Callum Davitt
This project highlights multiple instances where fans have managed to directly influence official Sonic the Hedgehog video games.
Through participatory culture, these fans have evolved from being passive consumers, to instead being active participants that creatively engage with the content they consume. This creative engagement primarily stems from a place of passion and leads to no monetary gain, despite occasionally having a direct impact on the direction of the Sonic franchise.
Ultimately, the goal of this project is to highlight both the empowering, and predatory nature of this phenomenon.
This project was conceptualised as a 15 minute video essay. The primary objective of which, was to examine how participatory culture has altered the dynamic between consumers and producers within the gaming industry. The Sonic the Hedgehog franchise was selected as the basis for discussion, from which three unique case studies were selected: Sonic Frontiers, Sonic Adventure, and Sonic Mania.
Through the analysis of these case studies, the project sought to analyse the extent to which participatory culture has influenced the official Sonic games, while questioning whether this influence suggests that fans hold a form of power over corporate controlled franchises. Simultaneously, the project aimed to discuss the grey areas surrounding fan production, due to them being a form of "free labour" that fans do not benefit from monetarily.
This project showcased that while fans have a clear ability to both affect and shape official products, the scope of their jurisdiction can only extend so far. Because regardless of the strength of their influence, the direction of the franchise remains in control the owners. Therefore, fan participation often exists in a contradictory space, in which audiences experience a sense of empowerment and influence despite ultimately lacking any true authority.
Furthermore, this project found that as fans climbed the ladder of influence over a franchise, the cost of time and effort that they were required to commit would proportionately increase. Thus revealing that influence is tied to the continued dedication and support of a franchise. Meaning that when a fan increases their level of influence, they are simultaneously strengthening the grip that the franchise holds over them.
In conclusion, this project highlighted how participatory culture has blurred the barrier between fans and developers, yet it's a barrier that can never be truly and utterly erased.
Below you can find the critical essay that accompanies this project. This written essay provides a more academic coverage of the project, as there is more time spent analysing each case study.
There is also greater context given as to why the Sonic the Hedgehog franchise was chosen for analysis. As well as a deeper exploration of both participatory culture, and the theorists who have discussed both the positives and negatives that come with it.
Hello! My name is Callum Davitt, and I live in Dublin, Baldoyle.
I have a strong passion for storytelling, writing, and video editing. All of which are skills that I've been developing throughout my time in this course!
I owe a lot of my creative tendencies to growing up watching tons of films and YouTube videos alike, with both mediums being my inspiration for wanting to pursue a career in the creative industry!
Speaking of YouTube, I have a YouTube channel named @Caldee where I've uploaded many video essays over the past few years. If you're curious about my acquired skills and the type of content that I specialise in, then I recommend checking it out!
Thank you for reading my page!