Using the analytical framework mentioned in my pitch, my digital artefact is the revisiting of my favourite childhood DS games and documentation of my experience through bi-weekly YouTube videos and accompanying blog posts. Professor Joost Raessens identifies two different analytical frameworks in his text “Computer Games as Participatory Media Culture” (2005) which enable user participation. These types and techniques of participation will be explored and applied to my game media text.
The first technique of participation, multimediality, refers to the combination of multiple types of media. My digital artefact involves a series of YouTube videos with gameplay footage and accompanying audio alongside a contextual blog post consisting of both text and images.
Raessens refers to virtuality as the possibility to simulate virtual worlds a gamer can explore (Raessens, 2005 pg. 374). Virtuality can be recognised as the online spaces where I will be sharing my content, including YouTube for videos, WordPress for my blog and Twitter for sharing. This virtual space will provide my audience with information on my physical experience playing old Nintendo DS games, and create online elements that enable humans to directly engage with that experience.
Interactivity is described as ‘‘the ability to intervene in a meaningful way within the representation itself, not to read it differently’’ (Cameron, 1995, p. 33). My audience can interact with my content through likes, comments and shares across YouTube, WordPress and Twitter. I can encourage user feedback by proposing questions and initiating discussions around nostalgic experiences of the DS and the respective games I explore.
The internet has made is easier than ever to connect with those from all corners of the planet. Through my online presence across multiple platforms including YouTube and WordPress, I will be able to connect with an audience who share my interest of nostalgic Nintendo DS games from the late 2000s. My niche can be further concentrated by the type of games I play (e.g. stereotypically ‘female’ games).
Interpretation, Reconfiguration, Construction
View my first episode here: Nostalgic DS Game EP1: Nintendogs
Raessens, J. (2005) Computer games as participatory media culture. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies (pp. 373-388). Cambridge, MA: MIT Press.
Rahaman, H. and Tan, B.K. (2011) Interpreting digital heritage: a conceptual model with end-users’ perspective. International Journal of Architectural Computing, 9(1), (pp.99-113).
Moore, C. (2020) BCM215 Game Media Industries: Participatory Media Culture (Full Lecture) YouTube (6:50).
Skare, Roswitha. (2020) “Paratext”. Knowledge Organization 47, no. 6: 511-519. Also available in ISKO Encyclopedia of Knowledge Organization, eds. Birger Hjørland and Claudio Gnoli.