals with competitions for courtly entertainment</td>
<td align="left" valign="top">Papyrus text</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B11">British Museum n.d.</xref></td>
</tr>
<tr>
<td align="left" valign="top">c. 1208 BCE</td>
<td align="left" valign="top">Thebes/Luxor, Egypt</td>
<td align="left" valign="top">Merneptah Victory Stele</td>
<td align="left" valign="top">Military victory as spectacle</td>
<td align="left" valign="top">Stone inscription</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B47">Kitchen 2004</xref></td>
</tr>
<tr>
<td align="left" valign="top">Greek mythology</td>
<td align="left" valign="top">Crete, Greece</td>
<td align="left" valign="top">Labyrinth of the Minotaur</td>
<td align="left" valign="top">Youths facing ritualised challenge</td>
<td align="left" valign="top">Oral / written tradition</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B13">Buxton 2004</xref></td>
</tr>
<tr>
<td align="left" valign="top">Greek mythology</td>
<td align="left" valign="top">Tiryns/Mycenae, Greece</td>
<td align="left" valign="top">Twelve Labours of Heracles</td>
<td align="left" valign="top">Impossible trials with spectacular value</td>
<td align="left" valign="top">Oral and mythic written tradition</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B79">Stafford 2011</xref></td>
</tr>
<tr>
<td align="left" valign="top">Norse mythology</td>
<td align="left" valign="top">Scandinavia</td>
<td align="left" valign="top">Heroic sagas</td>
<td align="left" valign="top">Trials of honour and deadly competitions</td>
<td align="left" valign="top">Oral / written tradition (manuscripts)</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B15">Clunies Ross 2010</xref></td>
</tr>
<tr>
<td align="left" valign="top">c. 500 BCE</td>
<td align="left" valign="top">Persepolis, Persia</td>
<td align="left" valign="top">Persepolis reliefs</td>
<td align="left" valign="top">Ceremonial contests as entertainment</td>
<td align="left" valign="top">Stone sculpture</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B72">Root 2021</xref></td>
</tr>
<tr>
<td align="left" valign="top">3rd c. BCE&#8211;5th c. CE</td>
<td align="left" valign="top">Rome, Roman Empire</td>
<td align="left" valign="top">Roman gladiators</td>
<td align="left" valign="top">Combat to the death before the public</td>
<td align="left" valign="top">Physical arena</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B30">Futrell 2005</xref></td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec>
<title>Middle Ages &amp; Early Modern</title>
<p>With the transition from Antiquity to the Middle Ages and the Early Modern period, spectacles of risk became associated with ideals of honour, religion, and political authority. Tournaments, symbolic trials, duels, persecutions, and executions transformed violence and justice into carefully staged public events (<xref ref-type="table" rid="T2">Table 2</xref>).</p>
<table-wrap id="T2">
<label>Table 2</label>
<caption>
<p>Middle Ages and Early Modern Period.</p>
</caption>
<table>
<tbody>
<tr>
<td align="left" valign="top"><bold>Period</bold></td>
<td align="left" valign="top"><bold>Location</bold></td>
<td align="left" valign="top"><bold>Work / Event</bold></td>
<td align="left" valign="top"><bold>Summary</bold></td>
<td align="left" valign="top"><bold>Technological Medium</bold></td>
<td align="left" valign="top"><bold>Source</bold></td>
</tr>
<tr>
<td align="left" valign="top">13th c.</td>
<td align="left" valign="top">Aragon</td>
<td align="left" valign="top">Court of James I</td>
<td align="left" valign="top">Impossible trials with symbolic and political value</td>
<td align="left" valign="top">Historical chronicles</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B45">Keen 2010</xref></td>
</tr>
<tr>
<td align="left" valign="top">15th c.</td>
<td align="left" valign="top">England</td>
<td align="left" valign="top">Le Morte d&#8217;Arthur</td>
<td align="left" valign="top">Knights undergoing trials to win honour or love</td>
<td align="left" valign="top">Literature</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B58">Malory 2009</xref></td>
</tr>
<tr>
<td align="left" valign="top">12th&#8211;16th c.</td>
<td align="left" valign="top">Medieval Europe</td>
<td align="left" valign="top">Jousts and tournaments</td>
<td align="left" valign="top">Knightly combats for honour and courtly entertainment</td>
<td align="left" valign="top">Live spectacle</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B4">Barber and Barker 2000</xref></td>
</tr>
<tr>
<td align="left" valign="top">1692&#8211;1693</td>
<td align="left" valign="top">Massachusetts Bay Colony</td>
<td align="left" valign="top">Salem witch trials</td>
<td align="left" valign="top">Women accused of witchcraft punished publicly</td>
<td align="left" valign="top">Symbolic judicial ritual</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B62">Norton 2003</xref></td>
</tr>
<tr>
<td align="left" valign="top">Middle Ages</td>
<td align="left" valign="top">Europe</td>
<td align="left" valign="top">Trial by water</td>
<td align="left" valign="top">Accused witches thrown into water. If floating, guilt. If sinking, innocence</td>
<td align="left" valign="top">Symbolic judicial ritual</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B67">Peters 1985</xref></td>
</tr>
<tr>
<td align="left" valign="top">17th&#8211;18th c.</td>
<td align="left" valign="top">Netherlands</td>
<td align="left" valign="top">Semi-public executions</td>
<td align="left" valign="top">Heidenjachten (pagan hunts)</td>
<td align="left" valign="top">Fields and forests</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B17">Council of Europe 2014</xref></td>
</tr>
<tr>
<td align="left" valign="top">15th&#8211;18th c.</td>
<td align="left" valign="top">Holy Roman Empire</td>
<td align="left" valign="top">Public persecutions</td>
<td align="left" valign="top">Hunts targeting Roma communities</td>
<td align="left" valign="top">Literature</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B22">Filhol 2020</xref></td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec>
<title>Cinema/TV &amp; Media Spectacles</title>
<p>With the advent of radio and later television (<xref ref-type="bibr" rid="B57">Malnig 1995</xref>), narratives of risk assumed new formats, mediated through voice, imagination, and the staging of live endurance contests. The infamous 1938 broadcast of <italic>The War of the Worlds</italic> (<xref ref-type="bibr" rid="B35">Heyer 2003</xref>; <xref ref-type="bibr" rid="B36">Hilmes 1997</xref>) demonstrated the power of mass media to provoke emotion and panic. Cinema soon expanded this logic: from <italic>The Most Dangerous Game</italic> (1932) to <italic>Squid Game</italic> (2021&#8211;2025), violence and survival were reconfigured as forms of entertainment, with variations ranging from satire to sadistic performance (<xref ref-type="table" rid="T3">Table 3</xref>).</p>
<table-wrap id="T3">
<label>Table 3</label>
<caption>
<p>Deadly Games in Cinema (1932&#8211;2025).</p>
</caption>
<table>
<tbody>
<tr>
<td align="left" valign="top"><bold>Work</bold></td>
<td align="left" valign="top"><bold>Synthesis</bold></td>
<td align="left" valign="top"><bold>Source</bold></td>
<td align="left" valign="top"><bold>Work</bold></td>
<td align="left" valign="top"><bold>Synthesis</bold></td>
<td align="left" valign="top"><bold>Source</bold></td>
</tr>
<tr>
<td align="left" valign="top">The Most Dangerous Game</td>
<td align="left" valign="top">Human hunting as sport</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B69">Pichel and Schoedsack 1932</xref></td>
<td align="left" valign="top">Saw</td>
<td align="left" valign="top">Sadistic traps as punishment</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B89">Wan 2004</xref></td>
</tr>
<tr>
<td align="left" valign="top">Spartacus</td>
<td align="left" valign="top">Gladiators as social spectacle</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B50">Kubrick and Mann 1960</xref></td>
<td align="left" valign="top">Hostel</td>
<td align="left" valign="top">Torture sold as tourism</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B74">Roth 2005</xref></td>
</tr>
<tr>
<td align="left" valign="top">The 10th Victim</td>
<td align="left" valign="top">Televised assassination as show</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B68">Petri 1965</xref></td>
<td align="left" valign="top">Live!</td>
<td align="left" valign="top">Russian roulette as reality show</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B33">Guttentag 2007</xref></td>
</tr>
<tr>
<td align="left" valign="top">Rollerball</td>
<td align="left" valign="top">Brutal sport as global spectacle</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B41">Jewison 1975</xref></td>
<td align="left" valign="top">Gamer</td>
<td align="left" valign="top">Humans controlled as avatars</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B60">Neveldine and Taylor 2009</xref></td>
</tr>
<tr>
<td align="left" valign="top">Videodrome</td>
<td align="left" valign="top">TV as weapon of control</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B18">Cronenberg 1983</xref></td>
<td align="left" valign="top">X Game (X g&#234;mu)</td>
<td align="left" valign="top">Online survival games</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B29">Fukuda 2010</xref></td>
</tr>
<tr>
<td align="left" valign="top">Brazil</td>
<td align="left" valign="top">Society shaped by spectacle</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B31">Gilliam 1985</xref></td>
<td align="left" valign="top">The Hunger Games</td>
<td align="left" valign="top">Televised deadly arena</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B73">Ross 2012</xref></td>
</tr>
<tr>
<td align="left" valign="top">The Running Man</td>
<td align="left" valign="top">Mass death show</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B32">Glaser 1987</xref></td>
<td align="left" valign="top">13 Sins</td>
<td align="left" valign="top">Deadly challenges for money</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B80">Stamm 2014</xref></td>
</tr>
<tr>
<td align="left" valign="top">Strange Days</td>
<td align="left" valign="top">Memories as commodity</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B9">Bigelow 1995</xref></td>
<td align="left" valign="top">As the Gods Will (Kamisama no iu t&#244;ri)</td>
<td align="left" valign="top">Childhood games turned into deadly contests</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B59">Miike 2014</xref></td>
</tr>
<tr>
<td align="left" valign="top">Ikinai</td>
<td align="left" valign="top">Collective trip to suicide</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B76">Shimizu 1998</xref></td>
<td align="left" valign="top">Nerve</td>
<td align="left" valign="top">Challenges defined by audience</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B42">Joost and Schulman 2016</xref></td>
