In the early-to mid-2000s, at the height of
network competitive reality programming, online communities formed to play
simulated versions of shows like Survivor,
Big Brother, The Mole, etc. These simulations were called Online Reality Games
(ORGs) and would span a matter of days, weeks, or months to complete. Members
of the community would host games, which entailed casting, scheduling,
planning/building challenges, running the day-to-day operations of the game,
and eventually even writing episodes for the ORG community at large. This
offered hosts the opportunity to be Jeff Probst or Julie Chen and craft
versions of, say, Survivor that
fulfilled their own wishes for the show, be it through twists, locations, or
themes. Players, for their part, could “put themselves in the contestant’s
shoes,” and get a taste for the intricacies of strategy or the difficulties of
challenges. Those who played many games, or hosted frequently, often took on
celebrity status within the ORG community, which offered its own unique
interpersonal dynamics within the context of a single game.
I read this level of fan engagement
as its own form of textual poaching, because it builds on the individual’s
personal viewing experience in order to craft an idealized iteration of the
show. For example, each Survivor ORG
was located in some exotic locale, chosen at the host’s fancy. Often this would
be somewhere the shot had not been previously. Sometimes it would be a
fictional location that was established within popular consciousness, such as
Valhalla or Atlantis. Sometimes the hosts would have the contestants adopt
aliases as previous contestants from the show, which turned the game into a
fake “all-stars” version of the real show. It also gave players the opportunity
to win in honor of their favorite contestant.
The other, perhaps unintentional, consequence
is it made the ORG community “savvier” viewers, because they now had the
closest thing a viewer could get to actual experience without stepping foot on
the island. Members of the ORG community could bring that savviness to message boards
exclusively dedicated to show discussion and analysis. This post is somewhat a
precursor to my presentation on Wednesday, where I’ll talk more specifically
about the fan discourse that surrounds narrative/strategic analysis in Survivor.
In the meantime, for those interested,
one still-active ORG community can be found here.
SOURCE: My childhood.
SOURCE: My childhood.
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