1. What is Jenkins's theory that the author is referring to here? How might it apply to how audiences interact with the Minecraft game? The theory being referred to is Jenkins's 'Participatory Culture' in which audiences not only consume content but also create and distribute their own. Because of the possibility for 'mods' in Minecraft it means that audiences regularly create and distribute their own content which generates popularity and therefore success. 2. How is Minecraft different to conventional computer games in terms of narrative and what kind of experience this offers gamers? Minecraft doesn't have a restricted narrative like conventional action/adventure computer games. There are no directions or instructions, they have a lot of freedom. This offers a more personal experience than many other games do. 3. How did YouTube respond to this trend? In 2015, YouTube launched YouTube Gaming, a website specifically...