Introduction
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.
This article examines how these dynamics are synthesised in Gamer (Neveldine and Taylor 2009), 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 Gamer’s dystopia socially plausible.
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.
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 Gamer 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.
Methods
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.
The corpus includes fictional and non-fictional materials, such as audiovisual works (notably Gamer), 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.
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 Gamer.
Genealogy of Risk Spectacles
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 (Friedland 2012).
Prehistory & Antiquity
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 (Table 1).
Prehistory and Antiquity.
| Period | Location | Work / Event | Summary | Technological Medium | Source |
| c. 2100 BCE | Uruk, Sumerian | Epic of Gilgamesh | Hero’s trials and challenges | Epic literature on clay tablets. | Al-Hadi and Xiaoling 2024 |
| c. 1400 BCE–1500 CE | Chichén Itzá, Mexico | Maya ballgame | Ceremonial game; losers could be sacrificed | Architecture and stone reliefs. | Tiesler and Miller 2023 |
| c. 1200 BCE | Egypt (New Kingdom) | Harris Papyrus 500 | Festivals with competitions for courtly entertainment | Papyrus text | British Museum n.d. |
| c. 1208 BCE | Thebes/Luxor, Egypt | Merneptah Victory Stele | Military victory as spectacle | Stone inscription | Kitchen 2004 |
| Greek mythology | Crete, Greece | Labyrinth of the Minotaur | Youths facing ritualised challenge | Oral / written tradition | Buxton 2004 |
| Greek mythology | Tiryns/Mycenae, Greece | Twelve Labours of Heracles | Impossible trials with spectacular value | Oral and mythic written tradition | Stafford 2011 |
| Norse mythology | Scandinavia | Heroic sagas | Trials of honour and deadly competitions | Oral / written tradition (manuscripts) | Clunies Ross 2010 |
| c. 500 BCE | Persepolis, Persia | Persepolis reliefs | Ceremonial contests as entertainment | Stone sculpture | Root 2021 |
| 3rd c. BCE–5th c. CE | Rome, Roman Empire | Roman gladiators | Combat to the death before the public | Physical arena | Futrell 2005 |
Middle Ages & Early Modern
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 (Table 2).
Middle Ages and Early Modern Period.
| Period | Location | Work / Event | Summary | Technological Medium | Source |
| 13th c. | Aragon | Court of James I | Impossible trials with symbolic and political value | Historical chronicles | Keen 2010 |
| 15th c. | England | Le Morte d’Arthur | Knights undergoing trials to win honour or love | Literature | Malory 2009 |
| 12th–16th c. | Medieval Europe | Jousts and tournaments | Knightly combats for honour and courtly entertainment | Live spectacle | Barber and Barker 2000 |
| 1692–1693 | Massachusetts Bay Colony | Salem witch trials | Women accused of witchcraft punished publicly | Symbolic judicial ritual | Norton 2003 |
| Middle Ages | Europe | Trial by water | Accused witches thrown into water. If floating, guilt. If sinking, innocence | Symbolic judicial ritual | Peters 1985 |
| 17th–18th c. | Netherlands | Semi-public executions | Heidenjachten (pagan hunts) | Fields and forests | Council of Europe 2014 |
| 15th–18th c. | Holy Roman Empire | Public persecutions | Hunts targeting Roma communities | Literature | Filhol 2020 |
Cinema/TV & Media Spectacles
With the advent of radio and later television (Malnig 1995), narratives of risk assumed new formats, mediated through voice, imagination, and the staging of live endurance contests. The infamous 1938 broadcast of The War of the Worlds (Heyer 2003; Hilmes 1997) demonstrated the power of mass media to provoke emotion and panic. Cinema soon expanded this logic: from The Most Dangerous Game (1932) to Squid Game (2021–2025), violence and survival were reconfigured as forms of entertainment, with variations ranging from satire to sadistic performance (Table 3).
