‘‘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 inGames and Culture: A Journal of Interactive Media
DisciplineNykykulttuurin tutkimusHyvinvoinnin tutkimuksen yhteisöContemporary CultureSchool of Wellbeing
© 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.
PublisherSage Publications, Inc.
Publication in research information system
MetadataShow full item record
Related funder(s)Academy of Finland
Funding program(s)Academy Project, AoF
Additional information about fundingThe 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).
Showing items with similar title or keywords.
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, ...
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. ...
Arjoranta, Jonne (Voima-kustannus, 2018)
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 ...
Auvinen, Tommi (Jyväskylän yliopisto, 2013)