</tr>
<tr>
<td align="left" valign="top">The Truman Show</td>
<td align="left" valign="top">Whole life as reality show</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B91">Weir 1998</xref></td>
<td align="left" valign="top">Black Mirror: Bandersnatch</td>
<td align="left" valign="top">Interactive choices by the viewer</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B77">Slade 2018</xref></td>
</tr>
<tr>
<td align="left" valign="top">Fight Club</td>
<td align="left" valign="top">Violence as catharsis</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B23">Fincher 1999</xref></td>
<td align="left" valign="top">Damsel</td>
<td align="left" valign="top">Deadly mission disguised as rescue</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B27">Fresnadillo 2024</xref></td>
</tr>
<tr>
<td align="left" valign="top">Jisatsu s&#226;kuru</td>
<td align="left" valign="top">Collective suicide as media ritual</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B78">Sono 2001</xref></td>
<td align="left" valign="top">Squid Game</td>
<td align="left" valign="top">Children&#8217;s games turned into deadly battle for money</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B37">Hwang 2021&#8211;2025</xref></td>
</tr>
</tbody>
</table>
</table-wrap>
<p>These examples reveal a trajectory across historical and cultural contexts: from the aristocratic &#8216;death game&#8217; narratives of the 1930s, through satirical Japanese variations, to the globalised voyeurism of the 2000s. This trajectory culminates in contemporary works, where deadly challenges escalate under direct audience control, in the form of <italic>digital challenges</italic>.</p>
</sec>
<sec>
<title>Manga &amp; Popular Culture</title>
<p>In manga, the lethal game genre evolved through the combination of violence, psychological manipulation, and technology. From <italic>Gantz</italic> (1998&#8211;2006) to <italic>Kakegurui</italic> (2014&#8211;2019), the narrative shifts from physical combat to contests mediated by apps, gambling, and alternative worlds, thereby anticipating the <italic>digital challenges</italic> of the twenty-first century (<xref ref-type="table" rid="T4">Table 4</xref>).</p>
<table-wrap id="T4">
<label>Table 4</label>
<caption>
<p>Manga.</p>
</caption>
<table>
<tbody>
<tr>
<td align="left" valign="top"><bold>Period</bold></td>
<td align="left" valign="top"><bold>Work</bold></td>
<td align="left" valign="top"><bold>Summary</bold></td>
<td align="left" valign="top"><bold>Source</bold></td>
</tr>
<tr>
<td align="left" valign="top">1998&#8211;2006</td>
<td align="left" valign="top">Gantz</td>
<td align="left" valign="top">Dead people revived to hunt aliens in lethal games.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B64">Oku 1998&#8211;2006</xref></td>
</tr>
<tr>
<td align="left" valign="top">2000&#8211;2005</td>
<td align="left" valign="top">Battle Royale</td>
<td align="left" valign="top">Students forced to fight to the death on an isolated island.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B85">Takami 2000&#8211;2005</xref></td>
</tr>
<tr>
<td align="left" valign="top">2003&#8211;2006</td>
<td align="left" valign="top">Death Note</td>
<td align="left" valign="top">A notebook that kills anyone whose name is written in it.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B63">Ohba and Obata 2003&#8211;2006</xref></td>
</tr>
<tr>
<td align="left" valign="top">2005&#8211;2015</td>
<td align="left" valign="top">Liar Game</td>
<td align="left" valign="top">Games of manipulation and psychological strategies.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B43">Kaitani 2005&#8211;2015</xref></td>
</tr>
<tr>
<td align="left" valign="top">2010&#8211;2016</td>
<td align="left" valign="top">Alice in Borderland</td>
<td align="left" valign="top">Young people trapped in an alternate world with deadly games.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B3">Aso 2010&#8211;2016</xref></td>
</tr>
<tr>
<td align="left" valign="top">2012&#8211;2018</td>
<td align="left" valign="top">Kengan Ashura</td>
<td align="left" valign="top">Underground fights between corporate representatives.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B75">Sandrovich 2012&#8211;2018</xref></td>
</tr>
<tr>
<td align="left" valign="top">2012&#8211;2023</td>
<td align="left" valign="top">Darwin&#8217;s Game</td>
<td align="left" valign="top">A mobile app forces players to duel with special powers.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B24">FLIPFLOPs 2012&#8211;2020</xref></td>
</tr>
<tr>
<td align="left" valign="top">2014&#8211;2019</td>
<td align="left" valign="top">Kakegurui</td>
<td align="left" valign="top">An academy where extreme gambling puts lives at risk.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B44">Kawamoto and Naomura 2014&#8211;2019</xref></td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec>
<title>Risk Performance Art &amp; Ritual/Sport</title>
<p>Contemporary art has also pushed the human subject to its physical and symbolic limits. Performances have demonstrated how vulnerability may be transformed into an aesthetic and critical ritual (<xref ref-type="table" rid="T5">Table 5</xref>). This logic also resonates in <italic>digital challenges</italic>, where self-harm and physical risk are staged before digital audiences.</p>
<table-wrap id="T5">
<label>Table 5</label>
<caption>
<p>Risk Performances in Contemporary Art.</p>
</caption>
<table>
<tbody>
<tr>
<td align="left" valign="top"><bold>Artist</bold></td>
<td align="left" valign="top"><bold>Work / Performance</bold></td>
<td align="left" valign="top"><bold>Summary</bold></td>
<td align="left" valign="top"><bold>Year</bold></td>
<td align="left" valign="top"><bold>Source</bold></td>
</tr>
<tr>
<td align="left" valign="top">Marina Abramovi&#263;</td>
<td align="left" valign="top"><italic>Rhythm 0</italic></td>
<td align="left" valign="top">Audience authorised to use 72 objects on her body, including a knife and a loaded gun</td>
<td align="left" valign="top">1974</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B40">IMMA n.d.</xref></td>
</tr>
<tr>
<td align="left" valign="top">Chris Burden</td>
<td align="left" valign="top"><italic>Shoot</italic></td>
<td align="left" valign="top">Artist requests to be shot in the arm as part of the performance</td>
<td align="left" valign="top">1971</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B84">Takac 2025</xref></td>
</tr>
<tr>
<td align="left" valign="top">Gina Pane</td>
<td align="left" valign="top"><italic>Actions</italic></td>
<td align="left" valign="top">Self-inflicted cuts reflecting on pain and social violence</td>
<td align="left" valign="top">1970s</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B53">Lempesis 2025</xref></td>
</tr>
<tr>
<td align="left" valign="top">Stelarc</td>
<td align="left" valign="top">Suspension with hooks</td>
<td align="left" valign="top">Body suspended and connected to technological prostheses</td>
<td align="left" valign="top">1970s&#8211;80s</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B81">Stenslie 2015</xref></td>
</tr>
<tr>
<td align="left" valign="top">Franko B</td>
<td align="left" valign="top"><italic>I Miss You</italic></td>
<td align="left" valign="top">Walked along a catwalk while deliberately bleeding</td>
<td align="left" valign="top">1997</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B7">Bell 2024</xref></td>
</tr>
</tbody>
</table>
</table-wrap>
<p>Religious rituals such as the <italic>Christian Passion</italic>, the <italic>Hindu Thaipusam</italic>, and the <italic>Islamic Ashura</italic> have also transformed suffering into a collective performance, reinforcing the notion that pain can generate recognition and glory. A similar logic is evident in sport, where violence is codified through rules and fans project identities onto players. These dynamics re-emerge in <italic>digital challenges</italic>, where individuals embody roles before networked audiences (<xref ref-type="bibr" rid="B16">Cooper 2022</xref>; <xref ref-type="bibr" rid="B65">Parkes 2021</xref>; <xref ref-type="bibr" rid="B93">Xygalatas et al. 2021</xref>).</p>
<p>This trajectory, from ancient arenas to contemporary media, demonstrates how the spectacularisation of risk has been continually recontextualised. In the twenty-first century, the phenomenon surpasses fiction, finding direct expression in viral practices such as <italic>digital challenges</italic>, which will be further examined in the Discussion section.</p>
</sec>
<sec>
<title>Digital Challenges as Risk Spectacle</title>
<p><italic>Digital challenges</italic> constitute a new arena for the spectacularisation of risk, in which peer pressure, virality, and algorithmic visibility supplant the physical stages of the past. Each viral challenge transforms the body into a site of performance and the audience into judge, reproducing logics of competition and exposure long familiar from fiction, yet now enacted on a global scale. These practices also exhibit cult-like dynamics: initiation rituals, collective imitation, and algorithmically mediated obedience, reconfiguring belief and submission as entertainment (<xref ref-type="bibr" rid="B34">He&#345;manov&#225; 2023</xref>) (<xref ref-type="table" rid="T6">Table 6</xref>).</p>
<table-wrap id="T6">
<label>Table 6</label>
<caption>
<p>Digital Challenges as Risk Spectacle.</p>
</caption>
<table>
<tbody>
<tr>
<td align="left" valign="top"><bold>Digital challenges</bold></td>
<td align="left" valign="top"><bold>Period</bold></td>
<td align="left" valign="top"><bold>Description</bold></td>
<td align="left" valign="top"><bold>Source</bold></td>
</tr>
<tr>
<td align="left" valign="top">Blue Whale Challenge</td>
<td align="left" valign="top">2016&#8211;2017</td>
<td align="left" valign="top">Fifty online tasks leading to self-harm or suicide.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B46">Khasawneh et al. 2020</xref></td>
</tr>
<tr>
<td align="left" valign="top">Momo Challenge</td>
<td align="left" valign="top">2017</td>
<td align="left" valign="top">Threatening messages urging dangerous acts.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B48">Kobilke and Markiewitz 2021</xref></td>
</tr>
<tr>
<td align="left" valign="top">Fire Challenge</td>
<td align="left" valign="top">2014&#8211;2015</td>
<td align="left" valign="top">Participants set themselves on fire for views.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B25">Forde 2018</xref></td>
</tr>
<tr>
<td align="left" valign="top">NekNominate</td>
<td align="left" valign="top">2013&#8211;2014</td>
<td align="left" valign="top">Filmed binge drinking with peer nomination.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B19">Cullen 2014</xref></td>
</tr>
<tr>
<td align="left" valign="top">Salt and Ice Challenge</td>
<td align="left" valign="top">2016&#8211;2018</td>