Deadly Games in Cinema (1932–2025).
| Work | Synthesis | Source | Work | Synthesis | Source |
| The Most Dangerous Game | Human hunting as sport | Pichel and Schoedsack 1932 | Saw | Sadistic traps as punishment | Wan 2004 |
| Spartacus | Gladiators as social spectacle | Kubrick and Mann 1960 | Hostel | Torture sold as tourism | Roth 2005 |
| The 10th Victim | Televised assassination as show | Petri 1965 | Live! | Russian roulette as reality show | Guttentag 2007 |
| Rollerball | Brutal sport as global spectacle | Jewison 1975 | Gamer | Humans controlled as avatars | Neveldine and Taylor 2009 |
| Videodrome | TV as weapon of control | Cronenberg 1983 | X Game (X gêmu) | Online survival games | Fukuda 2010 |
| Brazil | Society shaped by spectacle | Gilliam 1985 | The Hunger Games | Televised deadly arena | Ross 2012 |
| The Running Man | Mass death show | Glaser 1987 | 13 Sins | Deadly challenges for money | Stamm 2014 |
| Strange Days | Memories as commodity | Bigelow 1995 | As the Gods Will (Kamisama no iu tôri) | Childhood games turned into deadly contests | Miike 2014 |
| Ikinai | Collective trip to suicide | Shimizu 1998 | Nerve | Challenges defined by audience | Joost and Schulman 2016 |
| The Truman Show | Whole life as reality show | Weir 1998 | Black Mirror: Bandersnatch | Interactive choices by the viewer | Slade 2018 |
| Fight Club | Violence as catharsis | Fincher 1999 | Damsel | Deadly mission disguised as rescue | Fresnadillo 2024 |
| Jisatsu sâkuru | Collective suicide as media ritual | Sono 2001 | Squid Game | Children’s games turned into deadly battle for money | Hwang 2021–2025 |
These examples reveal a trajectory across historical and cultural contexts: from the aristocratic ‘death game’ 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 digital challenges.
Manga & Popular Culture
In manga, the lethal game genre evolved through the combination of violence, psychological manipulation, and technology. From Gantz (1998–2006) to Kakegurui (2014–2019), the narrative shifts from physical combat to contests mediated by apps, gambling, and alternative worlds, thereby anticipating the digital challenges of the twenty-first century (Table 4).
Manga.
| Period | Work | Summary | Source |
| 1998–2006 | Gantz | Dead people revived to hunt aliens in lethal games. | Oku 1998–2006 |
| 2000–2005 | Battle Royale | Students forced to fight to the death on an isolated island. | Takami 2000–2005 |
| 2003–2006 | Death Note | A notebook that kills anyone whose name is written in it. | Ohba and Obata 2003–2006 |
| 2005–2015 | Liar Game | Games of manipulation and psychological strategies. | Kaitani 2005–2015 |
| 2010–2016 | Alice in Borderland | Young people trapped in an alternate world with deadly games. | Aso 2010–2016 |
| 2012–2018 | Kengan Ashura | Underground fights between corporate representatives. | Sandrovich 2012–2018 |
| 2012–2023 | Darwin’s Game | A mobile app forces players to duel with special powers. | FLIPFLOPs 2012–2020 |
| 2014–2019 | Kakegurui | An academy where extreme gambling puts lives at risk. | Kawamoto and Naomura 2014–2019 |
Risk Performance Art & Ritual/Sport
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 (Table 5). This logic also resonates in digital challenges, where self-harm and physical risk are staged before digital audiences.
Risk Performances in Contemporary Art.
| Artist | Work / Performance | Summary | Year | Source |
| Marina Abramović | Rhythm 0 | Audience authorised to use 72 objects on her body, including a knife and a loaded gun | 1974 | IMMA n.d. |
| Chris Burden | Shoot | Artist requests to be shot in the arm as part of the performance | 1971 | Takac 2025 |
| Gina Pane | Actions | Self-inflicted cuts reflecting on pain and social violence | 1970s | Lempesis 2025 |
| Stelarc | Suspension with hooks | Body suspended and connected to technological prostheses | 1970s–80s | Stenslie 2015 |
| Franko B | I Miss You | Walked along a catwalk while deliberately bleeding | 1997 | Bell 2024 |
Religious rituals such as the Christian Passion, the Hindu Thaipusam, and the Islamic Ashura 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 digital challenges, where individuals embody roles before networked audiences (Cooper 2022; Parkes 2021; Xygalatas et al. 2021).
