Gaming and the ‘Parergodic’ Work of Seriality in Interactive Digital Environments — Shane Denson

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My abstract for the panel “Video Games’ Extra-Ludic Echoes” at SLSA 2015 in Houston:

“Gaming and the ‘Parergodic’ Work of Seriality in Interactive Digital Environments”

Shane Denson, Duke University and Leibniz University of Hannover

Twentieth-century serial figures like Tarzan, Frankenstein’s monster, or Sherlock Holmes enacted a “parergonal” logic; as plurimedial figures, they continually crossed the boundaries between print, film, radio, and televisual media, slipped in and out of their frames, and showed them – in accordance with a Derridean logic of the parergon – to be reversible. In the twenty-first century, the medial logics of serial figures have been transformed in conjunction with the rise of interactive, networked, and convergent digital media environments. A figure like Batman exemplifies this shift as the transition from a broadly “parergonal” to a specifically “parergodic” logic. The latter term builds upon Espen Aarseth’s notion of “ergodic” gameplay – where ergodics combines the Greek ergon (work) and hodos (path), thus positing nontrivial labor as the aesthetic mode of players’ engagement with games. These new, ergodic serial forms and functions, as embodied by a figure like Batman, raise questions about the blurring of relations between work and play, between paid labor and the incidental work culled from our entertainment practices. Following Batman’s transitions from comics to graphic novels, to the films of Tim Burton and Christopher Nolan, and on to the popular and critically acclaimed Arkham series of videogames, I will demonstrate that the dynamics of border-crossing which characterized earlier serial figures has now been re-functionalized in accordance with the ergodic work of navigating computational networks – in accordance, that is, with work and network forms that frame all aspects of contemporary life.

White Hand, Black Box: The Manicule from Mickey to Mario to Mac OS — Stephanie Boluk & Patrick LeMieux

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Stephanie Boluk and Patrick LeMieux’s abstract for the panel “Video Games’ Extra-Ludic Echoes” at SLSA 2015 in Houston:

“White Hand, Black Box: The Manicule from Mickey to Mario to Mac OS”

Stephanie Boluk, UC Davis, and Patrick LeMieux, UC Davis

Whereas the manicule, a pointing finger directing a reader’s attention, has been used for a millennium in chirographic and print texts, in the context of twentieth century animation and twenty-first century computing the medieval pointer has been recontextualized as the hand of the animator to a graphic user interface (GUI) element. After the popularization of the talkie in the late twenties, in Steamboat Willie (1928), the first ever “Merry Melody” released by Disney, Mickey Mouse adopts gloves and the lilting voice of Al Jolson’s Jazz Singer (1927). This process sanitizes a genre of racist comedy for mainstream consumption. Although Mickey’s gloves are easily deemed merely a contrivance of the technical limitations related to articulating fingers in early animation, Bimbo and Betty, Oswald and Ortensia, Foxy and Roxy, and, of course, Mickey and Minnie are anthropomorphic animals that whitewashed their relation to racist caricatures inspired by blackface minstrelsy. This history was further obfuscated as “Mickey’s manicules” eventually found themselves as elements within the contemporary operating systems like Mac OS and as GUI’s within videogames like Mario Paint in the eighties and nineties. From the metaleptic manicule of classic animations to the metonymic manicule in the GUI, this paper ultimately performs a close reading of the figure of “Master Hand” in Super Smash Bros. (1998) in order to argue that the white hand allegorizes the ways in which “user friendly” design has black boxed the racialized history of computation.

