Panic-Inducing Gameplay, Complex Lore & Fan Engagement How Five Nights at Freddy's Conquered Youtube
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Identity and Representation on the Neoliberal Platform of Youtube
Identity and Representation on the Neoliberal Platform of YouTube Andra Teodora Pacuraru Student Number: 11693436 30/08/2018 Supervisor: Alberto Cossu Second Reader: Bernhard Rieder MA New Media and Digital Culture University of Amsterdam Table of Contents Introduction ............................................................................................................................................ 2 Chapter 1: Theoretical Framework ........................................................................................................ 4 Neoliberalism & Personal Branding ............................................................................................ 4 Mass Self-Communication & Identity ......................................................................................... 8 YouTube & Micro-Celebrities .................................................................................................... 10 Chapter 2: Case Studies ........................................................................................................................ 21 Methodology ............................................................................................................................. 21 Who They Are ........................................................................................................................... 21 Video Evolution ......................................................................................................................... 22 Audience Statistics ................................................................................................................... -
Program Notes
NSEME 2018 Installations (ongoing throughout festival) Four4 (1991, arr. 2017) - room 2009 Anthony T. Marasco, Eric Sheffield, Landon Viator, Brian Elizondo ///Weave/// (2017) - room 2008 Alejandro Sosa Carrillo (1993) Virtual Reality Ambisonic Toolkit (2018) - room 2011 Michael Smith (1983) Within, Outside, and Beside Itself:The Architecture of the CFA - room 2013 Jordan Dykstra (1985) Installations Program Notes: Alejandro Carrillo “///Weave///” A generative system of both random and fixed values that cycle over a period of 6 minutes. By merging light and sound sine waves, parameters such as frequency, amplitude and spatialization have been mapped into three sound wave generators or voices (bass line, harmonies and lead) and three waveforms from a modular video synthesizer on MaxMSP aiming to audiovisual synchronicity and equivalence. Jordan Dykstra “Within, Outside, and Beside Itself: The Architecture of the CFA” A performance which plays not only with the idea of lecture-performance as a musicological extension of history, narrative, and academic performance-composition Within, Outside, and Beside Itself: The Architecture of the CFA also addresses how the presenta- tion of knowledge is linked to the production of knowledge through performance. I believe that creating space for new connections through creative presentation and alternative methodologies can both foster new arenas for discussion and coordinate existing relationships between academia and the outside world. A critique regarding how the Center for the Arts at Wesleyan University func- tions as an academic institution, as well as its physical role as the third teacher, my lecture performance playfully harmonizes texts from art historians at Wesleyan University, archaeologists, critical theorists, YouTube transcriptions, quotes from the founder of the Reggio Emilia school, and medical journal articles about mirror neurons. -
Edition 11 the World's Favorite Newspaper April 10, 2020 in Covid
Edition 11 The world’s favorite newspaper April 10, 2020 By: Iris Do you ever feel like someone is In covid-19 it might be really hard to keep watching you that’s because mobile your eyes off a screen. Covid letters is a way device are not always safe. Imagine if to stay in contact with your friends and someone hacked into your mobile family without a mobile device. You could device and saw something personal just draw a picture and send it to a friend to you typed. Besides what show them how you feel. In letters there is mailman\woman would rip open a no such thing as interruption and you don’t letter? have to worry about missing keys on the keyboard. Edition 11 The world’s favorite newspaper April 10, 2020 By: Now that there’s the Coronavirus, we all But, the most important thing is to have have to stay home. If you stay home, you older people STAY HOME. Older people don’t have as much as a chance of have more symptoms than young getting the Coronavirus. So it would be people. Kids our age either have no best if only one person went to the store, symptoms , or have VERY MILD the post office, ect. And remember, there symptoms are people that are having to get quarantined. So, if you want to go somewhere, it’s best if one person goes, and wear a mask, and also gloves so you don’t get anything or spread anything. Wherever you go, wear a mask with this coronavirus Edition 11 The world’s favorite newspaper April 10, 2020 By Emanuel:COVID 19 For those of you who don't know what Covid 19 is the coronavirus. -
