Participatory Elements of Revisiting PS2 Games

My Digital Artefact will take the form of blog posts, wherein I will summarise my experiences of the game media text in relation to my analytical framework. I will reflect on my memories of the games, why I loved them and how these memories tie in with my lived experiences of them now.

Raessens, in his work: ‘Computer Games As Participatory Media Culture’, outlined the specific characteristics of computer games that allow users to become participants. These characteristics are explored below.


My project will exist in the form of a series of blog posts, to be later accompanied by a video essay on Youtube. I will include audio summaries of the blogs so that my users can determine how they interact with my content. I will also collate clips from my experiences of gameplay for my users to view.


My project will be virtual through my process of recording and remediating my experiences of a physical console to an online blog. My project centres around providing my users the opportunity to revisit their childhoods through nostalgic images and sounds associated with various PS2 games. 


Being online, my project will be accessible to everyone who is online and has the desire to search the topics I explore. Users can view my page, share it with others or choose to like and comment on my posts. I will also prompt my users to share and reflect on experiences of these games by employing a persona that is geared around supporting reflection and reliving nostalgia.


The process of developing an online presence offers me the ability to connect with an audience across a range of platforms. I might be found by my users through a Youtube search, or through a Google search of the topics of nostalgia and PS2 games.


My audience will each have their own understandings of my content. Though I aim to encourage them to revisit their childhoods and offer a reprieve from the stresses of the past year, it is ultimately up to them to determine how they interpret my content. They might have different memories or associations with the games that I will be engaging in and I will encourage them to share these with me. 


I will draw upon a range of sources involved in my background research and reconfigure them into my own words. I will then apply popular opinions and see where they fit in to my experiences of gameplay, and ask my users where these ideas fit in with theirs.


The process of construction is reflection in my interactions with the games. I will not only record clips from playing with them, but research popular understanding from the past and present. I will collate these together by using a mix of text, audio and visual content.

The clips that I will use will aim to reflect the hours users may have spent in childhood sitting on the floor or couch with an analogue controller in their hands.


Raessens, J 2005, ‘Computer games as participatory media culture’, in J. Raessens & J. Goldstein (Eds.), Handbooks of computer game studies (pp. 373-388), Cambridge, MA: MIT Press. 

1 Comment

Leave a Comment

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s