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 digital challenges, which will be further examined in the Discussion section.
Digital Challenges as Risk Spectacle
Digital challenges 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 (Heřmanová 2023) (Table 6).
Digital Challenges as Risk Spectacle.
| Digital challenges | Period | Description | Source |
| Blue Whale Challenge | 2016–2017 | Fifty online tasks leading to self-harm or suicide. | Khasawneh et al. 2020 |
| Momo Challenge | 2017 | Threatening messages urging dangerous acts. | Kobilke and Markiewitz 2021 |
| Fire Challenge | 2014–2015 | Participants set themselves on fire for views. | Forde 2018 |
| NekNominate | 2013–2014 | Filmed binge drinking with peer nomination. | Cullen 2014 |
| Salt and Ice Challenge | 2016–2018 | Chemical burns treated as endurance feats. | Breakey, Crowley and Alrawi 2015 |
| Bird Box Challenge | 2018–2019 | Blindfolded acts inspired by the film. | The Guardian 2019 |
| Kiki Challenge | 2018 | Dancing beside moving cars for social media. | The Guardian 2018 |
| Skull Breaker Challenge | 2020 | Tripping prank causing severe injuries. | Burke 2020 |
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’s viral dynamics.
When adolescents participate in the Blue Whale or Skull Breaker Challenges, 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 (Debord 1992; Foucault 1995).
Theoretical Framework of Digital Behaviour
Rather than presenting isolated concepts, this framework articulates three interrelated analytical lenses through which contemporary digital challenges can be examined and Gamer can be read as an anticipatory model. These lenses address mediated agency, operative spectatorship, and the normalisation of behavioural control through voluntary participation.
Mediated Agency and Distributed Control
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.
Research in social psychology and media studies shows that digital representations actively shape behaviour. The Proteus Effect (Liu 2023) demonstrates how individuals internalise avatar traits, allowing virtual characteristics to influence embodied conduct beyond the screen. Likewise, the Media Equation (Reeves and Nass 2003) explains why interfaces, avatars, and algorithmic agents elicit genuine obedience and emotional response, as users unconsciously treat media systems as social actors.
This redistribution of agency is further intensified in transreality contexts, where digital scripts spill into physical space and embodied action (Benford and Giannachi 2022; Lin et al. 2024). 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.
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 (Pérez-Verdugo and Barandiaran 2023). Algorithmic environments do not merely assist cognition; they actively shape the horizon of possible actions by reinforcing certain behaviours while suppressing others (Wang 2025).
This lens is central to interpreting both Gamer 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.
Spectatorship, Gamification, and the Logic of the Spectacle
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.
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 (Akşit and Nazlİ 2020; Emmanouloudis 2022; Lessel et al. 2022). This dynamic extends the logic of gamification beyond explicit play, embedding competitive and performative structures into everyday practices.
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 (Suler 2004; Stuart and Scott 2021), whereby anonymity, distance, and reduced accountability loosen social restraints and normalise behaviours otherwise inhibited in face-to-face contexts.
This lens directly informs the reading of Gamer, 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.
Behavioural Modulation and Voluntary Submission
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.
Studies on gamified environments and algorithmic nudging demonstrate how individuals willingly submit to behavioural frameworks that reward compliance through visibility, engagement, and social validation (Bassanelli et al. 2022; Xu et al. 2022). 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 (Niknejad et al. 2024).
This distinction is crucial for understanding the transition from dystopian coercion to everyday digital practice. Whereas Gamer 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.
These dynamics also intersect with processes of Affective-Erotic Substitution (Batista and Warzecha 2025), 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 – a logic radicalised in Gamer, where the avatar is no longer a fictional construct but a living human body rendered operable at a distance (Koren, Polak and Levy-Tzedek 2022).
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 (Chen et al. 2025; Ienca, Valle and Raspopovic 2025; INBRAIN Neuroelectronics 2025; Lavazza et al. 2025; Lebedev and Nicolelis 2017).
