Interactional Practices in Let\'s Play Videos (Introduction)

July 4, 2017 | Autor: Daniel Recktenwald | Categoría: Interactional Sociolinguistics, Erving Goffman, Frame Analysis, Let's Play Videos
Share Embed


Descripción

Saarland University Fachrichtung 4.3 – English, American and Anglophone Studies Summer Semester 2014 Master Thesis Examiners: Prof. Norrick & Prof. Diemer

Interactional Practices in Let’s Play Videos 01.08.2014 Daniel Recktenwald [email protected]

Table of Contents 1. Introduction

01

2. Origin and Development of Let’s Plays

03

3. Let’s plays and YouTube – Community meets distribution

08

3.1 From Puppy to Juggernaut

09

3.2 About the You in YouTube

10

3.3 YouTube’s layout and features

13

4. The Play in Let’s Plays

23

4.1 play, games and the magic circle

23

4.2 video games

25

4.2.1 Skyrim and the Computer

26

4.2.2 Skyrim as a High Fantasy Role Tale

29

4.2.3 Skyrim the Role Playing Game

35

4.2.4 Skyrim’s Game Design

37

4.3 Summary – Skyrim the video game

39

5. The Us in Let’s Plays

39

6. A Frame Analysis of Let’s Play Videos

43

6.1 Data and Transcription

44

6.2 Let’s Player to Audience Interaction

46

6.3 Meta Commentary by the Let’s Player

63

6.4 Interactions with Non-Player Characters

71

7. All frames considered References

81

1. Introduction Let’s plays are a new and very popular internet phenomenon forming part YouTube’s and gamer culture. In these Let’s Play videos, the so-called Let’s Players engage with their audience and the game. In doing so, they interact in different participation frameworks. The following paper sets out to identify and describe the properties of those frames.

Let’s Play videos are recordings of video games with live commentary, uploaded on YouTube for other viewers to watch for their enjoyment. This very basic definition does not encompass all of the features or different types of Let’s Plays. However, it is broad enough to cover almost all videos that are considered Let’s Plays and it provides an overview of its most important components.

Metaphorically Let’s Plays are similar to onions; both consist of several interrelated

complex layers.

Fig. 1: The Let’s Play Onion and its different layers

Individual sections of this paper will explore and elaborate on the different layers. This is done for feasibility but also analytical purposes. A reductionist approach dissects the phenomenon

into manageable parts. This common academic practice allows for a fine grained description and analysis of the individual parts and how they relate to each other.

In their present form Let’s Plays are video recordings with live commentary but the format looked somewhat different in the past. Therefore, section 2 of the paper will be dedicated to the history and growth of Let’s Play videos. This growth in popularity is intimately linked with YouTube and its success. Section 3 will highlight the most important YouTube features from the aspects of content distribution and user interaction. The development of Let’s Plays and YouTube is essential but Let’s Plays are more than just videos. They are defined not just by their video character, but also the elements of play and the game itself. A deeper understanding of Let’s Plays requires knowledge of the games themselves. Section 4 will describe the issue and introduce concepts required for the analysis. The dissection of Let’s Plays from all these perspectives provides support for the analyses. In section 5 the paper will discuss Goffman’s participation framework and how it relates to the analytical tools used in the case study. The main body of the paper is section 6. In this section, the analysis will apply all these insights to carefully transcribed examples of Let’s Play videos. The analysis will peel the onion and propose a three-legged pattern of interaction between Let’s Player, game and YouTube audience. Section 7 summarizes the findings and highlights the main differences between the three frames. The section also discusses some remaining issues, points of criticism and potential future projects.

