CFP: Digital Seriality — Special Issue of Eludamos: Journal for Computer Game Culture

Digital_Seriality.003a

I am pleased to announce that my colleague Andreas Jahn-Sudmann and I will be co-editing a special issue of Eludamos: Journal for Computer Game Culture on the topic of “Digital Seriality.” Here, you’ll find the call for papers (alternatively, you can download a PDF version here). Please circulate widely!

Call for Papers: Digital Seriality

Special Issue of Eludamos: Journal for Computer Game Culture (2014)
Edited by Shane Denson & Andreas Jahn-Sudmann

According to German media theorist Jens Schröter, the analog/digital divide is the “key media-historical and media-theoretical distinction of the second half of the twentieth century” (Schröter 2004:9, our translation). And while this assessment is widely accepted as a relatively uncontroversial account of the most significant media transformation in recent history, the task of evaluating the distinction’s inherent epistemological problems is all the more fraught with difficulty (see Hagen 2002, Pias 2003, Schröter 2004). Be that as it may, since the 1990s at the latest, virtually any attempt to address the cultural and material specificity of contemporary media culture has inevitably entailed some sort of (implicit or explicit) evaluation of this key distinction’s historical significance, thus giving rise to characterizations of the analog/digital divide as caesura, upheaval, or even revolution (Glaubitz et al. 2011). Seen through the lens of such theoretical histories, the technical and especially visual media that shaped the nineteenth and twentieth centuries (photography, film, television) typically appear today as the objects of contemporary digitization processes, i.e. as visible manifestations (or remnants) of a historical transition from an analog (or industrial) to a digital era (Freyermuth and Gotto 2013). Conversely, despite its analog pre-history today’s digital computer has primarily been addressed as the medium of such digitization processes – or, in another famous account, as the end point of media history itself (Kittler 1986).

The case of digital games (as a software medium) is similar to that of the computer as a hardware medium: although the differences and similarities between digital games and older media were widely discussed in the context of the so-called narratology-versus-ludology debate (Eskelinen 2001; Juul 2001; Murray 1997, 2004; Ryan 2006), only marginal attention was paid in these debates to the media-historical significance of the analog/digital distinction itself. Moreover, many game scholars have tended to ontologize the computer game to a certain extent and to treat it as a central form or expression of digital culture, rather than tracing its complex historical emergence and its role in brokering the transition from analog to digital (significant exceptions like Pias 2002 notwithstanding). Other media-historiographical approaches, like Bolter and Grusin’s concept of remediation (1999), allow us to situate the digital game within a more capacious history of popular-technical media, but such accounts relate primarily to the representational rather than the operative level of the game, so that the digital game’s “ergodic” form (Aarseth 1999) remains largely unconsidered.

Against this background, we would like to suggest an alternative angle from which to situate and theorize the digital game as part of a larger media history (and a broader media ecology), an approach that attends to both the representational level of visible surfaces/interfaces and the operative level of code and algorithmic form: Our suggestion is to look at forms and processes of seriality/serialization as they manifest themselves in digital games and gaming cultures, and to focus on these phenomena as a means to understand both the continuities and the discontinuities that mark the transition from analog to digital media forms and our ludic engagements with them. Ultimately, we propose, the computer game simultaneously occupies a place in a long history of popular seriality (which stretches from pre-digital serial literature, film, radio, and television, to contemporary transmedia franchises) while it also instantiates novel forms of a specifically digital type of seriality (cf. Denson and Jahn-Sudmann 2013). By grappling with the formal commensurabilities and differences that characterize digital games’ relations to pre-digital (and non-ludic) forms of medial seriality, we therefore hope to contribute also to a more nuanced account of the historical process (rather than event) of the analog/digital divide’s emergence.