Case Study: Gamer (2009) as a Risk Spectacle of Remote Control
This case study approaches Gamer 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.
Gamer as Allegory of Networked Control
Released in 2009, Gamer 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.
The article’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, Gamer 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.
In this sense, Gamer 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 (Pérez-Verdugo and Barandiaran 2023; Wang 2025), positioning the film as a conceptual lens for examining contemporary risk-based digital performances.
Scene-Based Analysis: Body, Interface, Spectacle
Several elements of Gamer render visible mechanisms of control and spectacularisation shared by both the film’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.
Equally significant is the role of the spectator as operator. In Gamer, 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 (Akşit and Nazlİ 2020; Emmanouloudis 2022; Lessel et al. 2022). The film thus anticipates a cultural condition in which observation itself becomes a distributed form of control.
Finally, Gamer 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.
From Cinematic Dystopia to Digital Challenges
Read alongside contemporary digital challenges, Gamer 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 (Bassanelli et al. 2022; Xu et al. 2022).
The crucial distinction between the film’s dystopia and contemporary digital practices lies not in structure but in the modality of participation. Whereas Gamer 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.
In this light, Gamer 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.
Digital Challenges as Contemporary Risk Spectacle
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.
Challenges such as the Kiki and Bird Box 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 (Ratan et al. 2024).
Other phenomena, such as NekNominate or the Skull Breaker Challenge, 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.
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.
Conclusion
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, Gamer 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.
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 – currently framed within therapeutic discourses but intensifying the same dynamics of mediated agency – the dystopia imagined in Gamer 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.
Competing Interests
The authors have no competing interests to declare.
Author Biographies
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 Homo hybridus, Homo cyborg, and The Post-Messianic Era frameworks through essays, academic articles, and interactive prototypes that bring together artistic practice, theory, and digital culture.
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.
References
Akşit, Oğuz Onur, and Ayşenur Karahasan Nazlı 2020 Technology versus individual: An analysis on interactive film Black Mirror: Bandersnatch. Turkish Online Journal of Design Art and Communication, 10(4): 509–523.
Al-Hadi, Abdullah Qasim Safi, and Guo Xiaoling 2024 The return of long-lost Sumero-Akkadian heritage and modern disorders: Rediscovering Gilgamesh, Victorian tension, and aftermath. Humanities and Social Sciences Communications, 11: 833. DOI: http://doi.org/10.1057/s41599-024-03325-6
Aso, Haro 2010–2016 Alice in Borderland. Tokyo: Shogakukan.
Barber, Richard, and Juliet R. V. Barker 2000 Tournaments: Jousts, chivalry and pageants in the Middle Ages. Woodbridge: Boydell Press.
Bassanelli, Simone, Nicola Vasta, Antonio Bucchiarone, and Annapaola Marconi 2022 Gamification for behavior change: A scientometric review. Acta Psychologica, 228: 103657. DOI: http://doi.org/10.1016/j.actpsy.2022.103657
Batista, Daniel J., and Paulina Warzecha 2025 Affective–erotic substitution: The gamified intimacy from Paleolithic Venus to human–AI experiences. Zenodo. DOI: http://doi.org/10.5281/zenodo.16620373
Bell, Alice Charlotte 2024 Angeliki Avgitidou, Performance Art: Education and Practice, Routledge, 2023 [Book review]. Body, Space & Technology. DOI: http://doi.org/10.16995/bst.11238
Benford, Steve, and Gabriella Giannachi 2022 Performing mixed reality. Cambridge, MA: The MIT Press.
Bigelow, Kathryn 1995 Strange Days. Film. Los Angeles: Lightstorm Entertainment and 20th Century Fox.
Breakey, William, Timothy P. Crowley, and Mogdad Alrawi 2015 Salt and ice, a challenge not to be taken lightly. Journal of Burn Care & Research, 36(3): e230. DOI: http://doi.org/10.1097/BCR.0000000000000180
British Museum n.d. Papyrus Harris 500 [Papyrus]. Available at https://www.britishmuseum.org/collection/object/Y_EA10060 [Last accessed 18 August 2025].