Retoryka Cyfrowa Digital Rhetoric
ISSN: 2392-3113 Retoryka cyfrowa Digital Rhetoric 4/2016 EDITORS: AGNIESZKA KAMPKA, EWA MODRZEJEWSKA MAGDALENA PIETRUSZKA OPOLE [email protected] Watching people playing games: A survey of presentational techniques in most popular game-vlogs Przegląd technik prezentacyjnych najpopularniejszych vlogów poświęconych grom komputerowym Abstract This study is dedicated to the mechanisms of popularity of YouTube vloggers that upload gaming videos. The presentational techniques used in those videos are examined to identify the reasons of their popularity and the tools used by the gamers to engage the audience. Three popular 2016 YouTube gamers were selected and evaluated according to the ranking of online popularity (PewDiePie, Markiplier, Cryaotic). The study aims to explain the relation between the number of subscribers and the presentational techniques they use to gain popularity. Accordingly, the relations between the vlogger’s uploads and the audience’s response are grasped by analysing the content of the videos in selected channels along with the ways their owners present themselves. Niniejsze studium jest poświęcone fi lmikom na temat gier komputerowych publikowanych na portalu YouTube oraz popularności vlogerów, którzy je nagrywają. Analizie poddano techniki prezentacyjne wykorzystywane przez vlogerów w celu przyciągnięcia uwagi odbiorców. Wybrano i oceniono trzech popularnych twórców (PewDiePie, Markiplier, Cryaotic), sugerując się internetowym rankingiem popularności. Przeanalizowano zależność pomiędzy liczbą subskrybentów a technikami prezentacyjnymi używanymi przez vlogerów. W ten sposób ustalono relacje między popularnością udostępnianych fi lmów o grach z wybranych kanałów na YouTube a treścią tychże fi lmów oraz sztuką prezentacji stosowaną przez ich twórców. Key words vlogging, YouTube, gaming business, presentational techniques vlogi, YouTube, rynek gier komputerowych, techniki prezentacyjne License This work is licensed under a Creative Commons Attribution 3.0 Poland. -
Deconstructing Social Media Influencer Marketing in Long- Form Video Content on Youtube Via Social Influence Heuristics
“It’s Selling Like Hotcakes”: Deconstructing Social Media Influencer Marketing in Long- Form Video Content on YouTube via Social Influence Heuristics Purpose – The study examines the ability of social influence heuristics framework to capture skillful and creative social media influencer (SMI) marketing in long-form video content on YouTube for influencer-owned brands and products. Design/methodology/approach – The theoretical lens was a framework of seven evidence-based social influence heuristics (reciprocity, social proof, consistency, scarcity, liking, authority, unity). For the methodological lens, a qualitative case study approach was applied to a purposeful sample of six SMIs and 15 videos on YouTube. Findings – The evidence shows that self-promotional influencer marketing in long-form video content is relatable to all seven heuristics and shows signs of high elaboration, innovativeness, and skillfulness. Research limitations/implications – The study reveals that a heuristic-based account of self- promotional influencer marketing in long-form video content can greatly contribute to our understanding of how various well-established marketing concepts (e.g., source attractivity) might be expressed in real-world communications and behaviors. Based on this improved, in- depth understanding, current research efforts, like experimental studies using one video with a more or less arbitrary influencer and pre-post measure, are advised to explore research questions via designs that account for the observed subtle and complex nature of real-world influencer marketing in long-form video content. Practical implications – This structured account of skillful and creative marketing can be used as educational and instructive material for influencer marketing practitioners to enhance their creativity, for consumers to increase their marketing literacy, and for policymakers to rethink policies for influencer marketing. -
THE CATHOLIC UNIVERSITY of AMERICA Game
