CREEPYGAMING & THE NARRATIVE: A THEORY-BASED POP CULTURE OF ‘PLAYABLE’ LORE

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Dominique Angela M. Juntado, M.A.
Doctoral Candidate in Social & Cultural Anthropology
University of the Philippines Diliman
Email: dmjuntado@gmail.com

International Journal of Social Sciences

Abstract
Having been written for fellow fans of video game creepypastas and students of media  anthropology and folklore, this article inspects said form of online lore as well as its  complementing interactive media in terms of how experimentation with playable content
can effectively deliver not only an understanding of what transpired in a narrative, but  more of a meaningful experience of a narrative. In theory, an interactive approach has  much to contribute for the breadth of legend complexes.

Keywords: Creepypasta, ROM Hacks, Lost Episodes, Haunted Gaming, Democratized  Production, Nontraditional Storytelling, Slender

To talk about a known, existing
contribution which encourages the inspection of
netlore and possible variants, Michael Kinsella‟s
[2011] work on internet-based folklore is worth
attention for having included guidelines on how
legends online could be assessed, the basics of
legend-tripping, as well as the importance of knowing how to go about ecologies of legends in
general. It is likewise memorable for its
ethnographic rumination on the Incunabula
papers and Ong‟s Hat which has previously
showcased the potential pertinence of alternate
reality games (ARGs) in both the reconstruction
as well as promotion of a legend. In his case
analysis, Kinsella [2011] spoke more of those
participating in the imersion within the legend —
their framing, emotions, and perceptions, as well
as their role in the legend‟s mortality.
On the one end, this discourse is in pursuit
of a personal inclination. But to place it in the
academic backdrop of the studies of media, it
complements the work of Russel Frank [2011]
and Michael Kinsella [2011] on the subject of
understanding how online lore works and
branches out through bringing the subject of
video game modification and hacking into the
academic theoretical limelight in terms of their
potential role in the deepening of netlore.

There is then a development into how
success of a video gaming creepypasta could be
assessed. The treatise then proceeds with an
analysis of how video game creepypastas with
playables could classify as a legend trip. This
segment is guided by Kinsella‟s [2011]
guidelines on understanding the structure of
legend trips, derived from the second chapter of
his book Legend-Tripping: Online Supernatural
Folklore and the Search for Ong’s Hat.
As a practical counterpart to the theoretical
ruminations, there is included a concise survey
of the existing forms of playable lore which
serve as the present genres. This is
complemented by a segment discussing classic
features to incorporate in the production of a
playable pasta as well as brief notes on avoiding
cliches.

Download

http://www.tijoss.com/TIJOSS%2025th%20volume/8dominique.pdf

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