<td align="left" valign="top">Chemical burns treated as endurance feats.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B10">Breakey, Crowley and Alrawi 2015</xref></td>
</tr>
<tr>
<td align="left" valign="top">Bird Box Challenge</td>
<td align="left" valign="top">2018&#8211;2019</td>
<td align="left" valign="top">Blindfolded acts inspired by the film.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B87">The Guardian 2019</xref></td>
</tr>
<tr>
<td align="left" valign="top">Kiki Challenge</td>
<td align="left" valign="top">2018</td>
<td align="left" valign="top">Dancing beside moving cars for social media.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B86">The Guardian 2018</xref></td>
</tr>
<tr>
<td align="left" valign="top">Skull Breaker Challenge</td>
<td align="left" valign="top">2020</td>
<td align="left" valign="top">Tripping prank causing severe injuries.</td>
<td align="left" valign="top"><xref ref-type="bibr" rid="B12">Burke 2020</xref></td>
</tr>
</tbody>
</table>
</table-wrap>
<p>Lethal challenges did not originate on the internet but rather form part of a long cultural genealogy. From ancient rituals and gladiatorial combat to witch hunts, cinema, and manga, societies have repeatedly staged corporeal forms at risk as choreographies of exposure and control. Fiction has expanded upon non-fictional practices, functioning as a laboratory that anticipated today&#8217;s viral dynamics.</p>
<p>When adolescents participate in the <italic>Blue Whale</italic> or <italic>Skull Breaker Challenges</italic>, they are, in effect, re-enacting a symbolic tradition: from religious rituals of suffering to political self-immolation and reality shows, culture has long normalised the subjection of bodies to risk and control in the form of collective entertainment (<xref ref-type="bibr" rid="B20">Debord 1992</xref>; <xref ref-type="bibr" rid="B26">Foucault 1995</xref>).</p>
</sec>
</sec>
<sec>
<title>Theoretical Framework of Digital Behaviour</title>
<p>Rather than presenting isolated concepts, this framework articulates three interrelated analytical lenses through which contemporary digital challenges can be examined and <italic>Gamer</italic> can be read as an anticipatory model. These lenses address mediated agency, operative spectatorship, and the normalisation of behavioural control through voluntary participation.</p>
<sec>
<title>Mediated Agency and Distributed Control</title>
<p>Contemporary digital environments increasingly operate through mediated agency, in which decision-making is partially externalised to technical systems. Rather than acting solely from internal intentions or bodily impulses, individuals navigate environments structured by interfaces, avatars, notifications, metrics, and algorithmic feedback loops, distributing agency across human and non-human actors.</p>
<p>Research in social psychology and media studies shows that digital representations actively shape behaviour. The Proteus Effect (<xref ref-type="bibr" rid="B56">Liu 2023</xref>) demonstrates how individuals internalise avatar traits, allowing virtual characteristics to influence embodied conduct beyond the screen. Likewise, the Media Equation (<xref ref-type="bibr" rid="B71">Reeves and Nass 2003</xref>) explains why interfaces, avatars, and algorithmic agents elicit genuine obedience and emotional response, as users unconsciously treat media systems as social actors.</p>
<p>This redistribution of agency is further intensified in transreality contexts, where digital scripts spill into physical space and embodied action (<xref ref-type="bibr" rid="B8">Benford and Giannachi 2022</xref>; <xref ref-type="bibr" rid="B55">Lin et al. 2024</xref>). In these configurations, the boundary between virtual instruction and corporeal execution becomes porous, anticipating forms of mediated control enacted through living bodies rather than symbolic avatars.</p>
<p>Recent enactive accounts of autonomy suggest that such mediation transfers the sensorimotor basis of self-regulation from the organism to the system, progressively scaffolding decision-making through external infrastructures (<xref ref-type="bibr" rid="B66">P&#233;rez-Verdugo and Barandiaran 2023</xref>). Algorithmic environments do not merely assist cognition; they actively shape the horizon of possible actions by reinforcing certain behaviours while suppressing others (<xref ref-type="bibr" rid="B90">Wang 2025</xref>).</p>
<p>This lens is central to interpreting both <italic>Gamer</italic> and contemporary digital challenges. In the film, agency is explicitly overridden through neural interfaces that impose external command over bodily autonomy; in everyday digital platforms, similar redistributions occur more subtly, as interfaces guide behaviour through incentives, prompts, and visibility rather than coercion.</p>
</sec>
<sec>
<title>Spectatorship, Gamification, and the Logic of the Spectacle</title>
<p>A second analytical lens concerns the transformation of spectatorship into an operative force. Within digital culture, audiences no longer merely observe; they participate, intervene, and co-produce outcomes. Metrics such as views, likes, rankings, and real-time feedback convert spectators into distributed operators whose collective actions shape behaviour, visibility, and value.</p>
<p>Research on participatory spectatorship and shared-avatar systems shows how collective audiences can exert control over individual actions, collapsing the boundary between viewer and performer (<xref ref-type="bibr" rid="B1">Ak&#351;it and Nazl&#304; 2020</xref>; <xref ref-type="bibr" rid="B21">Emmanouloudis 2022</xref>; <xref ref-type="bibr" rid="B54">Lessel et al. 2022</xref>). This dynamic extends the logic of gamification beyond explicit play, embedding competitive and performative structures into everyday practices.</p>
<p>Within this framework, risk itself becomes spectacle. Dangerous or extreme behaviours are no longer marginal deviations but valued performances within attention economies. Digital challenges exemplify this logic, as bodily exposure and performative risk are rewarded through visibility, engagement, and algorithmic amplification. These environments are further shaped by online disinhibition (<xref ref-type="bibr" rid="B83">Suler 2004</xref>; <xref ref-type="bibr" rid="B82">Stuart and Scott 2021</xref>), whereby anonymity, distance, and reduced accountability loosen social restraints and normalise behaviours otherwise inhibited in face-to-face contexts.</p>
<p>This lens directly informs the reading of <italic>Gamer</italic>, where violence and bodily risk are staged as entertainment governed by audience demand and commercial metrics. The film amplifies a logic that now operates routinely within platform-based environments, where spectacle functions as a regulatory mechanism rather than a mere aesthetic form.</p>
</sec>
<sec>
<title>Behavioural Modulation and Voluntary Submission</title>
<p>The third lens examines how control increasingly operates through behavioural modulation rather than force. Digital platforms frame guidance and regulation as motivation, care, or play, encouraging users to align their actions with system-defined goals. Gamified incentives and algorithmic prompts normalise external regulation as participation rather than domination.</p>
<p>Studies on gamified environments and algorithmic nudging demonstrate how individuals willingly submit to behavioural frameworks that reward compliance through visibility, engagement, and social validation (<xref ref-type="bibr" rid="B5">Bassanelli et al. 2022</xref>; <xref ref-type="bibr" rid="B92">Xu et al. 2022</xref>). At scale, such mechanisms function as infrastructures of behavioural influence, in which design choices, reward systems, and temporal constraints condition habits across large populations without recourse to direct coercion (<xref ref-type="bibr" rid="B61">Niknejad et al. 2024</xref>).</p>
<p>This distinction is crucial for understanding the transition from dystopian coercion to everyday digital practice. Whereas <italic>Gamer</italic> depicts enforced submission through technological command, contemporary digital challenges rely on voluntary participation in performative risk. Individuals consent to exposure, danger, and self-modulation in exchange for recognition, belonging, or economic opportunity.</p>
<p>These dynamics also intersect with processes of Affective-Erotic Substitution (<xref ref-type="bibr" rid="B6">Batista and Warzecha 2025</xref>), in which desire, attachment, and intimacy are increasingly mediated by digital systems. From virtual characters to influencer performances, bodies become surfaces of projection and control &#8211; a logic radicalised in <italic>Gamer</italic>, where the avatar is no longer a fictional construct but a living human body rendered operable at a distance (<xref ref-type="bibr" rid="B49">Koren, Polak and Levy-Tzedek 2022</xref>).</p>
<p>This framework also clarifies the relevance of emerging neural-interface technologies. While current Brain-Computer Interfaces are framed within therapeutic and rehabilitative discourses, they extend the same logic of mediated agency and behavioural modulation. The ethical tension lies not solely in technological capacity, but in the economic and cultural systems that determine whether such mediation serves emancipation or exploitation (<xref ref-type="bibr" rid="B14">Chen et al. 2025</xref>; <xref ref-type="bibr" rid="B38">Ienca, Valle and Raspopovic 2025</xref>; <xref ref-type="bibr" rid="B39">INBRAIN Neuroelectronics 2025</xref>; <xref ref-type="bibr" rid="B51">Lavazza et al. 2025</xref>; <xref ref-type="bibr" rid="B52">Lebedev and Nicolelis 2017</xref>).</p>
</sec>
</sec>
<sec>
<title>Case Study: Gamer (2009) as a Risk Spectacle of Remote Control</title>
<p>This case study approaches <italic>Gamer</italic> not as a conventional object of film analysis but as a conceptual and diagnostic device. Read allegorically, the film condenses socio-technical dynamics that have since materialised in contemporary digital challenges, functioning as a heuristic model for examining mediated agency, spectacularised risk, and audience-driven control.</p>
<sec>
<title>Gamer as Allegory of Networked Control</title>
<p>Released in 2009, <italic>Gamer</italic> depicts a dystopian society in which incarcerated individuals are remotely controlled through neural interfaces for public entertainment. Human bodies are transformed into programmable avatars, executing actions dictated by external operators who experience agency, pleasure, and power at a distance. Although the film predates the widespread emergence of contemporary digital challenges, it is read here not as a historical artefact but as an anticipatory model condensing socio-technical dynamics now embedded in digital culture.</p>