Burke, Minyvonne 2020 TikTok ‘skull-breaker challenge’ lands New Jersey boy, 13, in hospital, 2 charged. NBC News 3 March (accessed 18 August 2025, https://www.nbcnews.com/news/us-news/tiktok-skull-breaker-challenge-lands-new-jersey-boy-13-hospital-n1147921).
Buxton, Richard 2004 The Complete World of Greek Mythology. London: Thames & Hudson.
Chen, Shugeng, Mingyi Chen, Xu Wang, Xiuyun Liu, Bing Liu, and Dong Ming 2025 Brain–computer interfaces in 2023–2024. Brain and Behavior (First published 31 March 2025). DOI: http://doi.org/10.1002/brx2.70024
Clunies Ross, Margaret 2010 The Cambridge Introduction to the Old Norse-Icelandic Saga. Cambridge: Cambridge University Press. DOI: http://doi.org/10.1017/CBO9780511763274
Cooper, Adam 2022 F1: Ricciardo condena comemorações de fãs durante acidentes. Motorsport UOL 16 July (accessed 18 August 2025, https://motorsport.uol.com.br/f1/news/f1-ricciardo-condena-comemoracoes-de-fas-durante-acidentes/10338048/).
Council of Europe 2014 Right to Remember: A Handbook for Education with Young People on the Roma Genocide. Strasbourg: Council of Europe. Available at https://rm.coe.int/168008b633 [Last accessed 18 August 2025].
Cronenberg, David 1983 Videodrome. Film. Los Angeles: Universal Pictures.
Cullen, Clare 2014 MEAS concern as ‘Neck Nominations’ Facebook game reaches Ireland. Irish Independent 20 January (accessed 18 August 2025, https://www.independent.ie/irish-news/meas-concern-as-neck-nominations-facebook-game-reaches-ireland/29932254.html).
Debord, Guy 1992 The Society of the Spectacle. London: Rebel Press.
Emmanouloudis, Argyrios 2022 Twitch (still) plays Pokémon: When spectators become archivists. Transformative Works and Cultures, 37: Fandom Histories. DOI: http://doi.org/10.3983/twc.2022.2239
Filhol, Emmanuel 2020 Bohémiens condamnés aux galères à l’époque du Roi-Soleil (1677 à 1715). Criminocorpus, Varia. DOI: http://doi.org/10.4000/criminocorpus.7317
Fincher, David 1999 Fight Club. Film. Los Angeles: Fox 2000 Pictures and Regency Enterprises.
FLIPFLOPs 2012–2020 Darwin’s Game. Tokyo: Akita Shoten.
Forde, Kaelyn 2018 Mother speaks out after daughter attempts ‘fire challenge’: She was ‘in flames from her knees to her hair’. ABC News 25 August (accessed 18 August 2025, https://abcnews.go.com/US/mother-speaks-daughter-attempts-fire-challenge-flames-knees/story?id=57332321).
Foucault, Michel 1995 Discipline and Punish: The Birth of the Prison. 2nd ed. Trans. Alan Sheridan. New York: Vintage Books.
Fresnadillo, Juan Carlos 2024 Damsel. Film. Los Angeles: Netflix and Roth/Kirschenbaum Films.
Friedland, Paul 2012 Seeing Justice Done: The Age of Spectacular Capital Punishment in France. Oxford: Oxford University Press. DOI: http://doi.org/10.1093/acprof:oso/9780199592692.001.0001
Fukuda, Yôhei 2010 X Gêmu. Film. Tokyo: Thanks Lab.
Futrell, Alison (ed.) 2005 The Roman Games: Historical Sources in Translation. 1st ed. (Blackwell Sourcebooks in Ancient History.) Oxford: Wiley-Blackwell.
Gilliam, Terry 1985 Brazil. Film. Los Angeles: Embassy International Pictures and Universal Pictures.
Glaser, Paul Michael 1987 The Running Man. Film. Los Angeles: Braveworld Productions and Taft Entertainment Pictures.
