Adrian Ivakhiv, “Speculative Ecologies of (Post-)Cinema” #SCMS15

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[UPDATE: Full video of the complete panel is now online: here.]

Here is the abstract for Adrian Ivakhiv’s paper on the panel “Post-Cinema and/as Speculative Media Theory” at the 2015 SCMS conference in Montréal:

Speculative Ecologies of (Post-)Cinema

Adrian Ivakhiv (University of Vermont)

Three sets of intellectual developments frame this paper: (1) debates over the “end of cinema” (and rise of “post-cinema”) in the wake of digital media; (2) recognition across diverse fields that global ecological change—especially, though not solely, impending climate change—is forcing a rearticulation of disciplinary goals and broad societal values; and (3) an upsurge in speculative philosophy, including film and media philosophy, that reconceptualizes sociality, materiality, and relationality in diverse and mutually imbricated ways.

This paper sets out to articulate these three developments together. The emergence of cinema as the “eye of the [twentieth] century” (Cassetti 2008) and its subsequent mutation into something different at the beginning of the twenty-first, and the emergence of ecology as a dominant way of understanding the human-Earth relationship, have not yet been brought and thought together in a sustained way. To do this, I propose a speculative model of cinema, technology, and reality—a process-relational, semiotic-machinic, and “morphogenetic” model rooted in Whitehead, Peirce, and Deleuze/Guattari—to make sense of the ways in which digital cinema reaffirms the lively, kinematic animacy of all things cinematic and extra-cinematic.

Articulating the connections between cinema, semiosis, and materiality makes it possible to conceive of cinema (including digital cinema) as a particular political-ecological articulation of carbon-based life (or biosemiosis). But life, or the semiotic (in Peirce’s terms), exceeds the living. It is machinic (in Deleuzo-Guattarian terms), networked (in Bruno Latour’s), morphogenetic and perpetually differentiating (Deleuze/DeLanda). In this light, I consider what a “post-carbon” cinematic materiality, a materiality beyond the era of petrochemicals—the Capitalocene—might look like, and how digitality, with its proliferation of new forms and its shift to technologies of “the cloud,” affects the possibilities for reclaiming a semiotic commons.

Bibliography:

Bozak, Nadia. The Cinematic Footprint: Lights, Camera, Natural Resources. New Brunswick, NJ: Rutgers University Press, 2011.

Cassetti, Francesco. Eye of the Century: Film, Experience, Modernity. Tr. E. Larkin with J Pranolo. New York: Columbia University Press, 2008.

Ivakhiv, Adrian, Ecologies of the Moving Image: Cinema, Affect, Nature. Waterloo, Ontario, Canada: Wilfrid Laurier University Press, 2013.

Mullarkey, John, Refractions of Reality: Philosophy and the Moving Image. Basingstoke, Hampshire: Palgrave Macmillan, 2009.

Shaviro, Steven, Post-Cinematic Affect. Winchester: Zero Books, 2010.

Author Bio:

Adrian Ivakhiv is Professor of Environmental Thought and Culture at the University of Vermont. His research focuses at the intersections between ecology, culture, media, affect, and identity. His books include Ecologies of the Moving Image: Cinema, Affect, Nature (2013) and the forthcoming Why Objects Fly Out the Window: An Eventology Manifesto, in the Whiff of its Passing. He blogs at Immanence: EcoCulture, GeoPhilosophy, MediaPolitics.

Mark B. N. Hansen, “Speculative Protention, or, Are 21st Century Media Agents of Futurity?” #SCMS15

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[UPDATE: Full video of the complete panel is now online: here.]

Here is the abstract for Mark Hansen’s paper on the panel “Post Cinema and/as Speculative Media Theory” at the 2015 SCMS conference in Montréal:

Speculative Protention, or, Are 21st Century Media Agents of Futurity?

