

Skin Testing
Practice vs Match
An Open Question💡
Are skins really that important❓
What Do Skins Give Us?
Skins do not change performance, but they change how the game feels.
Sound, animation, and visual feedback shape experience and emotion in play.
What Do Skins Do to the Game?
Skins influence how Valorant is played, watched, and discussed.
They shape marketing, content creation, and what players pay attention to.
Are Skins Really Worth It?
Value is rarely decided alone. Through testing, sharing, and comparison, communities learn what is “worth buying”.
Inspiration and Rationale
I began to realise that, as fans, the costs we pay in games may never be limited to time alone. Very often, consumption is not one clear and separate action, but something embedded into everyday use: opening an interface casually can bring up a new payment prompt; products such as monthly passes further turn consumption into an institutionalised habit of logging in, making players continue to invest time, attention, and money without fully noticing it. It was from this point that I began to ask: as fans, what exactly are we paying for, and what is it that we are really giving up?
This thought led me to Michel de Certeau’s distinction between “strategies” and “tactics” in The Practice of Everyday Life (de Certeau, 2008). Strategies are forms of participation produced by structures of power and regarded as “proper,” while tactics are the ways consumers appropriate, reuse, and reorganise what producers provide. De Certeau also reminds us that consumption cannot be simply understood as an act of purchase, because it is also “a way of using a product” (de Certeau, 2008). I agree with this. For players, skins are not only commodities that are bought, but also objects that are compared, tested, ranked, shared, and given new meanings. Time itself is already a kind of cost, and as fans, what we invest has long gone beyond time alone.
It is also for this reason that I ultimately chose to film my artefact in a way similar to how social media bloggers share things. I noticed that on social media, many creators use this kind of visual language to present objects they are interested in, and the people watching on the other side of the screen may gradually become interested as well, and even become new fans. In a sense, this kind of circulation is itself part of fan culture: it is not only about expressing one’s own passion, but also about making that interest visible, shareable, and continuously able to attract new participants. Perhaps through this process of watching and sharing, new viewers may also be drawn in, and may even begin to take an interest in Valorant. To me, this is one of the most interesting things about fan communities: passion is never closed off, it is always spreading, and always inviting new participants to join. I think this may be one of the most important meanings of fan communities.
References
de Certeau, M. (2008) The Practice of Everyday Life. Berkeley, CA: University of California Press.
Channel 1: Introduction
What makes skins feel important in Valorant?
This video explores the structural role of skins in the game.
It looks at player experience, selling mechanisms, and community discussion
A note from Anna
For viewers who are new to Valorant skin culture, this video works as an introduction to how skins are sold, experienced, and valued in the game.
After watching this video, you will understand:
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The basic skin selling system in Valorant
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The difference between practice and real-match skin experience•why skins feel important to players
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How value begins to form around cosmetic items
Media sources
•Own gameplay recordings.
•Reddit discussion threads.
CHANNEL 2: TOP 3 VANDAL SKINS
Which Vandal skins stand out the most to me in Valorant?
This video explores my top 3 favourite Vandal skins in the game.
It looks at real-match highlights, personal preference, community discussion, and social media edits.
It focuses on visual effects, sound design, hand feel, and why some skins continue to attract attention beyond gameplay.
A note from Anna
For viewers who already know the basics of Valorant skins, this video goes further into how players judge skin value through highlights, preference, and community discussion.
After watching this video, you will understand:
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How skin value is judged beyond first impressions
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Why some skins feel more satisfying than others
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How community opinion affects player judgement
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How fan-made clips and sharing continue to shape skin value
Media sources
•Own gameplay recordings.
•Own edited highlight clips.
•Own social media post.
•Heybox, VALORANT Skin Info Hub
Development Process and Evidence
This section documents the development of my artefact through screenshots, drafts, recordings, and other production materials. It shows how the idea was planned, tested, and refined over time.

Formative Commentary
Fans take seriously the things they love. Looking back over the whole term, I think the theory that helped me most was textual poaching, especially the ideas of Michel de Certeau and Henry Jenkins. What stayed with me most was the idea that consumption is never as passive as it first appears (de Certeau, 2008; Jenkins, 2014). In a game like Valorant, skins may be designed, priced, and marketed by Riot, but their meaning does not stop there. Once they enter everyday gameplay, they are tested in different situations, compared with one another, edited into highlight clips, ranked, and continuously discussed by players. For me, this is the part that felt most connected to my project. What interested me was not simply skins as decorative commodities, but how their value keeps changing once players begin to use them, judge them, and give them meaning through their own fan practices (de Certeau, 2008). At that point, it is no longer just a simple form of recirculation, but something that continuously encourages more people to like, understand, and even enter into the things that fans themselves are spreading.
Jenkins’ theory pushed this even further. In the lecture, fans were described as active participants in the construction and circulation of meaning, rather than passive consumers (Jenkins, 1992; Jenkins, 2014). This felt very close to what I was doing on my own website. My skin-testing videos, highlight edits, and written commentary do not simply record my personal preferences. When I compare different skins, rank the ones I own, and place my own experience alongside community discussion, that work already enters a broader fan culture. In that process, players are constantly negotiating what feels satisfying, what is overrated, what is worth buying, and what deserves to be remembered. From this perspective, my artefact is not outside the meaning-making process of fandom. On the contrary, it is part of that process itself.
What is more interesting is that this is not a simple story about fans resisting a commercial system. Players do not only challenge the commercial meanings produced by Riot; sometimes we deepen them as well. When I edit highlight videos, analyse the sound and hand feel of skins, or discuss which skins feel worth buying, I am not only reflecting on this commodity system, but also helping to continue the circulation of its appeal (Jenkins, 2007). This contradiction matters, because it shows that fan practice is not separate from consumer culture. It is entangled with consumer culture itself. That is also why the discussion of fans participating in brand construction was so useful to me (Jenkins, 2007).
In the end, I prefer to understand my artefact as something more than a simple “review” video. What it really cares about is how fans, through use, judgement, and sharing, keep testing, reinterpreting, circulating, and socially constructing the value of game objects. For me, this is the meaning of fandom.
References
de Certeau, M. (2008) The Practice of Everyday Life. Berkeley, CA: University of California Press.
Jenkins, H. (1992) Textual Poachers: Television Fans and Participatory Culture. New York: Routledge.
Jenkins, H. (2007) ‘Afterword: The future of fandom’, in Gray, J., Sandvoss, C. and Harrington, C.L. (eds.) Fandom: Identities and Communities in a Mediated World. New York: New York University Press, pp. 357–364.
Jenkins, H. (2014) Textual Poachers: Television Fans and Participatory Culture. 2nd edn. New York: Routledge.
This page was created by Anna Nie (Yanluo Nie)