<p>The article&#8217;s primary focus is not the film itself but the contemporary ecology of digital challenges as practices of mediated risk, behavioural modulation, and networked influence. Read retrospectively, <italic>Gamer</italic> functions as a heuristic device, condensing mechanisms that now operate beyond fiction, as contemporary digital challenges illuminate how its dystopian logic has migrated into everyday platform-mediated practices.</p>
<p>In this sense, <italic>Gamer</italic> allegorises a form of networked control in which agency is redistributed across technical systems, audiences, and interfaces. Control operates less through direct coercion than through mediated participation, visibility, and the promise of recognition (<xref ref-type="bibr" rid="B66">P&#233;rez-Verdugo and Barandiaran 2023</xref>; <xref ref-type="bibr" rid="B90">Wang 2025</xref>), positioning the film as a conceptual lens for examining contemporary risk-based digital performances.</p>
</sec>
<sec>
<title>Scene-Based Analysis: Body, Interface, Spectacle</title>
<p>Several elements of <italic>Gamer</italic> render visible mechanisms of control and spectacularisation shared by both the film&#8217;s dystopia and contemporary digital challenges. Central among these is the transformation of the body into an interface: physical actions are overridden and modulated by remote commands, collapsing the distinction between body and interface and revealing how agency can be externally scripted while remaining experientially embodied.</p>
<p>Equally significant is the role of the spectator as operator. In <italic>Gamer</italic>, audiences do not merely observe violent performances but actively command them, mirroring participatory cultures on digital platforms where behaviour is shaped through metrics of visibility, engagement, and reward, and where collective control transforms individuals into shared or distributed avatars (<xref ref-type="bibr" rid="B1">Ak&#351;it and Nazl&#304; 2020</xref>; <xref ref-type="bibr" rid="B21">Emmanouloudis 2022</xref>; <xref ref-type="bibr" rid="B54">Lessel et al. 2022</xref>). The film thus anticipates a cultural condition in which observation itself becomes a distributed form of control.</p>
<p>Finally, <italic>Gamer</italic> stages violence and risk as marketable spectacles embedded within entertainment economies. Risk is engineered and calibrated for engagement, rather than accidental, paralleling contemporary digital challenges in which extreme acts are incentivised through algorithmic amplification, social validation, and the promise of visibility. The film thus reveals how spectacle operates as a regulatory mechanism, aligning bodily risk with economic and symbolic reward.</p>
</sec>
<sec>
<title>From Cinematic Dystopia to Digital Challenges</title>
<p>Read alongside contemporary digital challenges, <italic>Gamer</italic> functions less as speculative fiction than as a diagnostic model. Both rely on distributed spectatorship, behavioural conditioning, and the externalisation of responsibility across networks of users, platforms, and audiences. Although participants in digital challenges appear to act autonomously, their behaviour is shaped by platform architectures that reward risk through visibility and engagement, often framing modulation as motivation, care, or play (<xref ref-type="bibr" rid="B5">Bassanelli et al. 2022</xref>; <xref ref-type="bibr" rid="B92">Xu et al. 2022</xref>).</p>
<p>The crucial distinction between the film&#8217;s dystopia and contemporary digital practices lies not in structure but in the modality of participation. Whereas <italic>Gamer</italic> depicts enforced control over incarcerated bodies, digital challenges normalise voluntary submission to performative risk, as participants align their actions with platform logics and transform danger into participation and self-exposure.</p>
<p>In this light, <italic>Gamer</italic> does not merely anticipate contemporary phenomena but clarifies them. By staging an extreme version of networked control, the film makes visible mechanisms that now operate more subtly in digital environments, as digital challenges emerge as non-fictional continuations of its logic, where spectacularised risk, mediated agency, and audience participation have become infrastructural conditions of digital culture.</p>
</sec>
</sec>
<sec>
<title>Digital Challenges as Contemporary Risk Spectacle</title>
<p>Digital challenges constitute a clear manifestation of mediated agency and behavioural modulation in contemporary digital culture. Unlike traditional games, they operate through loosely defined rules, distributed spectatorship, and algorithmic amplification, transforming everyday environments into stages for performative risk.</p>
<p>Challenges such as the <italic>Kiki</italic> and <italic>Bird Box</italic> exemplify how digital scripts migrate into embodied action. Participants do not merely imitate an online gesture; they temporarily inhabit a role structured by visibility, peer validation, and audience expectation. In this sense, the logic identified by the Proteus Effect extends beyond avatar-based environments into situations where the body itself becomes the interface through which digital identity is enacted (<xref ref-type="bibr" rid="B70">Ratan et al. 2024</xref>).</p>
<p>Other phenomena, such as <italic>NekNominate</italic> or the <italic>Skull Breaker Challenge</italic>, further illustrate how spectatorship becomes operative. These challenges rely on collective encouragement, humour, or virality to normalise behaviours that would otherwise be socially sanctioned. Shielded by platforms and metrics, participants experience a dilution of responsibility, while audiences function as distributed operators who reward risk through attention and replication.</p>
<p>What distinguishes these practices from earlier forms of spectacle is not their extremity, but their infrastructural normalisation. Platforms do not explicitly command participation; rather, they create environments in which risk becomes a viable currency of visibility. In this context, digital challenges are not anomalies but symptomatic expressions of a broader cultural logic in which agency is mediated, control is internalised, and danger is reframed as participation.</p>
</sec>
<sec>
<title>Conclusion</title>
<p>This article has argued that contemporary digital challenges are not isolated anomalies but symptomatic expressions of a broader socio-technical condition in which agency is mediated, spectatorship becomes operative, and behavioural control is normalised through participation. Within this framework, <italic>Gamer</italic> functions as an anticipatory model rather than a historical artefact, rendering visible dynamics that have since migrated into everyday digital environments, where coercion gives way to voluntary alignment with platform logics in exchange for recognition, belonging, or economic opportunity.</p>
<p>These developments point to an increasingly gamified condition of social life, in which bodies and experiences are organised as performances governed by metrics, rewards, and algorithmic feedback. As this logic extends into emerging domains such as Brain-Computer Interfaces &#8211; currently framed within therapeutic discourses but intensifying the same dynamics of mediated agency &#8211; the dystopia imagined in <italic>Gamer</italic> appears less as speculative fiction than as a conceptual warning: when living, playing, and obeying converge within the same technical architectures, the boundary between freedom and control becomes increasingly fragile.</p>
</sec>
</body>
<back>
<sec>
<title>Competing Interests</title>
<p>The authors have no competing interests to declare.</p>
</sec>
<sec>
<title>Author Biographies</title>
<p>Daniel Jimenez Batista is a Spanish-Brazilian artist-researcher based in Cork, Ireland. His work investigates hybridisation and everyday technologies as extensions of the body and subjectivity, with a focus on media, identity, and contemporary forms of control and agency. He develops and presents the <italic>Homo hybridus, Homo cyborg</italic>, and <italic>The Post-Messianic Era</italic> frameworks through essays, academic articles, and interactive prototypes that bring together artistic practice, theory, and digital culture.</p>
<p>Paulina Warzecha is a Polish artist based in Cork, Ireland. Working with abstraction, she investigates experimental visual languages and how people perceive colours, symbols, and forms, considering their aesthetic, therapeutic, and cognitive effects. Her practice bridges artistic production and research at the intersection of art and technology, exploring contemporary processes of creation and mediation. She is currently developing projects on adult colouring books, examining both the creative experience and the market-driven circulation of this content.</p>
</sec>
<ref-list>
<ref id="B1"><label>1</label><mixed-citation publication-type="journal"><string-name><surname>Ak&#351;it</surname>, <given-names>O&#287;uz Onur</given-names></string-name>, and <string-name><given-names>Ay&#351;enur Karahasan</given-names> <surname>Nazl&#305;</surname></string-name> <year>2020</year> <article-title>Technology versus individual: An analysis on interactive film <italic>Black Mirror: Bandersnatch</italic></article-title>. <source>Turkish Online Journal of Design Art and Communication</source>, <volume>10</volume>(<issue>4</issue>): <fpage>509</fpage>&#8211;<lpage>523</lpage>.</mixed-citation></ref>
<ref id="B2"><label>2</label><mixed-citation publication-type="journal"><string-name><surname>Al-Hadi</surname>, <given-names>Abdullah</given-names></string-name> <string-name><given-names>Qasim</given-names> <surname>Safi</surname></string-name>, and <string-name><given-names>Guo</given-names> <surname>Xiaoling</surname></string-name> <year>2024</year> <article-title>The return of long-lost Sumero-Akkadian heritage and modern disorders: Rediscovering Gilgamesh, Victorian tension, and aftermath</article-title>. <source>Humanities and Social Sciences Communications</source>, <volume>11</volume>: <elocation-id>833</elocation-id>. DOI: <pub-id pub-id-type="doi">10.1057/s41599-024-03325-6</pub-id></mixed-citation></ref>
<ref id="B3"><label>3</label><mixed-citation publication-type="book"><string-name><surname>Aso</surname>, <given-names>Haro</given-names></string-name> <year>2010&#8211;2016</year> <source>Alice in Borderland</source>. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Shogakukan</publisher-name>.</mixed-citation></ref>
<ref id="B4"><label>4</label><mixed-citation publication-type="book"><string-name><surname>Barber</surname>, <given-names>Richard</given-names></string-name>, and <string-name><given-names>Juliet R. V.</given-names> <surname>Barker</surname></string-name> <year>2000</year> <source>Tournaments: Jousts, chivalry and pageants in the Middle Ages</source>. <publisher-loc>Woodbridge</publisher-loc>: <publisher-name>Boydell Press</publisher-name>.</mixed-citation></ref>