Mark B. N. Hansen (Duke University)

In his effort to develop a philosophical account of time-consciousness in the media age, Bernard Stiegler has invoked cinema (as a stand-in for global, realtime, audiovisual fluxes) as the media object par excellence, the technical temporal object that brokers, models, and operates as surrogate for the temporalization responsible for conscious life. Since the publication of the first volume of Stiegler’s Technics and Time, critics have responded to Stiegler’s project with a mix of enthusiasm and skepticism: enthusiasm for the reworking of seemingly moribund themes of deconstruction into a powerful engagement with contemporary media technologies; skepticism concerning the focus on consciousness and representation as the privileged agent and domain of media’s operationality. One particularly striking consequence of Stiegler’s focus on cinema as temporal technical object is a certain temporal bias toward the past, and a recapitulation of the impasse of protention that plagued Husserl’s account of time-consciousness. So long as protention (the “just-to-come’” futurity that is part of the sensory present on the Husserlian model) is taken to be symmetrical to, and indeed is modelled on or derived from retention (the “just-past” of the sensory present), it cannot but be restricted to something that (1) is already possible from the standpoint of the present, is a mode of possibility belonging to the present, and (2) is representational in the sense of being a “content” of consciousness.

The wide-ranging proliferation of so-called “new media” technologies (what I have called 21st century media in my recent work) affords the opportunity to expand the technical off-loading of time-consciousness that informs the core of Stiegler’s neo-Husserlian thought. Most crucially, 21st century media technologies break the correlation of media with conscious cognition, and thus expand the domain of conjunction to what I have called “worldly sensibility” (the meeting of embodied sensibility and worldly impressionality). In my paper, I shall explore two key aspects of this expansion that directly concern the operationality of “speculative media theory”: 1) how the shift from consciousness to sensibility liberates protentionality from its twin restrictions (possibility of the present and representation of consciousness); and 2) how this shift requires a speculative mode of theorization that is an immediate function of the uncertainty and unrepresentatibility of the future.

Bibliography:

Hansen, Mark B. N. Feed-Forward: On the Future of Twenty-First-Century Media. Chicago: U of Chicago P, 2014.

Stiegler, Bernard. Technics and Time, Vol. 3: Cinematic Time and the Question of Malaise. Stanford: Stanford UP, 2010.

Whitehead, Alfred North. Process and Reality: An Essay on Cosmology. New York: The Free Press, 1978.

Author Bio:

Mark Hansen teaches in the Literature Program and in Media Arts & Sciences at Duke University. He is author of Embodying Technesis: Technology Beyond Writing, New Philosophy for New Media, and Bodies in Code, and has co-edited The Cambridge Companion to Merleau-Ponty, Emergence and Embodiment: New Essays on Second-Order Systems Theory, and Critical Terms for Media Studies. His book Feed-Forward: the Future of 21st Century Media will be published by Chicago in Fall 2014.

“Digital Seriality” — Panel at #SCMS15 in Montreal

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At the upcoming conference of the Society for Cinema and Media Studies (March 25-29, 2015 in Montréal), I will be participating in a panel on “Digital Seriality,” co-chaired by Andreas Jahn-Sudmann and Scott Higgins, along with Dominik Maeder and Daniela Wentz.

Here is our panel description, along with links (below) to the abstracts for the various papers:

Digital Seriality

Seriality and the digital are key concepts for an understanding of many current forms, texts, and technologies of media, and they are implicated in much broader media-historical trajectories as well. Beyond the forms and functions of specific cultural artifacts, they are central to our global media ecology. Surprisingly, though, relatively few attempts have been made at thinking the digital and the serial together, as intimately connected perspectives on media. This is precisely the task of the present panel. On the one hand, the papers interrogate the serial conditions, forms, and effects of digital culture; on the other hand, they question the role of the digital as technocultural embodiment, determinant, or matrix for serialized media aesthetics and practices. The panel thus brings together heretofore isolated perspectives from studies of new media culture (cf. Manovich 2001, Jenkins 2006) and emerging scholarship on seriality (cf. Kelleter 2012, Allen and van den Berg 2014).

