‘‘What an Eccentric Performance" : Storytelling in Online Let's Plays
Kerttula, T. (2019). ‘‘What an Eccentric Performance" : Storytelling in Online Let's Plays. Games and Culture: A Journal of Interactive Media, 14(3), 236-255. https://doi.org/10.1177/1555412016678724
Published in
Games and Culture: A Journal of Interactive MediaAuthors
Date
2019Discipline
Nykykulttuurin tutkimusHyvinvoinnin tutkimuksen yhteisöContemporary CultureSchool of WellbeingCopyright
© The Author(s) 2016
In this article, I examine the phenomenon called Let’s Play (LP) and conduct a narrative analysis on two LPs made of Sierra Entertainment’s Phantasmagoria games. The LPs tell viewers a story different from the one told in the games, that is, they tell the story of the player rather than that of the game. In that story, the experience of playing a video game is revealed to the audience. This story would be hidden without the player-narrators know as LPs around the world. I conduct my analysis by describing seven different narrative elements that form the narration of a LP and explain how these elements together form this story of the player.
Publisher
Sage Publications, Inc.ISSN Search the Publication Forum
1555-4120Keywords
Publication in research information system
https://converis.jyu.fi/converis/portal/detail/Publication/26340727
Metadata
Show full item recordCollections
Related funder(s)
Academy of FinlandFunding program(s)
Academy Project, AoF
Additional information about funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This study has been funded by the Academy of Finland and is a part of the research project Ludification and the Emergence of Playful Culture (276012).License
Related items
Showing items with similar title or keywords.
-
Playing horror : narrative and genre in Valve's Left 4 Dead Series
Schäfer, Iris (2013)The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, ... -
Story beats in videogames as value-driven choice-based unit operations
Mochocki, Michał; Koskimaa, Raine (Adam Mickiewicz University Poznan, 2021)We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. ... -
Syöpää, sotaa ja masennusta
Arjoranta, Jonne (Voima-kustannus, 2018) -
Peli, jota ei voi pelata : pelivideoiden kulttuuri
Kerttula, Tero (Tampereen yliopisto, 2014)Digitaaliseen pelaamiseen liittyvät kotitekoiset videot ovat yleistyneet internetin videopalveluiden myötä hurjasti. Tässä katsauksessa tarkastelen erilaisia videomuotoja, sekä niihin liittyvää tutkimusta ja muuta ... -
Narratiivinen johtajuus : tutkielmia johtajuuden tarinankerronnan tutkimuksesta ja käytännöstä
Auvinen, Tommi (Jyväskylän yliopisto, 2013)