Guttentag, Bill 2007 Live! Film. Los Angeles: Bauer Martinez Studios.
Heřmanová, Marie 2023 Authentic cult: Media representations of cultural consumption and legitimization of cultural hierarchies. Media, Culture & Society, 46(3): 518–533. DOI: http://doi.org/10.1177/01634437231203880
Heyer, Paul 2003 America under attack 1: The War of the Worlds, Orson Welles, and ‘Media Sense.’ Canadian Journal of Communication, 28(2). DOI: http://doi.org/10.22230/cjc.2003v28n2a1356
Hilmes, Michele 1997 Radio Voices: American Broadcasting, 1922–1952. Minneapolis: University of Minnesota Press.
Hwang, Dong-hyuk 2021–2025 Squid Game. TV series. Seoul: Siren Pictures Inc. and Netflix.
Ienca, Marcello, Giacomo Valle, and Stanisa Raspopovic 2025 Clinical trials for implantable neural prostheses: Understanding the ethical and technical requirements. The Lancet Digital Health, 7(3): e216–e224. DOI: http://doi.org/10.1016/S2589-7500(24)00222-X
INBRAIN Neuroelectronics 2025 INBRAIN Neuroelectronics announces promising results from the first human study of its graphene-based brain–computer interface. Parc Científic de Barcelona News, 29 July 2025. Available at https://www.pcb.ub.edu/en/inbrain-neuroelectronics-announces-promising-results-from-the-first-human-study-of-its-graphene-based-brain-computer-interface [Last accessed 17 October 2025].
Irish Museum of Modern Art (IMMA) n.d. Rhythm 0 (Marina Abramović, 1974). Photograph. Dublin: IMMA Collection. Available at https://imma.ie/collection/rhythm-0/ [Last accessed 18 August 2025].
Jewison, Norman 1975 Rollerball. Film. Los Angeles: United Artists.
Joost, Henry, and Ariel Schulman 2016 Nerve. Film. Los Angeles: Lionsgate, Allison Shearmur Productions, and Blumhouse Productions.
Kaitani, Shinobu 2005–2015 Liar Game. Tokyo: Shueisha.
Kawamoto, Homura, and Tōru Naomura 2014–2019 Kakegurui. Tokyo: Square Enix.
Keen, Maurice 2010 La caballería: La vida caballeresca en la Edad Media. Barcelona: Ariel.
Khasawneh, Amro, Kapil Chalil Madathil, Emma Dixon, Pamela Wiśniewski, Heidi Zinzow, and Rebecca Roth 2020 Examining the self-harm and suicide contagion effects of the Blue Whale Challenge on YouTube and Twitter: Qualitative study. JMIR Mental Health, 7(6): e15973. DOI: http://doi.org/10.2196/15973
Kitchen, Kenneth 2004 The victories of Merenptah, and the nature of their record. Journal for the Study of the Old Testament, 28(3): 259–272. DOI: http://doi.org/10.1177/030908920402800301
Kobilke, Lara, and Antonia Markiewitz 2021 The Momo Challenge: Measuring the extent to which YouTube portrays harmful and helpful depictions of a suicide game. SN Social Sciences, 1: 86. DOI: http://doi.org/10.1007/s43545-021-00065-1
Koren, Yaacov, Ronit Feingold Polak, and Shelly Levy-Tzedek 2022 Extended interviews with stroke patients over a long-term rehabilitation using human–robot or human–computer interactions. International Journal of Social Robotics, 14(8): 1893–1911. DOI: http://doi.org/10.1007/s12369-022-00909-7
Kubrick, Stanley, and Anthony Mann 1960 Spartacus. Film. Los Angeles: Bryna Productions and Universal Pictures.
