Abstract

Online pranking videos are common online and popular among middle-school students, teens and young adults. When we examined 200 YouTube examples of the Scary Maze Game prank, we explored the relationship between perpetrator, victim and witness, finding that while American children under age 12 were commonly featured as victims in Scary Maze Game prank videos, only rarely were German children represented as victims. U.S. videos also lingered on the pain of prank victims, even looping the emotional response of the victim to create an instant replay effect and using post-production techniques, including editing, music and title credits. As an expression of the schadenfreude that people experience when both enacting and viewing bad pranks, online pranking is a dimension of the dark side of participatory culture.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.