Let's Plays are just a small component of the overarching practice of collective gaming consciousness, to which I would add social media sites, review aggregators, game stores and other physical and digital spaces that affirm, check, and remix gaming knowledge along with other fan practices.
This past weekend I was given the honor to present a paper at Rutgers School of Communication’s inaugural games studies conference, The Game Behind the Video Game. The conference was broken down into business, law, and society tracks, with a fascinating spectrum of subjects across those subjects. My presentation, held on a society panel along with Ren Reynolds of The Virtual Policy Network and Burcu Bakioglu of the University of Indiana, focused on a particular prosumer subculture known as Let’s Play.
Let’s Play are multimedia videogame walkthroughs. While the Let’s Play community is just one of many out there who marry production of web assets with fan activity, they are an interesting case in their own right for testing the threshold of transformative works.
I find Let’s Plays worthy of talking about from an academic standpoint because they change the meaning of play. I’ve always believed the true proof of legitimacy with any fan practice is simply if people enjoy it. And since LPs are popular, something about them must strike a chord even among those who prefer to play and experience games on their own. What remains is coming up with a framework for the hows and whys of game watching, which is what this series will be doing.