<ref id="B5"><label>5</label><mixed-citation publication-type="journal"><string-name><surname>Bassanelli</surname>, <given-names>Simone</given-names></string-name>, <string-name><given-names>Nicola</given-names> <surname>Vasta</surname></string-name>, <string-name><given-names>Antonio</given-names> <surname>Bucchiarone</surname></string-name>, and <string-name><given-names>Annapaola</given-names> <surname>Marconi</surname></string-name> <year>2022</year> <article-title>Gamification for behavior change: A scientometric review</article-title>. <source>Acta Psychologica</source>, <volume>228</volume>: <elocation-id>103657</elocation-id>. DOI: <pub-id pub-id-type="doi">10.1016/j.actpsy.2022.103657</pub-id></mixed-citation></ref>
<ref id="B6"><label>6</label><mixed-citation publication-type="journal"><string-name><surname>Batista</surname>, <given-names>Daniel J.</given-names></string-name>, and <string-name><given-names>Paulina</given-names> <surname>Warzecha</surname></string-name> <year>2025</year> <article-title>Affective&#8211;erotic substitution: The gamified intimacy from Paleolithic Venus to human&#8211;AI experiences</article-title>. <source>Zenodo</source>. DOI: <pub-id pub-id-type="doi">10.5281/zenodo.16620373</pub-id></mixed-citation></ref>
<ref id="B7"><label>7</label><mixed-citation publication-type="journal"><string-name><surname>Bell</surname>, <given-names>Alice Charlotte</given-names></string-name> <year>2024</year> <article-title>Angeliki Avgitidou, <italic>Performance Art: Education and Practice</italic>, Routledge, 2023 [Book review]</article-title>. <source>Body, Space &amp; Technology</source>. DOI: <pub-id pub-id-type="doi">10.16995/bst.11238</pub-id></mixed-citation></ref>
<ref id="B8"><label>8</label><mixed-citation publication-type="book"><string-name><surname>Benford</surname>, <given-names>Steve</given-names></string-name>, and <string-name><given-names>Gabriella</given-names> <surname>Giannachi</surname></string-name> <year>2022</year> <source>Performing mixed reality</source>. <publisher-loc>Cambridge, MA</publisher-loc>: <publisher-name>The MIT Press</publisher-name>.</mixed-citation></ref>
<ref id="B9"><label>9</label><mixed-citation publication-type="book"><string-name><surname>Bigelow</surname>, <given-names>Kathryn</given-names></string-name> <year>1995</year> <source>Strange Days</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Lightstorm Entertainment and 20th Century Fox</publisher-name>.</mixed-citation></ref>
<ref id="B10"><label>10</label><mixed-citation publication-type="journal"><string-name><surname>Breakey</surname>, <given-names>William</given-names></string-name>, <string-name><given-names>Timothy P.</given-names> <surname>Crowley</surname></string-name>, and <string-name><given-names>Mogdad</given-names> <surname>Alrawi</surname></string-name> <year>2015</year> <article-title>Salt and ice, a challenge not to be taken lightly</article-title>. <source>Journal of Burn Care &amp; Research</source>, <volume>36</volume>(<issue>3</issue>): <elocation-id>e230</elocation-id>. DOI: <pub-id pub-id-type="doi">10.1097/BCR.0000000000000180</pub-id></mixed-citation></ref>
<ref id="B11"><label>11</label><mixed-citation publication-type="webpage"><collab>British Museum</collab> n.d. <source>Papyrus Harris 500</source> [Papyrus]. Available at <uri>https://www.britishmuseum.org/collection/object/Y_EA10060</uri> [Last accessed 18 August 2025].</mixed-citation></ref>
<ref id="B12"><label>12</label><mixed-citation publication-type="webpage"><string-name><surname>Burke</surname>, <given-names>Minyvonne</given-names></string-name> <year>2020</year> <article-title>TikTok &#8216;skull-breaker challenge&#8217; lands New Jersey boy, 13, in hospital, 2 charged</article-title>. <source>NBC News</source> <day>3</day> <month>March</month> (accessed 18 August 2025, <uri>https://www.nbcnews.com/news/us-news/tiktok-skull-breaker-challenge-lands-new-jersey-boy-13-hospital-n1147921</uri>).</mixed-citation></ref>
<ref id="B13"><label>13</label><mixed-citation publication-type="book"><string-name><surname>Buxton</surname>, <given-names>Richard</given-names></string-name> <year>2004</year> <source>The Complete World of Greek Mythology</source>. <publisher-loc>London</publisher-loc>: <publisher-name>Thames &amp; Hudson</publisher-name>.</mixed-citation></ref>
<ref id="B14"><label>14</label><mixed-citation publication-type="journal"><string-name><surname>Chen</surname>, <given-names>Shugeng</given-names></string-name>, <string-name><given-names>Mingyi</given-names> <surname>Chen</surname></string-name>, <string-name><given-names>Xu</given-names> <surname>Wang</surname></string-name>, <string-name><given-names>Xiuyun</given-names> <surname>Liu</surname></string-name>, <string-name><given-names>Bing</given-names> <surname>Liu</surname></string-name>, and <string-name><given-names>Dong</given-names> <surname>Ming</surname></string-name> <year>2025</year> <article-title>Brain&#8211;computer interfaces in 2023&#8211;2024</article-title>. <source>Brain and Behavior</source> (First published 31 March 2025). DOI: <pub-id pub-id-type="doi">10.1002/brx2.70024</pub-id></mixed-citation></ref>
<ref id="B15"><label>15</label><mixed-citation publication-type="book"><string-name><surname>Clunies Ross</surname>, <given-names>Margaret</given-names></string-name> <year>2010</year> <source>The Cambridge Introduction to the Old Norse-Icelandic Saga</source>. <publisher-loc>Cambridge</publisher-loc>: <publisher-name>Cambridge University Press</publisher-name>. DOI: <pub-id pub-id-type="doi">10.1017/CBO9780511763274</pub-id></mixed-citation></ref>
<ref id="B16"><label>16</label><mixed-citation publication-type="webpage"><string-name><surname>Cooper</surname>, <given-names>Adam</given-names></string-name> <year>2022</year> <article-title>F1: Ricciardo condena comemora&#231;&#245;es de f&#227;s durante acidentes</article-title>. <source>Motorsport UOL</source> <day>16</day> <month>July</month> (accessed 18 August 2025, <uri>https://motorsport.uol.com.br/f1/news/f1-ricciardo-condena-comemoracoes-de-fas-durante-acidentes/10338048/</uri>).</mixed-citation></ref>
<ref id="B17"><label>17</label><mixed-citation publication-type="webpage"><collab>Council of Europe</collab> <year>2014</year> <source>Right to Remember: A Handbook for Education with Young People on the Roma Genocide</source>. <publisher-loc>Strasbourg</publisher-loc>: <publisher-name>Council of Europe</publisher-name>. Available at <uri>https://rm.coe.int/168008b633</uri> [Last accessed 18 August 2025].</mixed-citation></ref>
<ref id="B18"><label>18</label><mixed-citation publication-type="book"><string-name><surname>Cronenberg</surname>, <given-names>David</given-names></string-name> <year>1983</year> <source>Videodrome</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Universal Pictures</publisher-name>.</mixed-citation></ref>
<ref id="B19"><label>19</label><mixed-citation publication-type="webpage"><string-name><surname>Cullen</surname>, <given-names>Clare</given-names></string-name> <year>2014</year> <article-title>MEAS concern as &#8216;Neck Nominations&#8217; Facebook game reaches Ireland</article-title>. <source>Irish Independent</source> <day>20</day> <month>January</month> (accessed 18 August 2025, <uri>https://www.independent.ie/irish-news/meas-concern-as-neck-nominations-facebook-game-reaches-ireland/29932254.html</uri>).</mixed-citation></ref>
<ref id="B20"><label>20</label><mixed-citation publication-type="book"><string-name><surname>Debord</surname>, <given-names>Guy</given-names></string-name> <year>1992</year> <source>The Society of the Spectacle</source>. <publisher-loc>London</publisher-loc>: <publisher-name>Rebel Press</publisher-name>.</mixed-citation></ref>
<ref id="B21"><label>21</label><mixed-citation publication-type="journal"><string-name><surname>Emmanouloudis</surname>, <given-names>Argyrios</given-names></string-name> <year>2022</year> <article-title>Twitch (still) plays Pok&#233;mon: When spectators become archivists</article-title>. <source>Transformative Works and Cultures</source>, <volume>37</volume>: Fandom Histories. DOI: <pub-id pub-id-type="doi">10.3983/twc.2022.2239</pub-id></mixed-citation></ref>
<ref id="B22"><label>22</label><mixed-citation publication-type="journal"><string-name><surname>Filhol</surname>, <given-names>Emmanuel</given-names></string-name> <year>2020</year> <article-title>Boh&#233;miens condamn&#233;s aux gal&#232;res &#224; l&#8217;&#233;poque du Roi-Soleil (1677 &#224; 1715)</article-title>. <source>Criminocorpus</source>, Varia. DOI: <pub-id pub-id-type="doi">10.4000/criminocorpus.7317</pub-id></mixed-citation></ref>
<ref id="B23"><label>23</label><mixed-citation publication-type="book"><string-name><surname>Fincher</surname>, <given-names>David</given-names></string-name> <year>1999</year> <source>Fight Club</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Fox</publisher-name> 2000 Pictures and Regency Enterprises.</mixed-citation></ref>
<ref id="B24"><label>24</label><mixed-citation publication-type="book"><collab>FLIPFLOPs</collab> <year>2012&#8211;2020</year> <source>Darwin&#8217;s Game</source>. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Akita Shoten</publisher-name>.</mixed-citation></ref>
<ref id="B25"><label>25</label><mixed-citation publication-type="webpage"><string-name><surname>Forde</surname>, <given-names>Kaelyn</given-names></string-name> <year>2018</year> <article-title>Mother speaks out after daughter attempts &#8216;fire challenge&#8217;: She was &#8216;in flames from her knees to her hair&#8217;</article-title>. <source>ABC News</source> <day>25</day> <month>August</month> (accessed 18 August 2025, <uri>https://abcnews.go.com/US/mother-speaks-daughter-attempts-fire-challenge-flames-knees/story?id=57332321</uri>).</mixed-citation></ref>
<ref id="B26"><label>26</label><mixed-citation publication-type="book"><string-name><surname>Foucault</surname>, <given-names>Michel</given-names></string-name> <year>1995</year> <source>Discipline and Punish: The Birth of the Prison</source>. <edition>2nd</edition> ed. Trans. <string-name><given-names>Alan</given-names> <surname>Sheridan</surname></string-name>. <publisher-loc>New York</publisher-loc>: <publisher-name>Vintage Books</publisher-name>.</mixed-citation></ref>
<ref id="B27"><label>27</label><mixed-citation publication-type="book"><string-name><surname>Fresnadillo</surname>, <given-names>Juan Carlos</given-names></string-name> <year>2024</year> <source>Damsel</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Netflix and Roth/Kirschenbaum Films</publisher-name>.</mixed-citation></ref>
<ref id="B28"><label>28</label><mixed-citation publication-type="book"><string-name><surname>Friedland</surname>, <given-names>Paul</given-names></string-name> <year>2012</year> <source>Seeing Justice Done: The Age of Spectacular Capital Punishment in France</source>. <publisher-loc>Oxford</publisher-loc>: <publisher-name>Oxford University Press</publisher-name>. DOI: <pub-id pub-id-type="doi">10.1093/acprof:oso/9780199592692.001.0001</pub-id></mixed-citation></ref>