Seriality and digitality are understood here in terms not only of their narrative/representational manifestations but also their technical-operational impacts on our media environments. Accordingly, Shane Denson and Andreas Jahn-Sudmann’s paper looks to the case of the Xbox One in order to show how computational platforms affect the serial forms and practices emerging within, among, and around digital games (“intra-,” “inter-,” and “para-ludic” serialities; cf. Denson and Jahn-Sudmann 2013), but also how these platforms inscribe themselves – as a serialized factor in their own right – into the parameters of computational expression. Whereas video games serve here to highlight the differences between digital and pre-digital serial forms, Dominik Maeder approaches things from the opposite direction, arguing that the interfaces of Netflix, Hulu, and other digital streaming services embody a form of spatio-temporal serialization that, already anticipated by TV series, is closely related to (pre-digital) televisual seriality. As a complementary perspective, Daniela Wentz’s paper shows how certain TV series anticipate their own digital afterlives in the form of fan-made gifs and memes. Finally, Scott Higgins provides an “archeological” perspective, exploring the ludic dimensions of the operational aesthetic, which anticipates computer games in pre-digital forms, thus offering a fruitful case for rethinking digital seriality from a media-comparative perspective.

Bibliography

Allen, Robert, and Thijs van den Berg, eds. Serialization in Popular Culture. London: Routledge, 2014.

Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Eludamos: Journal for Computer Game Culture 7.1 (2013): 1-32.

Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.

Kelleter, Frank, ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, 2012.

Manovich, Lev. The Language of New Media. Cambridge, MIT, 2001.

Finally, here are links to the individual abstracts:

Shane Denson and Andreas Jahn-Sudmann, “The Xbox One as Serial Hardware: A Technocultural Approach to the Seriality of Computational Platforms”

Dominik Maeder, “Serial Interfaces: Publishing and Programming Television on Digital Platforms”

Daniela Wentz, “The Infinite Gesture: The Serial Culture of the Gif”

Scott Higgins, “Ludic Operations: Play and the Serial Action Sequence”

Shane Denson and Andreas Jahn-Sudmann, “The Xbox One as Serial Hardware: A Technocultural Approach to the Seriality of Computational Platforms” #SCMS15

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Here is the abstract for Shane Denson and Andreas Jahn-Sudmann’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:

The Xbox One as Serial Hardware: A Technocultural Approach to the Seriality of Computational Platforms

Shane Denson (Duke University) and Andreas Jahn-Sudmann (Free University Berlin)

In order to fully understand the serial aesthetics and practices of digital game culture, seriality must be addressed not only on the level of software or gameplay, but also as a hardware phenomenon. The (un)official numbering of console generations serves to mark innovations serially (e.g. PlayStation, PS2, PS3, PS4), and this accords generally with the way in which the technical, aesthetic, and economic evolution of game software and hardware follows a serial logic of “one-upmanship” (cf. Jahn-Sudmann and Kelleter 2012). However, some systems like the new Xbox One ostensibly refuse the additive logic of innovation (the would-be “Xbox 720”) and perform a symbolic reboot instead (cf. Denson and Jahn-Sudmann 2013). Yet this revolutionary rhetoric, along with its connotation of exclusivity, seems hardly compatible with the serial remake-logic of game engines, for instance. These engines function not only to allow games to be run on various platforms (PC, consoles, etc.) with only minor changes to their source code, but also serve to make the reusability of core software components easier and faster, thus increasing the economic viability of game series. Already against this backdrop, the technical development of consoles has to be conceptualized, almost inevitably, as a process of media evolution rather than of media revolution.