Lavazza, Andrea, Michela Balconi, Marcello Ienca, Francesca Minerva, Federico G. Pizzetti, Massimo Reichlin, Francesco Samorè, Vittorio A. Sironi, Marta S. Navarro, and Sarah Songhorian 2025 Neuralink’s brain–computer interfaces: Medical innovations and ethical challenges. Frontiers in Human Dynamics, 7: 1553905. DOI: http://doi.org/10.3389/fhumd.2025.1553905
Lebedev, Mikhail A., and Miguel A. L. Nicolelis 2017 Brain–machine interfaces: From basic science to neuroprostheses and neurorehabilitation. Physiological Reviews, 97(2): 767–837. DOI: http://doi.org/10.1152/physrev.00027.2016
Lempesis, Dimitris 2025 TRACES: Gina Pane. dreamideamachine 24 May (accessed 18 August 2025, https://www.dreamideamachine.com/?p=58475).
Lessel, Pascal, Maximilian Altmeyer, Julian Sahner, and Antonio Krüger 2022 Streamer’s hell: Investigating audience influence in live-streams beyond the game. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY): Article 252, 1–27. DOI: http://doi.org/10.1145/3549515
Lin, Hao-Chiang Koong, Li-Wen Lu, Ruei-Shan Lu, and Hao-Chiang Lin 2024 Integrating digital technologies and alternate reality games for sustainable education: Enhancing cultural heritage awareness and learning engagement. Sustainability, 16(21): 9451. DOI: http://doi.org/10.3390/su16219451
Liu, Yansheng 2023 The Proteus effect: Overview, reflection, and practical implications. Games and Culture. DOI: http://doi.org/10.1177/15554120231202175
Malnig, Julie 1995 Review of Dance Marathons: Performing American Culture in the 1920s and 1930s, by Carol Martin, and Dance of the Sleep-Walkers: The Dance Marathon Fad, by Frank M. Calabria [Book review]. Dance Research Journal, 27(2): 40–43. DOI: http://doi.org/10.2307/1478022
Malory, Thomas 2009 Sir Thomas Malory’s Morte Darthur: A New Modern English Translation Based on the Winchester Manuscript (Critical Edition). Anderson, IN: Parlor Press.
Miike, Takashi 2014 Kamisama no iu tôri. Film. Tokyo: Toho.
Neveldine, Mark, and Brian Taylor 2009 Gamer. Film. Los Angeles: Lakeshore Entertainment and Lionsgate.
Niknejad, Sam, Thomas Mildner, Nima Zargham, Susanne Putze, and Rainer Malaka 2024 Level up or game over: Exploring how dark patterns shape mobile games. In: Proceedings of the International Conference on Mobile and Ubiquitous Multimedia (MUM ’24), 1–4 December 2024. ACM. DOI: http://doi.org/10.1145/3701571.3701604
Norton, Mary Beth 2003 In the Devil’s Snare: The Salem Witchcraft Crisis of 1692. Reprint ed. New York: Knopf Doubleday Publishing Group.
Ohba, Tsugumi, and Takeshi Obata 2003–2006 Death Note. Tokyo: Shueisha.
Oku, Hiroya 1998–2006 Gantz. Tokyo: Shueisha.
Parkes, Aidan 2021 The Ashura assemblage: Karbala’s religious urban fabric and reproduction of collective Shiʿi identity. Religions, 12(10): 904. DOI: http://doi.org/10.3390/rel12100904
Pérez-Verdugo, Marta, and Xavier E. Barandiaran 2023 Personal autonomy and (digital) technology: An enactive sensorimotor framework. Philosophy & Technology, 36: 84. DOI: http://doi.org/10.1007/s13347-023-00683-y
Peters, Edward 1985 Torture. Oxford: Blackwell.
Petri, Elio 1965 La decima vittima. Film. Rome: Compagnia Cinematografica Champion.
Pichel, Irving, and Ernest B. Schoedsack 1932 The Most Dangerous Game. Film. Hollywood: RKO Radio Pictures.
Ratan, Rabindra, Josephine Boumis, George McNeill, Ann Desrochers, Stefani Taskas, Dayeoun Jang, and Taj Makki 2024 Examining the Proteus effect on misogynistic behavior induced by a sports mascot avatar in virtual reality. Scientific Reports, 14: 19659. DOI: http://doi.org/10.1038/s41598-024-70450-2
Reeves, Byron, and Clifford Nass 2003 The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Reprint ed. Stanford, CA: Center for the Study of Language and Information.
