# Hyperstition
**Domain:** Theory-fiction and reflexivity
**Doc Type:** Developed Concept Node
**Maturity:** Developed
**Collection:** [[collections/Gamification|Gamification Collection]]
## Definition
**Hyperstition** is a term associated with the Cybernetic Culture Research Unit for fictions or ideas that participate in producing the conditions of their own realization. Unlike a prediction that merely comes true, a hyperstitional narrative circulates, recruits action, and alters the state from which its truth is judged.
## Significance
The concept helps separate independent confirmation from performative closure. A theory may cause participants to enact the pattern it forecast; that effect is real but does not prove the pattern was encoded in advance.
## Sources
- CCRU, [Writings 1997–2003](https://urbanomic.com/book/ccru-writings-1997-2003/)
## Routes
[[wiki/Ong's Hat|Ong's Hat]] · [[wiki/TINAG|TINAG]] · [[wiki/Epistemic Injury|Epistemic Injury]] · [[articles/gamification/The Governing Principles of Gamification|Governing Principles]]