In our paper, we seek to explore how game consoles like the Xbox One not only enable and constrain aesthetic forms and practices of ludic seriality, but also how these platforms themselves emerge as serial factors of technocultural expression. The presentation focuses particularly on two questions: First, and more generally, how can the theoretical and historical perspective of “platform studies” (as advocated by Montfort and Bogost 2009) contribute to the study of digital seriality? Second, in how far can we think of the game console as a computational platform that mediates different levels of ludic seriality (forms of serialization within the game, between games, and “outside” the game) while also shaping the cultural forms of what we call “collective serialization” (i.e. processes of community-formation in connection with the consumption of serialized media) and “serial interfacing” (i.e. the temporal-serial experiences that transpire at the interface between humans and digital technologies) (Denson and Jahn-Sudmann 2013)?

Bibliography

Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practices of Digital Games.” Eludamos: Journal for Computer Game Culture 7.1 (2013): 1-32.

Jahn-Sudmann, Andreas, and Frank Kelleter. “Die Dynamik serieller Überbietung: Amerikanische Fernsehserien und das Konzept des Quality TV.” Populäre Serialität: Narration-Evolution-Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Ed. Frank Kelleter. Bielefeld: Transcript Verlag, 2012. 205-224.

Montfort, Nick, and Ian Bogost. Racing the Beam. The Atari Video Computer System. Cambridge; London: The MIT Press, 2009.

 

Author Bios:

Shane Denson is a DAAD postdoctoral fellow at Duke University and a member of the research unit “Popular Seriality—Aesthetics and Practice.” He is the author of Postnaturalism: Frankenstein, Film, and the Anthropotechnical Interface (Transcript 2014) and co-editor of several collections: Transnational Perspectives on Graphic Narratives (Bloomsbury, 2013), Digital Seriality (special issue of Eludamos, forthcoming), and Post-Cinema: Theorizing 21st Century Film (REFRAME, forthcoming).

Andreas Jahn-Sudmann is assistant professor at the John F. Kennedy Institute for North American Studies (Freie Universität Berlin) and a member of the research unit “Popular Seriality—Aesthetics and Practice,” in which he co-directs the project “Digital Seriality.” He is the author of a book on American independent film, Der Widerspenstigen Zähmung? (Transcript, 2006), and co-editor of several anthologies, among them: Computer Games as a Sociocultural Phenomenon (Palgrave, 2008).

Dominik Maeder, “Serial Interfaces: Publishing and Programming Television on Digital Platforms” #SCMS15

giphy-netflix

Here is the abstract for Dominik Maeder’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:

Serial Interfaces: Publishing and Programming Television on Digital Platforms

Dominik Maeder (University of Siegen)

Digital streaming platforms such as Netflix, Hulu, and Watchever are frequently dubbed “the future of television” due to their technical features of increased selectability, flexibility, and user-centred generation of programming flows. Few scholars, however, have actually analyzed and theorized the aesthetic forms through which these platforms arrange and organize their “content” or the operations that the websites’ interfaces enable with respect to well-established accounts of television programming.

In this paper I shall argue that digital streaming platforms not only host and influence the production processes and aesthetic forms of television series, but that these platforms themselves perform a specific kind of spatio-temporal seriality on the level of their interfaces. This seriality of interfaces can be described, following Manovich (2001), as a conceptual form that is located between narrative and database logics and that permits databases themselves to appear as potential narratives. In so far as the arrangement of content in digital platforms is also a screening of meta-data (cf. Chamberlain 2011), we may more specifically locate the interfaces’ seriality as a result of the automated observation and algorithmic organization of media consumption (cf. Adelmann 2012). This algorithmic automatization, as will be demonstrated with regard to Netflix’s House of Cards, lends itself to a phantasm of the non-human production of the “new” and thereby closely connects to a very modernistic conception of industrial seriality.

Bibliography:

Adelmann, Ralf. “‘There is no correct way to use the system.’ Das doppelte Subjekt in Datenbanklogiken.” Sortieren, Sammeln, Suchen, Spielen. Die Datenbank als mediale Praxis. Eds. Stefan Böhme, Rolf F. Nohr, and Serjoscha Wiemer. Münster: LIT, 2012. 253-268.