<ref id="B29"><label>29</label><mixed-citation publication-type="book"><string-name><surname>Fukuda</surname>, <given-names>Y&#244;hei</given-names></string-name> <year>2010</year> <source>X G&#234;mu</source>. Film. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Thanks Lab</publisher-name>.</mixed-citation></ref>
<ref id="B30"><label>30</label><mixed-citation publication-type="book"><string-name><surname>Futrell</surname>, <given-names>Alison</given-names></string-name> (ed.) <year>2005</year> <source>The Roman Games: Historical Sources in Translation</source>. <edition>1st</edition> ed. (Blackwell Sourcebooks in Ancient History.) <publisher-loc>Oxford</publisher-loc>: <publisher-name>Wiley-Blackwell</publisher-name>.</mixed-citation></ref>
<ref id="B31"><label>31</label><mixed-citation publication-type="book"><string-name><surname>Gilliam</surname>, <given-names>Terry</given-names></string-name> <year>1985</year> <source>Brazil</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Embassy International Pictures and Universal Pictures</publisher-name>.</mixed-citation></ref>
<ref id="B32"><label>32</label><mixed-citation publication-type="book"><string-name><surname>Glaser</surname>, <given-names>Paul Michael</given-names></string-name> <year>1987</year> <source>The Running Man</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Braveworld Productions and Taft Entertainment Pictures</publisher-name>.</mixed-citation></ref>
<ref id="B33"><label>33</label><mixed-citation publication-type="book"><string-name><surname>Guttentag</surname>, <given-names>Bill</given-names></string-name> <year>2007</year> <source>Live!</source> Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Bauer Martinez Studios</publisher-name>.</mixed-citation></ref>
<ref id="B34"><label>34</label><mixed-citation publication-type="journal"><string-name><surname>He&#345;manov&#225;</surname>, <given-names>Marie</given-names></string-name> <year>2023</year> <article-title>Authentic cult: Media representations of cultural consumption and legitimization of cultural hierarchies</article-title>. <source>Media, Culture &amp; Society</source>, <volume>46</volume>(<issue>3</issue>): <fpage>518</fpage>&#8211;<lpage>533</lpage>. DOI: <pub-id pub-id-type="doi">10.1177/01634437231203880</pub-id></mixed-citation></ref>
<ref id="B35"><label>35</label><mixed-citation publication-type="journal"><string-name><surname>Heyer</surname>, <given-names>Paul</given-names></string-name> <year>2003</year> <article-title>America under attack 1: The War of the Worlds, Orson Welles, and &#8216;Media Sense.&#8217;</article-title> <source>Canadian Journal of Communication</source>, <volume>28</volume>(<issue>2</issue>). DOI: <pub-id pub-id-type="doi">10.22230/cjc.2003v28n2a1356</pub-id></mixed-citation></ref>
<ref id="B36"><label>36</label><mixed-citation publication-type="book"><string-name><surname>Hilmes</surname>, <given-names>Michele</given-names></string-name> <year>1997</year> <source>Radio Voices: American Broadcasting, 1922&#8211;1952</source>. <publisher-loc>Minneapolis</publisher-loc>: <publisher-name>University of Minnesota Press</publisher-name>.</mixed-citation></ref>
<ref id="B37"><label>37</label><mixed-citation publication-type="book"><string-name><surname>Hwang</surname>, <given-names>Dong-hyuk</given-names></string-name> <year>2021&#8211;2025</year> <source>Squid Game</source>. TV series. <publisher-loc>Seoul</publisher-loc>: <publisher-name>Siren Pictures Inc. and Netflix</publisher-name>.</mixed-citation></ref>
<ref id="B38"><label>38</label><mixed-citation publication-type="journal"><string-name><surname>Ienca</surname>, <given-names>Marcello</given-names></string-name>, <string-name><given-names>Giacomo</given-names> <surname>Valle</surname></string-name>, and <string-name><given-names>Stanisa</given-names> <surname>Raspopovic</surname></string-name> <year>2025</year> <article-title>Clinical trials for implantable neural prostheses: Understanding the ethical and technical requirements</article-title>. <source>The Lancet Digital Health</source>, <volume>7</volume>(<issue>3</issue>): <fpage>e216</fpage>&#8211;<lpage>e224</lpage>. DOI: <pub-id pub-id-type="doi">10.1016/S2589-7500(24)00222-X</pub-id></mixed-citation></ref>
<ref id="B39"><label>39</label><mixed-citation publication-type="webpage"><collab>INBRAIN Neuroelectronics</collab> <year>2025</year> <article-title>INBRAIN Neuroelectronics announces promising results from the first human study of its graphene-based brain&#8211;computer interface</article-title>. <source>Parc Cient&#237;fic de Barcelona News</source>, <day>29</day> <month>July</month> 2025. Available at <uri>https://www.pcb.ub.edu/en/inbrain-neuroelectronics-announces-promising-results-from-the-first-human-study-of-its-graphene-based-brain-computer-interface</uri> [Last accessed 17 October 2025].</mixed-citation></ref>
<ref id="B40"><label>40</label><mixed-citation publication-type="webpage"><collab>Irish Museum of Modern Art (IMMA)</collab> n.d. <source>Rhythm 0</source> (Marina Abramovi&#263;, 1974). Photograph. <publisher-loc>Dublin</publisher-loc>: <publisher-name>IMMA Collection</publisher-name>. Available at <uri>https://imma.ie/collection/rhythm-0/</uri> [Last accessed 18 August 2025].</mixed-citation></ref>
<ref id="B41"><label>41</label><mixed-citation publication-type="book"><string-name><surname>Jewison</surname>, <given-names>Norman</given-names></string-name> <year>1975</year> <source>Rollerball</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>United Artists</publisher-name>.</mixed-citation></ref>
<ref id="B42"><label>42</label><mixed-citation publication-type="book"><string-name><surname>Joost</surname>, <given-names>Henry</given-names></string-name>, and <string-name><given-names>Ariel</given-names> <surname>Schulman</surname></string-name> <year>2016</year> <source>Nerve</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Lionsgate, Allison Shearmur Productions, and Blumhouse Productions</publisher-name>.</mixed-citation></ref>
<ref id="B43"><label>43</label><mixed-citation publication-type="book"><string-name><surname>Kaitani</surname>, <given-names>Shinobu</given-names></string-name> <year>2005&#8211;2015</year> <source>Liar Game</source>. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Shueisha</publisher-name>.</mixed-citation></ref>
<ref id="B44"><label>44</label><mixed-citation publication-type="book"><string-name><surname>Kawamoto</surname>, <given-names>Homura</given-names></string-name>, and <string-name><given-names>T&#333;ru</given-names> <surname>Naomura</surname></string-name> <year>2014&#8211;2019</year> <source>Kakegurui</source>. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Square Enix</publisher-name>.</mixed-citation></ref>
<ref id="B45"><label>45</label><mixed-citation publication-type="book"><string-name><surname>Keen</surname>, <given-names>Maurice</given-names></string-name> <year>2010</year> <source>La caballer&#237;a: La vida caballeresca en la Edad Media</source>. <publisher-loc>Barcelona</publisher-loc>: <publisher-name>Ariel</publisher-name>.</mixed-citation></ref>
<ref id="B46"><label>46</label><mixed-citation publication-type="journal"><string-name><surname>Khasawneh</surname>, <given-names>Amro</given-names></string-name>, <string-name><given-names>Kapil Chalil</given-names> <surname>Madathil</surname></string-name>, <string-name><given-names>Emma</given-names> <surname>Dixon</surname></string-name>, <string-name><given-names>Pamela</given-names> <surname>Wi&#347;niewski</surname></string-name>, <string-name><given-names>Heidi</given-names> <surname>Zinzow</surname></string-name>, and <string-name><given-names>Rebecca</given-names> <surname>Roth</surname></string-name> <year>2020</year> <article-title>Examining the self-harm and suicide contagion effects of the Blue Whale Challenge on YouTube and Twitter: Qualitative study</article-title>. <source>JMIR Mental Health</source>, <volume>7</volume>(<issue>6</issue>): <elocation-id>e15973</elocation-id>. DOI: <pub-id pub-id-type="doi">10.2196/15973</pub-id></mixed-citation></ref>
<ref id="B47"><label>47</label><mixed-citation publication-type="journal"><string-name><surname>Kitchen</surname>, <given-names>Kenneth</given-names></string-name> <year>2004</year> <article-title>The victories of Merenptah, and the nature of their record</article-title>. <source>Journal for the Study of the Old Testament</source>, <volume>28</volume>(<issue>3</issue>): <fpage>259</fpage>&#8211;<lpage>272</lpage>. DOI: <pub-id pub-id-type="doi">10.1177/030908920402800301</pub-id></mixed-citation></ref>
<ref id="B48"><label>48</label><mixed-citation publication-type="journal"><string-name><surname>Kobilke</surname>, <given-names>Lara</given-names></string-name>, and <string-name><given-names>Antonia</given-names> <surname>Markiewitz</surname></string-name> <year>2021</year> <article-title>The Momo Challenge: Measuring the extent to which YouTube portrays harmful and helpful depictions of a suicide game</article-title>. <source>SN Social Sciences</source>, <volume>1</volume>: <elocation-id>86</elocation-id>. DOI: <pub-id pub-id-type="doi">10.1007/s43545-021-00065-1</pub-id></mixed-citation></ref>
<ref id="B49"><label>49</label><mixed-citation publication-type="journal"><string-name><surname>Koren</surname>, <given-names>Yaacov</given-names></string-name>, <string-name><given-names>Ronit Feingold</given-names> <surname>Polak</surname></string-name>, and <string-name><given-names>Shelly</given-names> <surname>Levy-Tzedek</surname></string-name> <year>2022</year> <article-title>Extended interviews with stroke patients over a long-term rehabilitation using human&#8211;robot or human&#8211;computer interactions</article-title>. <source>International Journal of Social Robotics</source>, <volume>14</volume>(<issue>8</issue>): <fpage>1893</fpage>&#8211;<lpage>1911</lpage>. DOI: <pub-id pub-id-type="doi">10.1007/s12369-022-00909-7</pub-id></mixed-citation></ref>
<ref id="B50"><label>50</label><mixed-citation publication-type="book"><string-name><surname>Kubrick</surname>, <given-names>Stanley</given-names></string-name>, and <string-name><given-names>Anthony</given-names> <surname>Mann</surname></string-name> <year>1960</year> <source>Spartacus</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Bryna Productions and Universal Pictures</publisher-name>.</mixed-citation></ref>