References Aarsand, Pål A. & Karin Aronsson. 2009. Response cries and other gaming moves—Building intersubjectivity in gaming. Journal of Pragmatics 41(8). 1557–1575. Alexa. 2014. How popular is youtube.com? http://www.alexa.com/siteinfo/youtube.com (3 February, 2014). Ayaß, Ruth & Cornelia Gerhardt (eds.) (2012). The Appropriation of Media in Everyday Life (Pragmatics & Beyond New Series). Amsterdam: John Benjamins Publishing Company. Barton, David & Karin Tusting (eds.) (2005). Beyond communities of practice: Language, power, and social context (Learning in doing). Cambridge, N.Y: Cambridge University Press. Bateson, Gregory. 2000 (1972). Steps to an ecology of mind. Chicago: University of Chicago Press. Bell, Allan. 1984. Language Style as Audience Design. Language in Society 13(2). 145–204. Blumer, Herbert. 1986 (1969). Symbolic interactionism: Perspective and method. Berkeley: University of California Press. Buckingham, David. 1993. Children talking television: The making of television literacy (Critical perspectives on literary [i.e. literacy] and education). London, Washington, D.C: Falmer Press. Buckingham, David & Andrew Burn. 2007. Game Literacy in Theory and Practice. Journal of Educational Multimedia and Hypermedia 16(3). 323–349. Burgess, Jean, Joshua Green, Henry Jenkins & John Hartley. 2009. YouTube: Online video and participatory culture (Digital media and society series). Cambridge, England: Polity. C.W. Sullivan. 1996. High Fantasy. In Peter Hunt & Ray, Sheila G. Bannister (eds.), International companion encyclopedia of children's literature, 300–310. London, New York: Routledge. Caillois, Roger & Meyer Barash. 2001 (1958). Man, play, and games. Urbana: University of Illinois Press. Chafe, Wallace L. 1985. Linguistic differences produced by the differences between speaking and writing. In David R. Olson, Nancy Torrance & Angela Hildyard (eds.), Literacy, language, and learning: The nature and consequences of reading and writing, 105–123. Cambridg: Cambridge University Press. Clark, Herbert H. 2003. Pointing and Placing. In Sotaro Kita (ed.), Pointing: Where language, culture, and cognition meet, 247–257. Hove: Psychology. Clark, Herbert H. & Thomas B. Carlson. Hearers and Speech Acts. Language 58(2). 332–373. Danny Cowan. 2013. Nintendo mass-claims revenue from YouTube 'Let's Play' videos. http://www.joystiq.com/2013/05/16/nintendo-mass-claims-revenue-from-youtube-lets-play-videos/ (3 February, 2014). Dégh, Linda. 1972. Folk Narrative. In Richard M. Dorson (ed.), Folklore and folklife: An introduction, 45–70. Chicago: University of Chicago Press. Denzin, Norman K. & Charles M. Keller. 1981. Frame Analysis Reconsidered. Contemporary Sociology 10(1). 52– 60. Dorson, Richard M. (ed.) (1972). Folklore and folklife: An introduction. Chicago: University of Chicago Press. Duranti, Alessandro & Charles Goodwin. 1992. Rethinking context: Language as an interactive phenomenon. Cambridge: Cambridge University Press. Elverdam, Christian & Espen Aarseth. 2007. Espen Aarseth Analysis Game Classification and Game Design: Construction Through Critical Analysis. Games and Culture 2(1). 3–22. Fairclough, Norman. 2003. Analysing discourse: Textual analysis for social research. London: Routledge. Ferguson, Charles A. Shirley B. Heath & David Hwang (eds.) (1981). Language in the USA. Cambridge: Cambridge University Press.

Frobenius, Maximiliane. 2014. The pragmatics of monologue: interaction in video blogs. Saarbrücken: Saarland University. Dissertation. Gee, James P. 2003. What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Gee, James P. 2005. Semiotic Social Spaces and Affinity Spaces: From The Age of Mythology to Today’s Schools. In David Barton & Karin Tusting (eds.), Beyond communities of practice: Language, power, and social context (Learning in doing), 214–232. Cambridge, N.Y: Cambridge University Press. Gee, James P. 2008. Video Games and Embodiment. Games and Culture 3(3). 253–263. George Gonos. 1977. "Situation" versus" Frame": The" Interactionist" and the" Structuralist" Analyses of Everyday Life. American Sociological Review 42(6). 854–867. Goffman, Erving. 1974. Frame analysis: An essay on the organization of experience. New York: Harper & Row. Goffman, Erving. 1981. Forms of talk. Philadelphia: University of Pennsylvania Press. Gumperz, John J. 1982. Discourse strategies. Cambridge: Cambridge University Press. Gumperz, John J. & Jenny Gumperz-Cook. 1981. Ethnic Differences in Communication Style. In Charles A. Ferguson, Shirley B. Heath & David Hwang (eds.), Language in the USA, 430–445. Cambridge: Cambridge University Press. Harley, Dave & Geraldine Fitzpatrick. 2009. Creating A Conversational Context Through Video Blogging. A Case Study of Geriatric1927. Journal of Computers in Human Behavior 25(3). 679–689. Hawaii International Conference on System Sciences (ed.) (2008). Proceedings of the 41st Hawaii International Conference on System Sciences - 2008. Henry Jenkins. 2004. Game Design as Narrative Architecture. First Person. 118–132. Hoffman, Mark & Jonathan Blake. 2003. Computer Literacy: Today and Tomorrow. Journal of Computing Sciences in Colleges 18(5). 221–233. Huizinga, Johan. 1971 (1938). Homo ludens: A study of the play-element in culture (15). Boston: Beacon Press. Hunt, Peter & Ray, Sheila G. Bannister (eds.) (1996). International companion encyclopedia of children's literature. London, New York: Routledge. Hutchby, Ian & Robin Wooffitt. 2008 (1998). Conversation analysis. Cambridge: Polity. Hymes, Dell H. 1974. Foundations in sociolinguistics;: An ethnographic approach. Philadelphia: University of Pennsylvania Press. Jonathan Corliss. 2011. Introduction: The Social Science Study of Video Games. Games and Culture 6(1). 3–16. Jones, Graham M. & Bambi B. Schieffelin. 2009. Talking Text and Talking Back: “My BFF Jill” from Boob Tube to YouTube. Journal of Computer-Mediated Communication 14(4). 1050–1079. Joost Raessens. 2006. Playful Identities, or the Ludification of Culture. Games and Culture 1(1). 52–57. Julian Kücklich. 2005. Precarious playbour: Modders and the digital games industry. Fibreculture Journal 5. 17–39. Kapralos, Bill, Mike Katchabaw & Jay Rajnovich (eds.) (2008). Proceedings of the 2008 Conference on Future Play: Research, Play, Share. Kita, Sotaro (ed.) (2003). Pointing: Where language, culture, and cognition meet. Hove: Psychology. Kress, Gunther R. & Theo van Leeuwen. 2006. Reading images: The grammar of visual design. London: Routledge. Labov, William. 1997. Some further steps in narrative analysis. Journal of Narrative and Life History 7(1). 395–415. Let's Play Wiki. LP guide for newbies. http://letsplay.wikia.com/wiki/LP_guide_for_newbies (6 April, 2014).

