# 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]]