Chamberlain, Daniel. “Scripted Spaces: Television Interfaces and the Non-Places of Asynchronous Entertainment.” Television as Digital Media. Eds. James Bennett and Niki Strange. Durham and London: Duke University Press, 2011. 230-254.

Manovich, Lev. The Language of New Media. Cambridge: MIT, 2001.

 

Author Bio:

Dominik Maeder (M.A.) is a research assistant in Media Studies at the University of Siegen (Germany). He is writing a PhD thesis on Televisual Governmentality and has published several papers on the aesthetics of TV series, reality TV, and transmedia television.

Daniela Wentz, “The Infinite Gesture: The Serial Culture of the Gif” #SCMS15

giphy-brando

Here is the abstract for Daniela Wentz’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:

The Infinite Gesture: The Serial Culture of the Gif

Daniela Wentz (Bauhaus University)

The looping digital moving image format of the animated gif enjoys an extremely high level of popularity at present within (digital) media culture. Although gifs are one of the oldest image formats on the web, they have established themselves as a dominant part of the aesthetics and image practices of today’s networked media. At the same time, these images challenge the conceptual frameworks within which we understand moving images, demanding in particular that they be accounted for in terms of a robust and multifacted notion of seriality.

This paper addresses the multiple dimensions in which seriality is crucial for the logics and functions of animated gifs: firstly, their occurrence as loops, repeating the same gesture or facial expression ad infinitum; secondly, the part they play in the production and spread of memes, which circulate on social networks and other platforms; and thirdly, their assemblage into “supercut” videos, fan-produced compilation videos that strive to collect a comprehensive set of recurring actions, phrases, camera angles, or other elements into a single montage. Memes are themselves processes which are based in a thoroughly serial processuality, in processes of coupling, doubling, replication, repetition, imitation, and more or less independent distribution (Shifman 2014). Supercut videos, for their part, can be understood as analytical tools to reveal patterns and notorious clichés also far beyond the borders of Internet culture. Serial repetition thus represents the heart of the aesthetic and analytical potential of the animated gif, as well as the larger media ecology of which it is a part; accordingly, these mechanisms of serialization must be taken into account in any analysis of the basic characteristics of networked, digital media.

Bibliography:

Fuller, Matthew: Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge, Mass. and London: The MIT Press, 2007.

Hagman, Hampus: “The Digital Gesture: Rediscovering Cinematic Movement through Gifs.” Refractory 21 (2012), Special Issue on “Digital Cartography: Screening Space”: http://refractory.unimelb.edu.au/2012/12/29/hagman/ 6/9, 2012.

Shifman, Limor: Memes in Digital Culture. Cambridge, Mass. and London: The MIT Press, 2014.

 

Author Bio:

Daniela Wentz is a researcher and lecturer at the “Internationales Kolleg für Kulturtechnikforschung und Medienphilosophie (IKKM), Bauhaus-University Weimar. Her main fields of research are media philosophy, seriality, diagrammatics, and television studies. She is the author of Bilderfolgen: Diagrammatologie der Fernsehserie (Fink, forthcoming 2015) and co-editor of a special issue of Zeitschrift für Medienwissenschaft on “The Series.”

Scott Higgins, “Ludic Operations: Play and the Serial Action Sequence” #SCMS15

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Here is the abstract for Scott Higgins’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:

Ludic Operations: Play and the Serial Action Sequence

Scott Higgins (Wesleyan University)

In “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games,” Shane Denson and Andreas Jahn-Sudmann call for “a serious consideration of both the specificities of game-based serialities and the common ground they share with other media-cultural practices and aesthetic forms.” This essay heeds that call, albeit in reverse. If the concept of play can illuminate serial qualities of digital games, then perhaps analog serial forms should be regarded in terms of their ludic potentials. In particular, the concept of operational aesthetics connects the Hollywood sound serial and the contemporary action film to the kind of spatial, physical, problem solving basic to many digital games.