Overall, seriality is a central and multifaceted but largely neglected dimension of popular computer and video games. Seriality is a factor not only in explicitly marked game series (with their sequels, prequels, remakes, and other types of continuation), but also within games themselves (e.g. in their formal-structural constitution as an iterative series of levels, worlds, or missions). Serial forms of variation and repetition also appear in the transmedial relations between games and other media (e.g. expansive serializations of narrative worlds across the media of comics, film, television, and games, etc.). Additionally, we can grasp the relevance of games as a paradigm example of digital seriality when we think of the ways in which the technical conditions of the digital challenge the temporal procedures and developmental logics of the analog era, e.g. because once successively appearing series installments are increasingly available for immediate, repeated, and non-linear forms of consumption. And while this media logic of the database (cf. Manovich 2001: 218) can be seen to transform all serial media forms in our current age of digitization and media convergence, a careful study of the interplay between real-time interaction and serialization in digital games promises to shed light on the larger media-aesthetic questions of the transition to a digital media environment. Finally, digital games are not only symptoms and expressions of this transition, but also agents in the larger networks through which it has been navigated and negotiated; serial forms, which inherently track the processes of temporal and historical change as they unfold over time, have been central to this media-cultural undertaking (for similar perspectives on seriality in a variety of media, cf. Beil et al. 2013, Denson and Mayer 2012, Jahn-Sudmann and Kelleter 2012, Kelleter 2012, Mayer 2013).

To better understand the cultural forms and affective dimensions of what we have called digital games’ serial interfacings and the collective serializations of digital gaming cultures (cf. Denson and Jahn-Sudmann 2013), and in order to make sense of the historical and formal relations of seriality to the emergence and negotiation of the analog/digital divide, we seek contributions for a special issue of Eludamos: Journal of Computer Game Culture on all aspects of game-related seriality from a wide variety of perspectives, including media-philosophical, media-archeological, and cultural-theoretical approaches, among others. We are especially interested in papers that address the relations between seriality, temporality, and digitality in their formal and affective dimensions.

Possible topics include, but are not limited to:

  • Seriality as a conceptual framework for studying digital games
  • Methodologies and theoretical frameworks for studying digital seriality
  • The (im)materiality of digital seriality
  • Digital serialities beyond games
  • The production culture of digital seriality
  • Intra-ludic seriality: add-ons, levels, game engines, etc.
  • Inter-ludic seriality: sequels, prequels, remakes
  • Para-ludic seriality: serialities across media boundaries
  • Digital games and the limits of seriality

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Paper proposals (comprising a 350-500 word abstract, 3-5 bibliographic sources, and a 100-word bio) should be sent via e-mail by March 1, 2014 to the editors:

  • a.sudmann[at]fu-berlin.de
  • shane.denson[at]engsem.uni-hannover.de

Papers will be due July 15, 2014 and will appear in the fall 2014 issue of Eludamos.

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References:

Aarseth, Espen. 1999. “Aporia and Epiphany in Doom and The Speaking Clock: The Temporality of Ergodic Art.” In Marie-Laure Ryan, ed. Cyberspace Textuality: Computer Technology and Literary Theory. Bloomington: Indiana University Press, 31–41.

Beil, Benjamin, Lorenz Engell, Jens Schröter, Daniela Wentz, and Herbert Schwaab. 2012. “Die Serie. Einleitung in den Schwerpunkt.” Zeitschrift Für Medienwissenschaft 2 (7): 10–16.

Bolter, J. David, and Richard A, Grusin. 1999. Remediation: Understanding New Media. Cambridge, Mass.: MIT Press.

Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Eludamos. Journal for Computer Game Culture 1 (7): 1-32. http://www.eludamos.org/index.php/eludamos/article/view/vol7no1-1/7-1-1-html.

Denson, Shane, and Ruth Mayer. 2012. “Grenzgänger: Serielle Figuren im Medienwechsel.” In Frank Kelleter, ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, 185-203.

Eskelinen, Markku. 2001. “The Gaming Situation” 1 (1). http://www.gamestudies.org/0101/eskelinen/.

Freyermuth, Gundolf S., and Lisa Gotto, eds. 2012. Bildwerte: Visualität in der digitalen Medienkultur. Bielefeld: Transcript.

Glaubitz, Nicola, Henning Groscurth, Katja Hoffmann, Jörgen Schäfer, Jens Schröter, Gregor Schwering, and Jochen Venus. 2011. Eine Theorie der Medienumbrüche. Vol. 185/186. Massenmedien und Kommunikation. Siegen: Universitätsverlag Siegen.

Hagen, Wolfgang. 2002. “Es gibt kein ‘digitales Bild’: Eine medienepistemologische Anmerkung.” In: Lorenz Engell, Bernhard Siegert, and Joseph Vogl, eds. Archiv für Mediengeschichte Vol. 2 – “Licht und Leitung.” München: Wilhelm Fink Verlag, 103–12.