Spinoza on Completion and Authorial Forces in Video Games — David Rambo

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David Rambo’s abstract for the panel “Video Games’ Extra-Ludic Echoes” at SLSA 2015 in Houston:

“Spinoza on Completion and Authorial Forces in Video Games”

David Rambo, Duke University

This talk extends the Spinozist paradigm for theorizing the medium-specificity of narrative and agency in video games I presented at SLSA 2013. Whereas Spinoza’s first and second orders of knowledge—phenomenal experience and rational systemization—map easily enough onto a single-player video game as a deterministic Natura; knowledge of the third kind would problematically seem to require an idealistic reduction of the video game into an operational and meaning-making Idea in abstraction from culture, political economy, and perhaps even the body of the player. Looking primarily to the changes made to Blizzard’s multiple releases of Diablo 3 (2012-2014), I propose that completion distinguishes the video game from other cultural forms and allows us to conceive of its essence. Pursuit of a game’s completion echoes, in Frédéric Lordon’s Spinozist terms, the ascription of one’s conatus to an enterprise’s regime of affects. For the notion of a game’s completion appears under the purview of the developers’ and industry’s ulterior motives. On one hand, the player’s motivation to complete a game redounds to the complex of desires that operate part and parcel with a game’s mechanics, marketing, and historical situation. On the other hand, total completion is a barrier that development studios intend to break by marketing supplemental material, exploiting customer data and feedback, issuing patches, and releasing expansion packs. Spinoza’s ontology of affection allows for a rational ordering of this tension between completion and incompletion in the individual playing and mass market consumption of video games.

ImageText Review: Transnational Perspectives on Graphic Narratives

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The most recent issue of ImageText: Interdisciplinary Comics Studies (Vol. 8, No. 1) has a nice review, by Kate Polak, of Transnational Perspectives on Graphic Narratives: Comics at the Crossroads, which I co-edited with Christina Meyer and Daniel Stein. Here’s a little taste of it:

Transnational Perspectives on Graphic Narratives is an essential volume for both comics scholars and scholars of literature in general, because it places the most popular emerging medium in conversation with cutting-edge contemporary scholarship, and makes a strong case for the ways in which comics are necessary in considerations of a transnational, cosmopolitan 21st century world.

Check out the full review, titled “Playing at the Margins,” here.

Post-Cinema: Fall 2015, Duke University

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Flyer for the seminar on Post-Cinema I’ll be teaching this Fall at Duke. The course expands on my “Digital Film, Chaos Cinema, Post-Cinematic Affect” seminar from 2013, but it adds a new focus on videographic criticism and other kinds of hands-on experimentation with digital media. I’m hoping to get a mix of people interested in film and media theory, digital humanities, and media art. Really looking forward to this!

CFP: Seriality Seriality Seriality — Berlin, June 2016

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Seriality Seriality Seriality: The Many Lives of the Field That Isn’t One

On June 22-24, 2016, the Popular Seriality Research Unit (DFG Forschergruppe 1091 “Ästhetik und Praxis populärer Serialität”) will hold its final conference in Berlin, Germany.

After six years, thirteen subprojects, nine associated projects, numerous conferences, workshops, and publications it is time to reach some kind of conclusion.

Together with our international collaborators over the years, we would like to explore future possibilities and alternative visions of a “field” that we always claimed existed. Thus, the focus of our final conference will be on the histories, conceptualizations, and methodologies of seriality studies itself.

Trying to sidestep the formats of the project pitch, the case study, the “reading” of individual series according to pre-existing theoretical models or their translation into philosophical master vocabularies, we invite scholarly practices—including those just mentioned—to reflect on the challenges and limits of (their contributions to) seriality studies as an ongoing, perhaps fantastical, project that traverses disciplinary and methodological paradigms.

Each of the Research Unit’s current subprojects will organize a section. Section formats will vary but they will always stress discussion and exchange. Hence, workshops and panel discussions will provide at least 40 minutes for Q&A. Time limits for papers (20 minutes) and panel statements (5 minutes) will be strictly enforced.

We invite paper proposals for sections nos. 3, 7, & 11 by October 31, 2015. Please specify which of these sections you are applying for; note that other sections are already complete.

Please refer to the CFP above for details and application procedures, and visit our conference website at: http://www.popularseriality.de/en/konferenz/index.html

Sight and Sound Conspire: Video Essay on James Whale’s Frankenstein (1931)

Above, the video essay I made at the NEH Workshop on Videographic Criticism at Middlebury College, June 14-27, 2015. See also Jason Mittell’s blog post on the workshop, which details many of the exercises we did and includes several examples that Jason made. Stay tuned for more!