Liu, Yu & Kay L. O'Halloran. 2009. Intersemiotic Texture: analyzing cohesive devices between language and images. Social Semiotics 19(4). 367–388. Los Angeles Times. 2012. Star Wars: The Old Republic — the story behind a galactic gamble. http://herocomplex.latimes.com/games/star-wars-the-old-republic-the-story-behind-a-galacticgamble/?utm_source=dlvr.it&utm_medium=twitter&dlvrit=63378#/0 (3 February, 2014). Margaret Spencer. 1986. Emergent Literacies: A site for analysis. Language Arts 63(5). 442–453. Marlow, Cameron. 2006. HT06, tagging paper, taxonomy, Flickr, academic article, to read. In Uffe K. Wiil (ed.), Proceedings of HT'06: Seventeenth ACM Conference on Hypertext and Hypermedia : 22-25 August, 2006, Odense, Denmark, 31–40. New York, NY: Association for Computing Machinery. Mindt, Ilka. 2008. Appropriateness in discourse: The adjectives surprised and surprising in monologue and dialogue. Journal of Pragmatics 40(9). 1503–1520. Mona Ibrahim. 2013. Deconstructing Let’s Play, Copyright, and the YouTube Content ID Claim System: A Legal Perspective. http://www.gamasutra.com/blogs/MonaIbrahim/20131212/206912/Deconstructing_Lets_Play_Copyright_and_the _YouTube_Content_ID_Claim_System_A_Legal_Perspective.php (3 February, 2014). Moor, Peter J. Ard Heuvelman & Ria Verleur. 2010. Flaming on YouTube. Computers in Human Behavior 26(6). 1536–1546. Murray, Janet H. 1997. Hamlet on the holodeck: The future of narrative in cyberspace. New York: Free Press. Norrick, Neal R. 1993. Conversational joking: Humor in everyday talk. Bloomington: Indiana University Press. Norrick, Neal R. 2000. Conversational narrative: Storytelling in everyday talk. Amsterdam: Benjamins. Ochs, Elinor & Bambi B. Schieffelin. 1979. Developmental pragmatics. New York: Academic Press. Olson, David R. Nancy Torrance & Angela Hildyard (eds.) (1985). Literacy, language, and learning: The nature and consequences of reading and writing. Cambridg: Cambridge University Press. Paolillo,, John C. 2008. Structure and Network in the YouTube Core. In Hawaii International Conference on System Sciences (ed.), Proceedings of the 41st Hawaii International Conference on System Sciences - 2008. Pearce, Celia. 2006. Productive Play: Game Culture From the Bottom Up. Games and Culture 1(1). 17–24. Pfister, Manfred. 1977. Das Drama: Theorie und Analyse (Uni-Taschenbücher 580 : Literaturwissenschaft). München: W. Fink. Piirainen-Marsh, Arja. 2012. Organising participation in video gaming activities. In Ruth Ayaß & Cornelia Gerhardt (eds.), The Appropriation of Media in Everyday Life (Pragmatics & Beyond New Series), 195–230. Amsterdam: John Benjamins Publishing Company. Rollings, Andrew & Ernest Adams. 2003. Andrew Rollings and Ernest Adams on game design, 1st edn. Indianapolis, Ind: New Riders. Sacks, Harvey, Emanuel A. Schegloff & Gail Jefferson. 1974. A simplest systematics for the organization of turntaking for conversation. Language 50(4). 696–734. Santos, Rodrygo L. T. Bruno P. Rocha, Cristiano G. Rezende & Antonio A. Loureiro. Characterizing the YouTube video-sharing community. Schiffrin, Deborah. 1980. Using talk to organize talk. Penn Review of Linguistics 4. 99–109. Schiffrin, Deborah. 1987. Discourse markers. Cambridge: Cambridge University Press. Schiffrin, Deborah. 1994. Approaches to discourse (Blackwell textbooks in linguistics 8). Oxford: Blackwell. SOCIALBLADE. YouTube Statistics for Pewdiepie. http://socialblade.com/youtube/user/pewdiepie (3 February, 2014). Tannen, Deborah. 1989. Talking voices: Repetition, dialogue, and imagery in conversational discourse. Cambridge: Cambridge University Press.