<ref id="B51"><label>51</label><mixed-citation publication-type="journal"><string-name><surname>Lavazza</surname>, <given-names>Andrea</given-names></string-name>, <string-name><given-names>Michela</given-names> <surname>Balconi</surname></string-name>, <string-name><given-names>Marcello</given-names> <surname>Ienca</surname></string-name>, <string-name><given-names>Francesca</given-names> <surname>Minerva</surname></string-name>, <string-name><given-names>Federico G.</given-names> <surname>Pizzetti</surname></string-name>, <string-name><given-names>Massimo</given-names> <surname>Reichlin</surname></string-name>, <string-name><given-names>Francesco</given-names> <surname>Samor&#232;</surname></string-name>, <string-name><given-names>Vittorio A.</given-names> <surname>Sironi</surname></string-name>, <string-name><given-names>Marta S.</given-names> <surname>Navarro</surname></string-name>, and <string-name><given-names>Sarah</given-names> <surname>Songhorian</surname></string-name> <year>2025</year> <article-title>Neuralink&#8217;s brain&#8211;computer interfaces: Medical innovations and ethical challenges</article-title>. <source>Frontiers in Human Dynamics</source>, <volume>7</volume>: <elocation-id>1553905</elocation-id>. DOI: <pub-id pub-id-type="doi">10.3389/fhumd.2025.1553905</pub-id></mixed-citation></ref>
<ref id="B52"><label>52</label><mixed-citation publication-type="journal"><string-name><surname>Lebedev</surname>, <given-names>Mikhail A.</given-names></string-name>, and <string-name><given-names>Miguel A. L.</given-names> <surname>Nicolelis</surname></string-name> <year>2017</year> <article-title>Brain&#8211;machine interfaces: From basic science to neuroprostheses and neurorehabilitation</article-title>. <source>Physiological Reviews</source>, <volume>97</volume>(<issue>2</issue>): <fpage>767</fpage>&#8211;<lpage>837</lpage>. DOI: <pub-id pub-id-type="doi">10.1152/physrev.00027.2016</pub-id></mixed-citation></ref>
<ref id="B53"><label>53</label><mixed-citation publication-type="webpage"><string-name><surname>Lempesis</surname>, <given-names>Dimitris</given-names></string-name> <year>2025</year> <article-title>TRACES: Gina Pane</article-title>. <source>dreamideamachine</source> <day>24</day> <month>May</month> (accessed 18 August 2025, <uri>https://www.dreamideamachine.com/?p=58475</uri>).</mixed-citation></ref>
<ref id="B54"><label>54</label><mixed-citation publication-type="journal"><string-name><surname>Lessel</surname>, <given-names>Pascal</given-names></string-name>, <string-name><given-names>Maximilian</given-names> <surname>Altmeyer</surname></string-name>, <string-name><given-names>Julian</given-names> <surname>Sahner</surname></string-name>, and <string-name><given-names>Antonio</given-names> <surname>Kr&#252;ger</surname></string-name> <year>2022</year> <article-title>Streamer&#8217;s hell: Investigating audience influence in live-streams beyond the game</article-title>. <source>Proceedings of the ACM on Human-Computer Interaction</source>, <volume>6</volume>(<issue>CHI PLAY</issue>): Article <elocation-id>252</elocation-id>, <fpage>1</fpage>&#8211;<lpage>27</lpage>. DOI: <pub-id pub-id-type="doi">10.1145/3549515</pub-id></mixed-citation></ref>
<ref id="B55"><label>55</label><mixed-citation publication-type="journal"><string-name><surname>Lin</surname>, <given-names>Hao-Chiang Koong</given-names></string-name>, <string-name><given-names>Li-Wen</given-names> <surname>Lu</surname></string-name>, <string-name><given-names>Ruei-Shan</given-names> <surname>Lu</surname></string-name>, and <string-name><given-names>Hao-Chiang</given-names> <surname>Lin</surname></string-name> <year>2024</year> <article-title>Integrating digital technologies and alternate reality games for sustainable education: Enhancing cultural heritage awareness and learning engagement</article-title>. <source>Sustainability</source>, <volume>16</volume>(<issue>21</issue>): <elocation-id>9451</elocation-id>. DOI: <pub-id pub-id-type="doi">10.3390/su16219451</pub-id></mixed-citation></ref>
<ref id="B56"><label>56</label><mixed-citation publication-type="journal"><string-name><surname>Liu</surname>, <given-names>Yansheng</given-names></string-name> <year>2023</year> <article-title>The Proteus effect: Overview, reflection, and practical implications</article-title>. <source>Games and Culture</source>. DOI: <pub-id pub-id-type="doi">10.1177/15554120231202175</pub-id></mixed-citation></ref>
<ref id="B57"><label>57</label><mixed-citation publication-type="journal"><string-name><surname>Malnig</surname>, <given-names>Julie</given-names></string-name> <year>1995</year> <article-title>Review of <italic>Dance Marathons: Performing American Culture in the 1920s and 1930s</italic>, by Carol Martin, and <italic>Dance of the Sleep-Walkers: The Dance Marathon Fad</italic>, by Frank M. Calabria [Book review]</article-title>. <source>Dance Research Journal</source>, <volume>27</volume>(<issue>2</issue>): <fpage>40</fpage>&#8211;<lpage>43</lpage>. DOI: <pub-id pub-id-type="doi">10.2307/1478022</pub-id></mixed-citation></ref>
<ref id="B58"><label>58</label><mixed-citation publication-type="book"><string-name><surname>Malory</surname>, <given-names>Thomas</given-names></string-name> <year>2009</year> <source>Sir Thomas Malory&#8217;s Morte Darthur: A New Modern English Translation Based on the Winchester Manuscript</source> (Critical Edition). <publisher-loc>Anderson, IN</publisher-loc>: <publisher-name>Parlor Press</publisher-name>.</mixed-citation></ref>
<ref id="B59"><label>59</label><mixed-citation publication-type="book"><string-name><surname>Miike</surname>, <given-names>Takashi</given-names></string-name> <year>2014</year> <source>Kamisama no iu t&#244;ri</source>. Film. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Toho</publisher-name>.</mixed-citation></ref>
<ref id="B60"><label>60</label><mixed-citation publication-type="book"><string-name><surname>Neveldine</surname>, <given-names>Mark</given-names></string-name>, and <string-name><given-names>Brian</given-names> <surname>Taylor</surname></string-name> <year>2009</year> <source>Gamer</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Lakeshore Entertainment and Lionsgate</publisher-name>.</mixed-citation></ref>
<ref id="B61"><label>61</label><mixed-citation publication-type="book"><string-name><surname>Niknejad</surname>, <given-names>Sam</given-names></string-name>, <string-name><given-names>Thomas</given-names> <surname>Mildner</surname></string-name>, <string-name><given-names>Nima</given-names> <surname>Zargham</surname></string-name>, <string-name><given-names>Susanne</given-names> <surname>Putze</surname></string-name>, and <string-name><given-names>Rainer</given-names> <surname>Malaka</surname></string-name> <year>2024</year> <chapter-title>Level up or game over: Exploring how dark patterns shape mobile games</chapter-title>. In: <source>Proceedings of the International Conference on Mobile and Ubiquitous Multimedia (MUM &#8217;24)</source>, <day>1&#8211;4</day> <month>December</month> 2024. <publisher-name>ACM</publisher-name>. DOI: <pub-id pub-id-type="doi">10.1145/3701571.3701604</pub-id></mixed-citation></ref>
<ref id="B62"><label>62</label><mixed-citation publication-type="book"><string-name><surname>Norton</surname>, <given-names>Mary Beth</given-names></string-name> <year>2003</year> <source>In the Devil&#8217;s Snare: The Salem Witchcraft Crisis of 1692</source>. Reprint ed. <publisher-loc>New York</publisher-loc>: <publisher-name>Knopf Doubleday Publishing Group</publisher-name>.</mixed-citation></ref>
<ref id="B63"><label>63</label><mixed-citation publication-type="book"><string-name><surname>Ohba</surname>, <given-names>Tsugumi</given-names></string-name>, and <string-name><given-names>Takeshi</given-names> <surname>Obata</surname></string-name> <year>2003&#8211;2006</year> <source>Death Note</source>. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Shueisha</publisher-name>.</mixed-citation></ref>
<ref id="B64"><label>64</label><mixed-citation publication-type="book"><string-name><surname>Oku</surname>, <given-names>Hiroya</given-names></string-name> <year>1998&#8211;2006</year> <source>Gantz</source>. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Shueisha</publisher-name>.</mixed-citation></ref>
<ref id="B65"><label>65</label><mixed-citation publication-type="journal"><string-name><surname>Parkes</surname>, <given-names>Aidan</given-names></string-name> <year>2021</year> <article-title>The Ashura assemblage: Karbala&#8217;s religious urban fabric and reproduction of collective Shi&#703;i identity</article-title>. <source>Religions</source>, <volume>12</volume>(<issue>10</issue>): <elocation-id>904</elocation-id>. DOI: <pub-id pub-id-type="doi">10.3390/rel12100904</pub-id></mixed-citation></ref>
<ref id="B66"><label>66</label><mixed-citation publication-type="journal"><string-name><surname>P&#233;rez-Verdugo</surname>, <given-names>Marta</given-names></string-name>, and <string-name><given-names>Xavier E.</given-names> <surname>Barandiaran</surname></string-name> <year>2023</year> <article-title>Personal autonomy and (digital) technology: An enactive sensorimotor framework</article-title>. <source>Philosophy &amp; Technology</source>, <volume>36</volume>: <elocation-id>84</elocation-id>. DOI: <pub-id pub-id-type="doi">10.1007/s13347-023-00683-y</pub-id></mixed-citation></ref>
<ref id="B67"><label>67</label><mixed-citation publication-type="book"><string-name><surname>Peters</surname>, <given-names>Edward</given-names></string-name> <year>1985</year> <source>Torture</source>. <publisher-loc>Oxford</publisher-loc>: <publisher-name>Blackwell</publisher-name>.</mixed-citation></ref>
<ref id="B68"><label>68</label><mixed-citation publication-type="book"><string-name><surname>Petri</surname>, <given-names>Elio</given-names></string-name> <year>1965</year> <source>La decima vittima</source>. Film. <publisher-loc>Rome</publisher-loc>: <publisher-name>Compagnia Cinematografica Champion</publisher-name>.</mixed-citation></ref>
<ref id="B69"><label>69</label><mixed-citation publication-type="book"><string-name><surname>Pichel</surname>, <given-names>Irving</given-names></string-name>, and <string-name><given-names>Ernest B.</given-names> <surname>Schoedsack</surname></string-name> <year>1932</year> <source>The Most Dangerous Game</source>. Film. <publisher-loc>Hollywood</publisher-loc>: <publisher-name>RKO Radio Pictures</publisher-name>.</mixed-citation></ref>
<ref id="B70"><label>70</label><mixed-citation publication-type="journal"><string-name><surname>Ratan</surname>, <given-names>Rabindra</given-names></string-name>, <string-name><given-names>Josephine</given-names> <surname>Boumis</surname></string-name>, <string-name><given-names>George</given-names> <surname>McNeill</surname></string-name>, <string-name><given-names>Ann</given-names> <surname>Desrochers</surname></string-name>, <string-name><given-names>Stefani</given-names> <surname>Taskas</surname></string-name>, <string-name><given-names>Dayeoun</given-names> <surname>Jang</surname></string-name>, and <string-name><given-names>Taj</given-names> <surname>Makki</surname></string-name> <year>2024</year> <article-title>Examining the Proteus effect on misogynistic behavior induced by a sports mascot avatar in virtual reality</article-title>. <source>Scientific Reports</source>, <volume>14</volume>: <elocation-id>19659</elocation-id>. DOI: <pub-id pub-id-type="doi">10.1038/s41598-024-70450-2</pub-id></mixed-citation></ref>
