Twitch Plays Pokemon: A Case Study in Big G Games
Dennis Ramirez
University of Wisconsin Madison
dennispr@gmail.com
Jenny Saucerman, Jeremy Dietmeier
University of Wisconsin Madison
jenny.saucerman@gmail.com, dietmeier@wisc.edu
ABSTRACT
Given enough time, a thousand monkeys sitting at a thousand typewriters will produce the complete works
of Shakespeare. Under a similar premise, the phenomena that is Twitch Plays Pokemon has set out to see
if order can arise from chaos. Can a thousand gamers at a thousand computers can collectively beat the
game Pokemon? In this paper we analyse the phenomena of Twitch Plays Pokemon using Gee’s (2003)
framework of big G Games ((G)ames).
Keywords
Pokemon, Twitch Plays Pokemon, Big G game, Participatory Culture, Narrative, Affinity Space, Player
Types, Stumblecore
Man. This isn't a thousand monkeys at a thousand typewriters. It's twenty thousand
monkeys at a single typewriter, and half those monkeys are screaming and desperately
trying to progress while the other half throw shit everywhere. It's wonderful.
—Anonymous, Twitch Plays Pokemon Red Archive
INTRODUCTION
Why would anyone willingly play a game with over 60,000 other players? Anyone who has played games
knows how hard it is to share a controller with one other person, let alone 60,000 other people. The
selfproclaimed social experiment “Twitch Plays Pokemon” (TPP) provided players with the unique
opportunity to attempt just that, and quickly became an internet phenomenon (know your meme, 2014).
Sixteen days after its debut on February 12, 2014, TPP garnered over 36 million views, 1,165,140 active
players, and over 9 million inactive players, with a peak of 100 thousand people participating
simultaneously (Chase, 2014).
Jim Gee’s (g)ame and (G)ame theory provides a useful framework for understanding how the “Twitch
Plays Pokemon” game and community came about and why it became so wildly successful in a short
period of time (2003). Although current literature has described how (G)ame arises around (g)ame, there
is a shortage of theoretical work regarding the cyclical influence of (g)ame on (G)ame. “Twitch Plays
Pokemon” is therefore of theoretical interest because it provides a case study in the cyclical nature of
(G)ame informing (g)ame.
(G)ame and (g)ame
Gee defined (g)ame, in the case of videogmaes, as a piece of digital media (or even transmedia) and
Proceedings of DiGRA 2014: <Verb that ends in ‘ing’> the <noun> of Game <plural noun>.
© 2014 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of
this paper is allowed, commercial use requires specific permission from the author.