Tannen, Deborah. 1993. Framing in discourse. New York: Oxford University Press. Tannen, Deborah & Cynthia Wallet. 1987. Interactive Frames and Knowledge Schemas in Interaction: Examples from a Medical Examination/Interview. Social Psychology Quarterly 50(2). 205–216. Techcrunch. 2008. Did YouTube Just Turn On HD For Real? http://techcrunch.com/2008/12/05/did-youtube-justturn-on-hd-for-real/ (3 February, 2014). Tim O'Reilly. 2005. What Is Web 2.0: Design Patterns and Business Models for the Next Generation of Software. http://oreilly.com/web2/archive/what-is-web-20.html (3 February, 2014). Time Magazine. 2014. At 20 Million Copies Sold, Skyrim Is in the Top 20 Bestselling Games of All Time. http://time.com/1875/at-20-million-copies-sold-skyrim-is-in-the-top-20-bestselling-games-of-all-time (3 February, 2014). Toby Miller. 2006. Gaming for Beginners. Games and Culture 1(1). Todd Howard. 2013. Welcome Back Elder Scrolls. http://www.elderscrolls.com/community/welcome-back-elderscrolls (6 April, 2014). Tolson, Andrew. 2010. A new authenticity? Communicative practices on YouTube. Critical Discourse Studies 7(4). 277–289. Wiil, Uffe K. (ed.) (2006). Proceedings of HT'06: Seventeenth ACM Conference on Hypertext and Hypermedia : 2225 August, 2006, Odense, Denmark. New York, NY: Association for Computing Machinery. Wine, Linda. 2008. Towards a Deeper Understanding of Framing, Footing, and Alignment. Working Papers in TESOL & Applied Linguistics 8(2). 1–3. Wolfe, Gary K. 1986. Critical terms for science fiction and fantasy: A glossary and guide to scholarship. New York: Greenwood Press. YouTube. Press Room. https://www.youtube.com/yt/press (6 April, 2014). YouTube. 2009. Five Stars Dominate Ratings. http://youtube-global.blogspot.de/2009/09/five-stars-dominateratings.html (6 April, 2014). YouTube. 2010. New video page launches for all users. http://youtubeglobal.blogspot.de/2010_03_01_archive.html (6 April, 2014). YouTube. 2013. Turning comments into conversations that matter to you. http://youtubecreator.blogspot.sg/2013/11/turning-comments-into-conversations.html (6 April, 2014). Zagal, Jose P. 2008. A Framework for Games Literacy and Understanding Games. In Bill Kapralos, Mike Katchabaw & Jay Rajnovich (eds.), Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 33–40. Zhao, Shanyang, Sherri Grasmuck, & Jason Martin. 2008. Identity construction on Facebook: Digital empowerment in anchored relationships. Computers in Human Behavior(24). 1816–1836. Zwicky, Arnold. 1974. Hey, whatsyourname!: on vocatives in English. http://www.stanford.edu/~zwicky/heywhatsyourname.pdf.

Lihat lebih banyak...

Comentarios

Copyright © 2017 DATOSPDF Inc.