Tom Gunning brought the concept of “operational aesthetics” to film studies from Neil Harris’ study of P.T. Barnum. For Gunning, the term describes an essential fascination with seeing systems at work, “visualizing cause and effect through the image of the machine.” While Gunning traces this pleasure to early gag films and slapstick comedy, which he sees as at odds with studio-era plotting, the sound serial’s weekly death traps and infernal machines give pride of place to similar processes. Cliffhangers are physical traps with clear procedural boundaries: story potential is embedded within concrete mechanisms. The best cliffhangers achieved such visual and spatial clarity that viewers might feel something like a gamers’ agency, tracing out potential outcomes. In their design of narrative space, and their obsession with physical process, cliffhangers prefigure the fully ludic architectures of digital games. Similarly, Lisa Purse proposes that the contemporary action genre enacts a “fantasy of spatial mastery,” an embodied experience of overcoming physical constraints and boundaries. From Bond to Raiders to the Marvel franchises, action films have inherited the serial’s operational logic, placing inhabitable characters in diagrammatically vivid problem spaces.

My paper explores the operational action sequence as a form of ludic narrative, drawing examples from Captain Midnight, Raiders of the Lost Ark, and Guardians of the Galaxy. As transmedial action properties, both serials and blockbusters maintain a direct connection to the culture of play via seriality’s interrupted continuity. Operational aesthetics forms a bridge between story and game. I hope this research will help embolden the field to pursue the ludology of film narrative.

Bibliography:

Denson Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Eludamos: Journal for Computer Game Culture 7.1 (2013): 1-32..

Gunning, Tom. “Crazy Machines in the Garden of Forking Paths.” Classical Hollywood Comedy. Eds. Kristine Brunovska Karnick and Henry Jenkins. New York: Routledge, 1995. 87-105.

Juul, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press, 2005.

Murray, Janet. “From Game-Story to Cyberdrama.” First Person: New Media as Story, Performance, and Game. Eds. Noah Wardrip-Fruin and Pat Harrigan. Cambridge MA: MIT Press, 2004. 2-11.

Purse, Lisa. Contemporary Action Cinema. Edinburgh: Edinburgh UP, 2011.

 

Author Bio:

Scott Higgins is associate professor and chair of film studies at Wesleyan University. His interests include genre, narrative theory, film aesthetics, and technology. His first book, entitled Harnessing the Technicolor Rainbow, is published by the University of Texas Press. His second is the edited volume Arnheim for Film and Media Studies, published by Routledge. He is working on a manuscript about sound serials of the 1930s-1950s.

Now Out in Paperback: Transnational Perspectives on Graphic Narratives

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Transnational Perspectives on Graphic Narratives: Comics at the Crossroads (Bloomsbury, 2013), which I co-edited with Christina Meyer and Daniel Stein, is now out in a paperback edition: see here for details. It is available now through all the major outlets (e.g. amazon, Barnes & Noble, etc.), and there is a Google Books preview as well. Check it out!

Postnaturalism now available through Columbia University Press and on Google Books

 

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My book Postnaturalism has been out since July, but there was a slight delay with US distribution. Now, however, the book is officially available for order through Columbia University Press.

This is probably more important for university libraries, who might want to order directly from CUP (if your library doesn’t have a copy yet and you’re in any position to do so, please do consider requesting they order one). For everyone else, you can currently get a copy much cheaper through marketplace sellers on amazon.com (right now, around $38 for a new copy, rather than the $60 list price at CUP).

Finally, a preview of the book has gone up at Google Books. Check it out here.

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Comics as Mediator of the Print/Digital Divide

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Over at Huffington Post, Bill Kartalopoulos has an interesting article on “Why Comics are More Important than Ever” (from whence the image above is taken). I highly recommend reading the piece in full, as it offers a clear, concise, and nicely illustrated exposition of some of the core medial properties of comics, along with an argument about comics’ liminal or transitional position between print and digital media.

