An Analysis of the New Media Phenomena known as “Let’s Play”. The Evolution of Production and its Effect on Consumption
Here’s my Master’s dissertation on Let’s Play. It will also be interesting for those who want to learn more about fan-produced content, active audience and fan motivation. Could actually update it in light of recent events…maybe one day
For this study, I conducted qualitative research to explore and identify key aspects of Let’s Play production and consumption. This involved interviewing three individuals who had been involved in Let’s Play production for a long time. All of the informants came from very diverse cultural and socio-economic backgrounds, and produced very different types of Let’s Play videos. As a result, this research provided an insight into Let’s Players’ motivations, selfrepresentation, and methods of video production. Based on these interviewees’ responses, we can infer that Let’s Play videos contribute to a contemporary need-fulfilment related to both socialisation and entertainment. This need, however, comes not only from the audience but also from the Let’s Player themselves. The research investigated how Let’s Play communities and producers contribute to the contemporary videogame industry, and how the phenomenon is used by videogame producers to market their products. The research also explored ethical issues, censorship, and harassment. Ultimately, the research aimed to provide a foundation for further academic research in the field.