THE CATHOLIC UNIVERSITY OF AMERICA Game Design and Architecture A THESIS Submitted to the Faculty of the School of Architecture and Planning Of the Catholic University of America In Partial Fulfillment of the Requirements For the Degree Master of Architecture By Christopher W. Totten Washington, D.C. 2008-2009 Game Design and Architecture Master of Architecture Thesis Coordinator: Matthew Geiss, MArch According to architectural theorist Grant Hildebrand, the attributes of a space can do far more to create a distinct user experience than they have been. Other architects and designers, such as Valve Software’s Chris Chin, blame the lack of distinct experiences on the design methodologies that have descended from those of the Post-Modernist movement. Post- Modernism’s focus on form has generated a largely top-down, two-dimensional design process that allows architects to design from geometric parti sketches. These provide useful, macro- scaled views of their eventual designs through plan, section, and model but fail to allow architects the ability to create the same experiences for occupants that were common before the institution of Post-Modernism, allowing many buildings to only be read by those who are educated in architecture. Architecture students today have reported becoming bored or even frustrated with this outlook on design, which is now the basis of many architecture schools’ curriculums. This project looks to another field of design to which user experience is crucial, game design. Game design focuses on design from the user’s perspective, seeking to create meaningful and memorable experiences, albeit within a fictional game world where reality can be bent and shaped, unlike the world of real architecture. -
Evolution of the Youtube Personas Related to Survival Horror Games
Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008). -
How's It Going Bros: Pewdiepie's Memeing in Tertiary Orality
HOW’S IT GOING BROS: PEWDIEPIE’S MEMEING IN TERTIARY ORALITY by TRAVIS BROWN (Under the Direction of Shira Chess) ABSTRACT PewDiePie, the most subscribed YouTuber with 61 million subscribers, became a controversial figure in 2017 after cases of hate speech in his videos. While his hate speech has obvious room for exploration, it is impossible to examine his hate speech without first analyzing the creation of his memetic language within the broader digital culture in which he exists and how users within that digital culture adopt his language. This thesis explores the development of orality in digital culture, placing PewDiePie in the middle of the tertiary orality and meme culture. Upon analysis of PewDiePie’s videos and the language adopted by his audience, I conclude PewDiePie’s intent for his speech does not matter, as propagators of hate speech interpellated that they are the subject of his speech. INDEX WORDS: orality; tertiary orality; digital culture; participatory culture; memetics; internet memes; ambivalent internet; interpellation; YouTube; PewDiePie HOW’S IT GOING BROS: PEWDIEPIE’S MEMEING IN TERTIARY ORALITY by TRAVIS BROWN A.B.J., The University of Georgia, 2016 A Thesis Submitted to the Graduate Faculty of The University of Georgia in Partial Fulfillment of the Requirements for the Degree MASTER OF ARTS ATHENS, GEORGIA 2018 © 2018 Travis Brown All Rights Reserved HOW’S IT GOING BROS: PEWDIEPIE’S MEMEING IN TERTIARY ORALITY by TRAVIS BROWN Major Professor: Shira Chess Committee: Itai Himelboim Jay Hamilton Electronic Version Approved: Suzanne Barbour Dean of the Graduate School The University of Georgia May 2018 DEDICATION To Mom, for instilling in me my love for learning; And Elizabeth, for keeping me sane while I do so. -
Charitable Youtube Discourse: Markiplier and the Elements of Online Communication
Charitable YouTube Discourse: Markiplier and the Elements of Online Communication JENNIFER ANDERSEN-PETERS Produced in Melissa Ringfield’s Spring 2015 ENC 1102 Utilizing the tools presented to them by modern technological realms, amateur creators are beginning to dominate the cultural conversation regarding the opportunities of the new Internet. At the forefront of the Web 2.0 revolution are the popular content-creators on YouTube, who each foster a growing fan base upon which they can have significant influence. Currently, one of the fastest growing personalities, Mark Fischbach, who operates under the handle “Markiplier,” has unlocked new potential for his large audience. Markiplier’s main content consists of commentary, walkthroughs, and recorded reactions to various video games. He belongs to an expansive YouTube network of “Let’s Players” in the online gaming community, whose video content consists of similar elements. These types of videos tend to