Root, Margaret Cool 2021 The King and Kingship in Achaemenid Art: Essays on the Creation of an Iconography of Empire. Leuven: Peeters Publishers.
Ross, Gary 2012 The Hunger Games. Film. Los Angeles: Lionsgate and Color Force.
Roth, Eli 2005 Hostel. Film. Los Angeles: Lions Gate Films and Next Entertainment.
Sandrovich, Yabako 2012–2018 Kengan Ashura. Tokyo: Ura Sunday Comics (Comikey).
Shimizu, Hiroshi 1998 Ikinai. Film. Tokyo: Office Kitano.
Slade, David 2018 Black Mirror: Bandersnatch. Film. London: House of Tomorrow and Netflix.
Sono, Sion 2001 Jisatsu sâkuru. Film. Tokyo: Omega Project.
Stafford, Emma 2011 Herakles. Abingdon: Routledge.
Stamm, Daniel 2014 13 Sins. Film. Los Angeles: Dimension Films.
Stenslie, Stahl 2015 Stelarc: On the body as an artistic material. Journal of Somaesthetics, 1(0). DOI: http://doi.org/10.5278/ojs.jos.v1i0.1070
Stuart, Jaimee, and Riley Scott 2021 The measure of online disinhibition (MOD): Assessing perceptions of reductions in restraint in the online environment. Computers in Human Behavior, 114: 106534. DOI: http://doi.org/10.1016/j.chb.2020.106534
Suler, John 2004 The online disinhibition effect. CyberPsychology & Behavior, 7(3): 321–326. DOI: http://doi.org/10.1089/1094931041291295
Takac, Balasz 2025 When Chris Burden tried to shoot himself for the sake of art. Artsper 2 April (accessed 18 August 2025, https://blog.artsper.com/en/a-closer-look/chris-burden-shoot/).
Takami, Koushun 2000–2005 Battle Royale. Tokyo: Akita Shoten.
The Guardian 2018 Kiki challenge: Police warn against dangerous viral dance. The Guardian 30 July (accessed 18 August 2025, https://www.theguardian.com/music/2018/jul/30/kiki-keke-challenge-drake-police-warn-dangerous-viral-dance).
The Guardian 2019 Netflix warns viewers against Bird Box challenge meme: ‘Do not end up in hospital.’ The Guardian 3 January (accessed 18 August 2025, https://www.theguardian.com/film/2019/jan/03/netflix-bird-box-challenge-meme-sandra-bullock-blindfold).
Tiesler, Vera, and Vera E. Miller 2023 Heads, skulls, and sacred scaffolds: New studies on ritual body processing and display in Chichen Itza and beyond. Ancient Mesoamerica, 34(2): 563–585. DOI: http://doi.org/10.1017/S0956536120000450
Wan, James 2004 Saw. Film. Los Angeles: Evolution Entertainment, Twisted Pictures, and Lions Gate Films.
Wang, Maijunxian 2025 The quantified body: Identity, empowerment, and control in smart wearables. arXiv preprint arXiv:2506.15991 [cs.CY]. DOI: http://doi.org/10.48550/arXiv.2506.15991
Weir, Peter 1998 The Truman Show. Film. Los Angeles: Scott Rudin Productions and Paramount Pictures.
Xu, Linqi, Hongyu Shi, Meidi Shen, Yuanyuan Ni, Xin Zhang, Yue Pang, Tianzhuo Yu, Xiaoqian Lian, Tianyue Yu, Xige Yang, and Feng Li 2022 The effects of mHealth-based gamification interventions on participation in physical activity: Systematic review. JMIR mHealth and uHealth, 10(2): e27794. DOI: http://doi.org/10.2196/27794
Xygalatas, Dimitris, Peter Maňo, Vladimír Bahna, Eva Kundtová Klocová, Radek Kundt, Martin Lang, and John H. Shaver 2021 Social inequality and signaling in a costly ritual. Evolution and Human Behavior, 42(6): 524–533. DOI: http://doi.org/10.1016/j.evolhumbehav.2021.05.006