<ref id="B71"><label>71</label><mixed-citation publication-type="book"><string-name><surname>Reeves</surname>, <given-names>Byron</given-names></string-name>, and <string-name><given-names>Clifford</given-names> <surname>Nass</surname></string-name> <year>2003</year> <source>The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places</source>. Reprint ed. <publisher-loc>Stanford, CA</publisher-loc>: <publisher-name>Center for the Study of Language and Information</publisher-name>.</mixed-citation></ref>
<ref id="B72"><label>72</label><mixed-citation publication-type="book"><string-name><surname>Root</surname>, <given-names>Margaret Cool</given-names></string-name> <year>2021</year> <source>The King and Kingship in Achaemenid Art: Essays on the Creation of an Iconography of Empire</source>. <publisher-loc>Leuven</publisher-loc>: <publisher-name>Peeters Publishers</publisher-name>.</mixed-citation></ref>
<ref id="B73"><label>73</label><mixed-citation publication-type="book"><string-name><surname>Ross</surname>, <given-names>Gary</given-names></string-name> <year>2012</year> <source>The Hunger Games</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Lionsgate and Color Force</publisher-name>.</mixed-citation></ref>
<ref id="B74"><label>74</label><mixed-citation publication-type="book"><string-name><surname>Roth</surname>, <given-names>Eli</given-names></string-name> <year>2005</year> <source>Hostel</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Lions Gate Films and Next Entertainment</publisher-name>.</mixed-citation></ref>
<ref id="B75"><label>75</label><mixed-citation publication-type="book"><string-name><surname>Sandrovich</surname>, <given-names>Yabako</given-names></string-name> <year>2012&#8211;2018</year> <source>Kengan Ashura</source>. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Ura Sunday Comics</publisher-name> (Comikey).</mixed-citation></ref>
<ref id="B76"><label>76</label><mixed-citation publication-type="book"><string-name><surname>Shimizu</surname>, <given-names>Hiroshi</given-names></string-name> <year>1998</year> <source>Ikinai</source>. Film. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Office Kitano</publisher-name>.</mixed-citation></ref>
<ref id="B77"><label>77</label><mixed-citation publication-type="book"><string-name><surname>Slade</surname>, <given-names>David</given-names></string-name> <year>2018</year> <source>Black Mirror: Bandersnatch</source>. Film. <publisher-loc>London</publisher-loc>: <publisher-name>House of Tomorrow and Netflix</publisher-name>.</mixed-citation></ref>
<ref id="B78"><label>78</label><mixed-citation publication-type="book"><string-name><surname>Sono</surname>, <given-names>Sion</given-names></string-name> <year>2001</year> <source>Jisatsu s&#226;kuru</source>. Film. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Omega Project</publisher-name>.</mixed-citation></ref>
<ref id="B79"><label>79</label><mixed-citation publication-type="book"><string-name><surname>Stafford</surname>, <given-names>Emma</given-names></string-name> <year>2011</year> <source>Herakles</source>. <publisher-loc>Abingdon</publisher-loc>: <publisher-name>Routledge</publisher-name>.</mixed-citation></ref>
<ref id="B80"><label>80</label><mixed-citation publication-type="book"><string-name><surname>Stamm</surname>, <given-names>Daniel</given-names></string-name> <year>2014</year> <source>13 Sins</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Dimension Films</publisher-name>.</mixed-citation></ref>
<ref id="B81"><label>81</label><mixed-citation publication-type="journal"><string-name><surname>Stenslie</surname>, <given-names>Stahl</given-names></string-name> <year>2015</year> <article-title>Stelarc: On the body as an artistic material</article-title>. <source>Journal of Somaesthetics</source>, <volume>1</volume>(<issue>0</issue>). DOI: <pub-id pub-id-type="doi">10.5278/ojs.jos.v1i0.1070</pub-id></mixed-citation></ref>
<ref id="B82"><label>82</label><mixed-citation publication-type="journal"><string-name><surname>Stuart</surname>, <given-names>Jaimee</given-names></string-name>, and <string-name><given-names>Riley</given-names> <surname>Scott</surname></string-name> <year>2021</year> <article-title>The measure of online disinhibition (MOD): Assessing perceptions of reductions in restraint in the online environment</article-title>. <source>Computers in Human Behavior</source>, <volume>114</volume>: <elocation-id>106534</elocation-id>. DOI: <pub-id pub-id-type="doi">10.1016/j.chb.2020.106534</pub-id></mixed-citation></ref>
<ref id="B83"><label>83</label><mixed-citation publication-type="journal"><string-name><surname>Suler</surname>, <given-names>John</given-names></string-name> <year>2004</year> <article-title>The online disinhibition effect</article-title>. <source>CyberPsychology &amp; Behavior</source>, <volume>7</volume>(<issue>3</issue>): <fpage>321</fpage>&#8211;<lpage>326</lpage>. DOI: <pub-id pub-id-type="doi">10.1089/1094931041291295</pub-id></mixed-citation></ref>
<ref id="B84"><label>84</label><mixed-citation publication-type="webpage"><string-name><surname>Takac</surname>, <given-names>Balasz</given-names></string-name> <year>2025</year> <article-title>When Chris Burden tried to shoot himself for the sake of art</article-title>. <source>Artsper</source> <day>2</day> <month>April</month> (accessed 18 August 2025, <uri>https://blog.artsper.com/en/a-closer-look/chris-burden-shoot/</uri>).</mixed-citation></ref>
<ref id="B85"><label>85</label><mixed-citation publication-type="book"><string-name><surname>Takami</surname>, <given-names>Koushun</given-names></string-name> <year>2000&#8211;2005</year> <source>Battle Royale</source>. <publisher-loc>Tokyo</publisher-loc>: <publisher-name>Akita Shoten</publisher-name>.</mixed-citation></ref>
<ref id="B86"><label>86</label><mixed-citation publication-type="webpage"><collab>The Guardian</collab> <year>2018</year> <article-title>Kiki challenge: Police warn against dangerous viral dance</article-title>. <source>The Guardian</source> <day>30</day> <month>July</month> (accessed 18 August 2025, <uri>https://www.theguardian.com/music/2018/jul/30/kiki-keke-challenge-drake-police-warn-dangerous-viral-dance</uri>).</mixed-citation></ref>
<ref id="B87"><label>87</label><mixed-citation publication-type="webpage"><collab>The Guardian</collab> <year>2019</year> <article-title>Netflix warns viewers against Bird Box challenge meme: &#8216;Do not end up in hospital.&#8217;</article-title> <source>The Guardian</source> <day>3</day> <month>January</month> (accessed 18 August 2025, <uri>https://www.theguardian.com/film/2019/jan/03/netflix-bird-box-challenge-meme-sandra-bullock-blindfold</uri>).</mixed-citation></ref>
<ref id="B88"><label>88</label><mixed-citation publication-type="journal"><string-name><surname>Tiesler</surname>, <given-names>Vera</given-names></string-name>, and <string-name><given-names>Vera E.</given-names> <surname>Miller</surname></string-name> <year>2023</year> <article-title>Heads, skulls, and sacred scaffolds: New studies on ritual body processing and display in Chichen Itza and beyond</article-title>. <source>Ancient Mesoamerica</source>, <volume>34</volume>(<issue>2</issue>): <fpage>563</fpage>&#8211;<lpage>585</lpage>. DOI: <pub-id pub-id-type="doi">10.1017/S0956536120000450</pub-id></mixed-citation></ref>
<ref id="B89"><label>89</label><mixed-citation publication-type="book"><string-name><surname>Wan</surname>, <given-names>James</given-names></string-name> <year>2004</year> <source>Saw</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Evolution Entertainment, Twisted Pictures, and Lions Gate Films</publisher-name>.</mixed-citation></ref>
<ref id="B90"><label>90</label><mixed-citation publication-type="journal"><string-name><surname>Wang</surname>, <given-names>Maijunxian</given-names></string-name> <year>2025</year> <article-title>The quantified body: Identity, empowerment, and control in smart wearables</article-title>. <source>arXiv preprint</source> arXiv:2506.15991 [cs.CY]. DOI: <pub-id pub-id-type="doi">10.48550/arXiv.2506.15991</pub-id></mixed-citation></ref>
<ref id="B91"><label>91</label><mixed-citation publication-type="book"><string-name><surname>Weir</surname>, <given-names>Peter</given-names></string-name> <year>1998</year> <source>The Truman Show</source>. Film. <publisher-loc>Los Angeles</publisher-loc>: <publisher-name>Scott Rudin Productions and Paramount Pictures</publisher-name>.</mixed-citation></ref>
<ref id="B92"><label>92</label><mixed-citation publication-type="journal"><string-name><surname>Xu</surname>, <given-names>Linqi</given-names></string-name>, <string-name><given-names>Hongyu</given-names> <surname>Shi</surname></string-name>, <string-name><given-names>Meidi</given-names> <surname>Shen</surname></string-name>, <string-name><given-names>Yuanyuan</given-names> <surname>Ni</surname></string-name>, <string-name><given-names>Xin</given-names> <surname>Zhang</surname></string-name>, <string-name><given-names>Yue</given-names> <surname>Pang</surname></string-name>, <string-name><given-names>Tianzhuo</given-names> <surname>Yu</surname></string-name>, <string-name><given-names>Xiaoqian</given-names> <surname>Lian</surname></string-name>, <string-name><given-names>Tianyue</given-names> <surname>Yu</surname></string-name>, <string-name><given-names>Xige</given-names> <surname>Yang</surname></string-name>, and <string-name><given-names>Feng</given-names> <surname>Li</surname></string-name> <year>2022</year> <article-title>The effects of mHealth-based gamification interventions on participation in physical activity: Systematic review</article-title>. <source>JMIR mHealth and uHealth</source>, <volume>10</volume>(<issue>2</issue>): <elocation-id>e27794</elocation-id>. DOI: <pub-id pub-id-type="doi">10.2196/27794</pub-id></mixed-citation></ref>
<ref id="B93"><label>93</label><mixed-citation publication-type="journal"><string-name><surname>Xygalatas</surname>, <given-names>Dimitris</given-names></string-name>, <string-name><given-names>Peter</given-names> <surname>Ma&#328;o</surname></string-name>, <string-name><given-names>Vladim&#237;r</given-names> <surname>Bahna</surname></string-name>, <string-name><given-names>Eva Kundtov&#225;</given-names> <surname>Klocov&#225;</surname></string-name>, <string-name><given-names>Radek</given-names> <surname>Kundt</surname></string-name>, <string-name><given-names>Martin</given-names> <surname>Lang</surname></string-name>, and <string-name><given-names>John H.</given-names> <surname>Shaver</surname></string-name> <year>2021</year> <article-title>Social inequality and signaling in a costly ritual</article-title>. <source>Evolution and Human Behavior</source>, <volume>42</volume>(<issue>6</issue>): <fpage>524</fpage>&#8211;<lpage>533</lpage>. DOI: <pub-id pub-id-type="doi">10.1016/j.evolhumbehav.2021.05.006</pub-id></mixed-citation></ref>
</ref-list>
</back>
</article>