Jahn-Sudmann, Andreas, and Frank Kelleter. “Die Dynamik Serieller Überbietung: Zeitgenössische Amerikanische Fernsehserien und das Konzept des Quality TV.” In Frank Kelleter, ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, 205–24.

Juul, Jesper. 2001. “Games Telling Stories? – A Brief Note on Games and Narratives.” Game Studies 1 (1). http://www.gamestudies.org/0101/juul-gts/.

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

Kittler, Friedrich A. 1986. Grammophon, Film, Typewriter. Berlin: Brinkmann & Bose.

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

Mayer, Ruth. 2013. Serial Fu Manchu: The Chinese Supervillain and the Spread of Yellow Peril Ideology. Philadelphia: Temple University Press.

Murray, Janet H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge: MIT Press.

Murray, Janet H. 2004. “From Game-Story to Cyberdrama.” In Noah Wardrip-Fruin and Pat Harrigan, eds. First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press, 2-10.

Pias, Claus. 2002. Computer Spiel Welten. Zürich, Berlin: Diaphanes.

Pias, Claus. 2003. “Das digitale Bild gibt es nicht. Über das (Nicht-)Wissen der Bilder und die informatische Illusion.” Zeitenblicke 2 (1). http://www.zeitenblicke.de/2003/01/pias/.

Ryan, Marie-Laure. 2006. Avatars of Story. Minneapolis: University of Minnesota Press.

Schröter, Jens. 2004. “Analog/Digital – Opposition oder Kontinuum?” In Jens Schröter and Alexander Böhnke, eds. Analog/Digital – Opposition oder Kontinuum? Beiträge zur Theorie und Geschichte einer Unterscheidung. Bielefeld: Transcript, 7–30.

Digital Seriality

mario-luigi-pixel-gnome-2

Just in time for the holidays, a new issue of the open-access journal Eludamos: Journal for Computer Game Culture is now online. Among the articles in this issue is a piece that I co-authored with Andreas Jahn-Sudmann, called “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” In this article we put forward some of the central ideas of our joint research project and provide illustrations of serial aesthetics and practices in games and game cultures. Here is the abstract for the paper:

In this paper we are concerned to outline a set of perspectives, methods, and theories with which to approach the seriality of digital games and game cultures – i.e. the aesthetic forms and cultural practices of game-related serialization, which we see unfolding against (and, in fact, as a privileged mediator of) the broader background of medial and socio-cultural transformations taking place in the wake of popular media culture’s digitalization. Seriality, we contend, is a central and multifaceted but largely neglected dimension of popular computer and video games. Seriality is a factor not only in explicitly marked game series (with their sequels, prequels, remakes, and other types of continuation), but also within games themselves (e.g. in their formal-structural constitution as an iterative series of “levels” or “worlds”) as well as on the level of transmedial relations between games and other media (e.g. expansive serializations of narrative worlds across the media of comics, film, television, and games, etc.). Particularly with respect to processes of temporal “collapse” or “synchronization” that, in the current age of digitization and media convergence, are challenging the temporal dimensions and developmental logics of pre-digital seriality (e.g. because once successively appearing series installments are increasingly available now for immediate, repeated, and non-linear consumption), computer games are eminently suited for an exemplary investigation of a specifically digital type of seriality.

In the following, we look at serialization processes in digital games and game series and seek to understand how they relate to digital-era transformations of temporally-serially structured experiences and identifications on the part of historically situated actors. These transformations range from the microtemporal scale of individual players’ encounters with algorithmic computation processes (the speed of which escapes direct human perception and is measurable only by technological means) all the way up to the macrotemporal (more properly “historical”) level of collective brokerings of political, cultural, and social identities in the digital age. To account for this multi-layered complexity, we argue for a decidedly interdisciplinary approach, combining media-aesthetic and media-philosophical perspectives with the resources of discourse analysis and cultural history. We approach the seriality of digital games both in terms of textual and aesthetic forms as well as in the broader context of serialized game cultures and popular culture at large.

Please take a look and spread the word about the new issue of Eludamos. We would be more than happy to hear your feedback about our article, so feel free to leave a comment here. Enjoy!

(“Pixel Gnomes” image created by Shane Denson, based on hand-painted Mario & Luigi-style garden gnomes made by Karin Denson.)

