Abstract
The parasocial bonds that a young YouTube audience may form with the performers on YouTube are
generally well-discussed. The general assumption in business seems to be that the young audience form
a parasocial bond in which they view YouTubers as approximations of older siblings (Winge 2017).
What is less explored is the perception of older adult media producers on platforms such as
YouTube. In fact, older adults seem to be almost completely overlooked as media producers in
academic literature (see Givskov and Deuze 2016). Even less explored is the reception of older adults
as media producers in fields not usually associated with their age bracket. Here I am particularly
concerned with subculture(s) surrounding video games, which has a history of lacking inclusion of
certain social groups (e.g., e.g. Shaw, 2012; 2015), including the elderly (e.g. Williams 2009).
When older adults are discussed in relation to video games, the case studies often focus on older
adults with no previous experience with video games with younger people being the guides for the
older adults and the older adults having little to no experience playing (e.g., Gamberini et al., 2006;
Kern et al., 2006; Khoo & Cheok, 2006; Abeele & De Schutter, 2010; Abeele et al., 2008). Just as older
adults are usually non-agents within gameworlds (Williams 2009), they are also assumed to be
non-agents within the real world of playing video games. This falls in line with the research pointing
towards the negative associations ageing has within Western culture, and for the visibility older women
in the media in particular (e.g. Woodward, 2006).Similarly, older adults are rarely discussed as
producers of media content (Givskov and Deuze, 2016) only positioned as consumers.
This paper will seek to illuminate this blind spot in the existing research by exploring a case
study of one older adult producing gameplay-based content for YouTube. The objective will be to
outline the reception of this case through a consideration of both its portrayal in media outlets, the
creator’s own statements and a sampling of comments on her videos.
As has been argued by Adrienne Shaw, in order to normalize video games for all audiences, the
goal should be to find “ways to emphasize their 'everydayness' in contemporary media culture” (2012,
40). Here the Let’s Play becomes a powerful tool towards normalizing the everydayness of video
games. The increased production and circulation of these can lead to “more negotiated, more queer,
more subversive, more failed, and more confusing game play and player personalities as widely
recognized and legitimated sites for making meaning of video games and playing” (Nguyen, 2016: para
5.3). I therefore deem it worth exploring how an older adult woman has been received in this field
where the identity of the performing player matters a great deal (Postigo, 2014), and where that
performing player is often assumed to be only slightly older than their young or young adult viewers
(Winge, 2017).
As has been rightly pointed out, the seeming lack of relation between older adults and video
games is based on a lack of consideration for process of aging. As has been asserted by De Schutter and
Abeele “the older player of digital games has already arrived.” (2015:112).
Individual tastes in media are often solidified in a person’s early years, and their tastes may be
deemed as fairly continuous from then on in (Himmelweit & Swixx, 1976). The general consensus
seems to be that older adults are more skeptical toward newer media (e.g., Mollenkopf & Kaspar, 2005; Norris, 2001; Westlund & Weibull, 2013). Recent research seems to suggest that a person’s generation
plays a huge part not only in whether they play digital games, but also in whether they are more
inclined to hold or endorse negative beliefs about the medium as a whole (Ferguson & Colwell, 2017).
This goes for both the general public (Przybylski, 2014), and for clinicians as well (Ferguson, 2015).
Largely, academic research focused on older people and video games has been centered on the
perceived psychological and physiological benefits of playing these games and would seem that the
“hidden message is that it is acceptable for older to play digital games in order to achieve a higher goal
of maintaining health” (De Schutter & Abeele, 2015: 112) at the expense of a focus on more fun and
hedonic aspects. Iversen (2016) builds on this conclusion in her review of the available literature on
older adults in games, in which she concludes that ageing adults are “largely portrayed as ailing,
hesitant, in need of encouragement to do what is good for them as well as requiring the care of others”
(2016: 20) and that this is coupled with a “mainly functionalistic approach to the use of digital games,
where the beneficiality [sic] of playing in terms of health maintenance is central rather than, for
instance, enjoyment, pleasure, or creativity” (Ibid.)
The usual assumed identity of a video gamer is one of a young, straight white male, though it
is consistently shown that this is a rather misleading image, which is ultimately harmful to the
inclusiveness of the medium (e.g., Shaw 2012, 2015; Nakamura 2012).
In summary, this paper finds that the presence of older adults as video producers, older adults as
players of video games and the overlaps of these two fields are largely overlooked in both popular and
academic discourse. The case study at hand proves that there is a market for older adults as visible
producers of video game related content on YouTube. The scale of the operation at hand can by no
means be compared to any larger YouTube gaming presence. However, it is notable for the unusual
parasocial relationship of grandchild-grandparent which is bred in the YouTube comments section.
Furthermore, the content and comments also provide an opportunity for a young audience to consider
themselves as old people in training, as is recommended in much of the literature on aging (Applewhite
2016)
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Originalsprog | Engelsk |
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Publikationsdato | 24 maj 2018 |
Status | Udgivet - 24 maj 2018 |
Begivenhed | Seminar on Childhood and Youth Culture on YouTube - University of Copenhagen, København, Danmark Varighed: 24 maj 2018 → … https://komm.ku.dk/kalender/2018/childhood-and-youth-culture-on-youtube/ |
Seminar
Seminar | Seminar on Childhood and Youth Culture on YouTube |
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Lokation | University of Copenhagen |
Land/Område | Danmark |
By | København |
Periode | 24/05/2018 → … |
Internetadresse |