attract a lot of viewers because of their unique and relatable nature; it reminds the viewer of their own experiences while playing video games. Markiplier not only plays video games for a vast audience, but also uses his Internet platform to create a positive impact on society. Over the last three years, Markiplier has raised over half a million dollars for various charities such as Cancer Research Institute (CRI), AbleGamers, and Depression and Bipolar Support Alliance (DBSA). He conducts these efforts through “charity live- streams” on the streaming site Twitch. He also takes many opportunities to spread positivity and encouragement among his fans by directly interacting with them through social media and his videos. The members of his discourse community, an established social group, take his words to heart, and rally to act upon his suggestions. -
Enduring Design Challenges in Western Roleplaying Video Games
Enduring Design Challenges in Western Roleplaying Video Games Paul Ralph, Kafui Monu Abstract A roleplaying game (RPG) is a fuzzy class of video games that includes at least three quite different subclasses. This paper focuses on one of these subclasses, Western RPGs, which stand out for their focus on discovery and expression. It proposes a definition of a Western RPG as a video game that: encourages players to assume the part(s) of one or more virtual characters, in large open environments, with plentiful freedom of expression throughout game narratives. This definition is evaluated against archetypal Western RPGs and related genres. The paper further identifies three enduring challenges in Western RPG design: (1) bipolar morality scales, (2) quest distribution, (3) oversimplified difficulty scaling. Concrete suggestions for overcoming these challenges are provided. Keywords: Roleplay, open-world, game design, morality, alignment, quests, difficulty scaling Enduring Design Challenges in Western Roleplaying Video Games Introduction After a brief decline in the 1990s, roleplaying video games (RPGs) have regained substantial popularity. The Elder Scrolls V: Skyrim (2011), for example, sold over 20 million copies for over US$1 billion (Grandstaff, 2013) and was still one of the top 50 sellers on Steam five years later (Valve, 2017). With this resurgence, however, RPGs split into at least three evident sub-genres—Action, Japanese, and Western. Western Role Playing Games (WRPGs), also called Open World RPGs, including The Elder Scrolls V: Skyrim (2011), Mass Effect 3 (2012), Dragon Age: Inquisition (2014) and Fallout 4 (2015), are especially interesting from a design perspective for at least three reasons: 1. -
Optimizing the Video Game Live Stream APPROVED
Paycheck.exe: Optimizing the Video Game Live Stream by Alexander Holmes A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development April 24, 2019 APPROVED: Dean O'Donnell, Thesis Advisor Jennifer deWinter, Committee Brian Moriarty, Committee 2 1.0 Abstract Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live video streaming. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus. 3 2.0 Table of Contents 1.0 Abstract 2 2.0 Table of Contents 3 3.0 Introduction 5 3.1 History of the Medium 5 3.2 Current Platforms 12 3.3 Preliminary Platform Analysis 14 3.4 Conclusion 15 3.5 Thesis Statement 15 3.6 Implications of & Further Research 16 4.0 Literature -
Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning
Sport, Ethics and Philosophy ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/rsep20 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen To cite this article: Michael Hemmingsen (2020): Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning, Sport, Ethics and Philosophy, DOI: 10.1080/17511321.2020.1796773 To link to this article: https://doi.org/10.1080/17511321.2020.1796773 Published online: 29 Jul 2020. Submit your article to this journal View related articles View Crossmark data Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=rsep20 SPORT, ETHICS AND PHILOSOPHY https://doi.org/10.1080/17511321.2020.1796773 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen College of Liberal Arts & Social Sciences, University of Guam, Mangilao, GU, USA ABSTRACT KEYWORDS Speedrunning is a kind of ‘metagame’ involving video games. Video games; speedrunning; Though it does not yet have the kind of profile of multiplayer e- subversion; collective sports, speedrunning is fast approaching e-sports in popularity. knowledge; metagame Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, parti cularly due to the incorporation of “glitches”. For many outside the speedrunning community, the use of glitches appears to be cheat ing. For speedrunners, however, glitches are entirely within the bounds of acceptability.