Now Open Access: Bildstörung / Image Interference

fantomas

After appearing one year ago in Zeitschrift für Medienwissenschaft 7, the article “Bildstörung: Serielle Figuren und der Fernseher” [roughly, Image Interference: Serial Figures and the Television Set], co-authored by myself and Ruth Mayer, has now gone into open access and can be downloaded freely at the publisher’s website: here. In addition, the rest of the articles in this special issue devoted to “The Series” are now freely available here. I am very happy to be a part of this great collection, and I applaud ZfM‘s commitment to making their journals open access after an initial one-year print-only period.

Popular Seriality — Round Two!

popular_seriality_logo_550_300I am very excited to announce today that the DFG (Deutsche Forschungsgemeinschaft / German Research Foundation) has now officially approved the application of the Research Unit “Popular Seriality — Aesthetics and Practice” for a second 3-year funding period! From October 2013 through September 2016, we will continue our research on serial forms and processes in popular culture, this time around through seven newly developed projects:

Serial Politicization: On the Cultural Work of American City Mysteries, 1844-1860 (Daniel Stein, Berlin)

Serial Narration in Popular German-Language Periodicals from 1850 to 1890 (Claudia Stockinger and Stefan Scherer, Göttingen and Karslruhe)

Serializing Mass Culture: Popular Film Serials and Serial Structures in the United States, 1910-1940 (Ruth Mayer, with Ilka Brasch, Hannover)

Writing Series: The Occupational Culture of Present-Day German Televised Entertainment (Regina Bendix, Göttingen)

Retrospective Serialization: Remaking as a Method of Cinematic Self-Historicizing (Frank Kelleter and Kathleen Loock, Berlin)

Digital Seriality: The Serial Aesthetics and Practice of Digital Games (Shane Denson and Andreas Jahn-Sudmann, Hannover and Berlin)

Real-Life Storytelling: The Threefold Formal Structure of Reality TV as a Procedure of Cumulative Serialization (Christian Hißnauer, Göttingen)

For more information about the Research Unit — our past and present projects, publications, news, events, and other information — please refer to our official homepage: here.

Super Star Trek and the Collective Serialization of the Digital

SuperStarTrek

Here’s a sneak peek at something I’ve been working on for a jointly authored piece with Andreas Jahn-Sudmann (more details soon!):

[…] whereas the relatively recent example of bullet time emphasizes the incredible speed of our contemporary technical infrastructure, which threatens at every moment to outstrip our phenomenal capacities, earlier examples often mediated something of an inverse experience: a mismatch between the futurist fantasy and the much slower pace necessitated by the techno-material realities of the day.

The example of Super Star Trek (1978) illuminates this inverse sort of experience and casts a media-archaeological light on collective serialization, by way of the early history of gaming communities and their initially halting articulation into proto-transmedia worlds. Super Star Trek was not the first – and far from the last – computer game to be based on the Star Trek media franchise (which encompasses the canonical TV series and films, along with their spin-offs in comics, novels, board games, role-playing games, and the larger Trekkie subculture). Wikipedia lists over seventy-five Trek-themed commercial computer, console, and arcade games since 1971 (“History of Star Trek Games”) – and the list is almost surely incomplete. Nevertheless, Super Star Trek played a special role in the home computing revolution, as its source code’s inclusion in the 1978 edition of David Ahl’s BASIC Computer Games was instrumental in making that book the first million-selling computer book.[i] The game would continue to exert a strong influence: it would go on to be packaged with new IBM PCs as part of the included GW-BASIC distribution, and it inspired countless ports, clones, and spin-offs in the 1980s and beyond.