The upshot of Kartalopoulos’s argument, which I find quite convincing, is that comics can (or do) serve us as mediators in negotiating some of the shifts and uncertainties we experience in a world that is still undergoing large-scale digitalization — but which is not destined to become digital-only. In other words, pre-digital forms are not going away; there is no “manifest destiny” of the digital, and so we must learn to navigate between medial forms that exhibit very different affordances and demands. Comics marry aspects of both forms, so that they might be seen as privileged mediators of the contemporary (and future) media landscape. As Kartalopoulos puts it:

For more than a century, comics have demonstrated a form of communication that marries the linear sequence of typography with the global perception of an internet-like matrix of simultaneous parts. […]. As we struggle within the cognitive tug of war of our new media landscape, comics offer a useful model for a new type of reading: one that might help resolve the tensions of the current media age to move us toward new productive modes of expression and understanding.

This resonates with an argument I have made regarding the serial properties of the medium — particularly with respect to what Thierry Groensteen calls the “restrained” and “general arthrology” of the comics form: the articulations or linkages that, respectively, work to unite elements in either a linear, sequential dynamics of panel-to-panel transitions or through nonlinear, networked relations between distant panels.

I have touched on these topics in “Framing, Unframing, Reframing,” my afterword to Transnational Perspectives on Graphic Narratives. What I don’t explore in that piece, but which I had in mind when writing it, was the transitional and mediating position between digital and print forms that Kartalopoulos ascribes to comics. In the hopes that it adds something useful to the discussion, and since I’ve never published it anywhere, I offer here the concluding paragraph of a talk, called “Multistable Frames: Notes Towards a (Post-)Phenomenological Approach to Comics,” which I gave in October 2011 at a conference in Bern, Switzerland:

So effectively, what I am proposing here, in the name of a phenomenological approach, is an expansion of the general arthrology developed by Groensteen, who notes that the narrative operations of comics take root in linear sequences of contiguous panels but give rise to braidings or translinear series that establish themselves between distant panels. By following these braided networks beyond the diegesis, beyond the work, and into a plurimedial field of connectivities and the lifeworld it structures, we can appreciate the truth of a remark that Groensteen makes in the conclusion of his book. There, he writes: “comics, which marries the visual and the verbal, demonstrates a discontinuity, a staggering, and the effects of networks, and finally constitutes a sort of image bank, appear to be situated not far from the turning point between the civilization of the book and that of multimedia” (160). We can say, then, that comics are transitional between old and new media due to the emergent seriality that proliferates as a result of comics’ nested multistabilites, a seriality that Groensteen describes as a “supplementary relation” that is “inscribed like an addition that the text secretes beyond its surface” (146-147). Always vacillating between the linear narrative sequence and the translinear network, comics define their seriality as a space of the in-between: between self-enclosed books on the one hand and the total network of hypertext and convergent digital media on the other. As this in-between space of serial proliferation, comics are not assimilable to the monomedial narration of the book, and they resist as well the higher-level closure of transmedial storytelling while upsetting the exhaustive cataloguing projects of digital databases and wikis. With their plurimedial seriality, comics remain squarely in-between. With their techniques of retcon and reboot, for example, and more generally the fact of multistable framing at every level, proliferating in an unruly seriality, comics can be said to have set the stage for a consideration of the experiential gaps between old and new media. As a truly transitional medium, comics inherently confound every attempt at closure or totalization—both the self-contained book and the encyclopedic database depend on discrete categories that are incapable of accommodating the ambiguity and plurality of the multistable frame. And so, despite appearances that they might settle down, let themselves be tamed according to book-centric categories of “respectable” literature—as graphic novels—or captured and rendered coherent and manageable in the convergent space of the digital, comics remain elusive, on the move, and productive of a self-serializing dynamics of the transition. In this respect, they may be useful for understanding the parameters of a rapidly changing visual culture.