A quick look at the game’s source code reveals that Super Star Trek didn’t just come out of nowhere, however: Here, the opening comment lines (“REM” indicates a non-executable “remark” in BASIC) mention not only the “Star Trek TV show” as an influence, but also a serial trajectory of inter-ludic programming, modification, debugging, and conversion (porting) that begins to outline a serialized collectivity of sorts. Beyond those participants mentioned by name (Mike Mayfield, David Ahl, Bob Leedom, and John Borders), a diffuse community is invoked – “with a little help from his friends…” – and, in fact, solicited: “comments, epithets, and suggestions” are to be sent personally to R. C. Leedom at Westinghouse Defense & Electronics. Reminiscent of a comic-book series’ “letters to the editor” page (cf. Kelleter and Stein 2012), this invitation promises, in conjunction with the listing of the game’s serial lineage, that readers’ opinions are valued, and that significant contributions will be rewarded (or at least honored with a hat-tip in the REM’s). Indeed, in these few preliminary lines, the program demonstrates its common ground with serialized production forms across media: since the nineteenth century, readers have written to the authors of ongoing series in order to praise or condemn – and ultimately to influence – the course of serial unfolding (cf. Hayward 1997, Looby 2004, Smith 1995, Thiesse 1980); authors dependent on the demands of a commercial marketplace were not at liberty simply to disregard their audience’s wishes, even if they were free to filter and select from among them. What we see, then, from an actor-network perspective, is that popular series therefore operate to create feedback loops in which authors and readers alike are involved in the production of serial forms (cf. Kelleter 2012a) – which therefore organize themselves as self-observing systems around which serialized forms of (para-)social interaction coalesce (cf. Kelleter 2012d, as well as the contributions to Kelleter 2012b).

The snippet of code above thus attests to the aspirations of a germinal community of hackers and gamers, which has tellingly chosen to align itself, in this case, with one of the most significant and quickly growing popular-culture fan communities of the time: viz. the Trekkie subculture, which can be seen to constitute a paradigmatic “seriality” in Anderson’s sense – a nation-like collective (complete with its own language) organized around the serialized consumption of serially structured media. And, indeed, the computing/gaming community had its own serialized media (and languages) through which it networked, including a plethora of computer-listings newsletters and magazines – such as David Ahl’s Creative Computing, where Super Star Trek had been published in 1974, before BASIC Computer Games made it more widely known; or People’s Computer Company, where Bob Leedom had mentioned his version before that; or the newsletter of the Digital Equipment Computer User Society, where Ahl had originally published a modified version of Mike Mayfield’s program. These publications served purposes very much like the comic-book and fanzine-type organs of other communities; here, however, it was code that was being published and discussed, thus serving as a platform for further involvement, tweaking, and feedback by countless others. Accordingly, behind the relatively linear story of development told in the REM’s above, there was actually a sprawling, non-linear form of para-ludic serialization at work in the development of Super Star Trek.[ii]

And yet we see something else here as well: despite the computing industry’s undeniable success in moving beyond specialized circles and involving ever larger groups of people in the activity of computing in the 1970s (and gaming must certainly be seen as central to achieving this success), the community described above was still operating with relatively crude means of collective serialization – more or less the same paper-bound forms of circulation that had served the textual and para-textual production of popular serialities since the nineteenth century. In many ways, this seems radically out of step with the space-age fantasy embodied in Super Star Trek: in order to play the game, one had to go through the painstaking (and mistake-prone) process of keying in the code by hand. If, afterwards, the program failed to run, the user would have to search for a misspelled command, a missing line, or some other bug in the system. And God forbid there was an error in the listing from which one was copying! Moreover, early versions of the game were designed for mainframe and minicomputers that, in many cases, were lacking a video terminal. The process of programming the game – or playing it, for that matter – was thus a slow process made even slower by interactions with punch-card interfaces. How, under these conditions, could one imagine oneself at the helm of the USS Enterprise? There was a mismatch, in other words, between the fantasy and the reality of early 1970s-era computing. But this discrepancy, with its own temporal and affective dynamics, was a framing condition for a form of collective serialization organized along very different lines from contemporary dreams of games’ seamless integration into transmedia worlds.

To begin with, it is quite significant that Super Star Trek’s functional equivalent of the “letters to the editor” page, where the ongoing serialization of the game is both documented and continued, is not printed in an instruction manual or other accompanying paraphernalia but embedded in the code itself. In contrast to the mostly invisible code executed in mainstream games today, Super Star Trek’s code was regarded as highly visible, the place where early gamers were most likely to read the solicitation to participate in a collective effort of development. Clearly, this is because they would have to read (and re-write) the code if they wished to play the game – while their success in actually getting it to work were more doubtful. Gameplay is here subordinated to coding, while the pleasures of both alike were those of an operational aesthetic: whether coding the game or playing it, mastery and control over the machine were at stake. Unlike the bullet time of The Matrix or Max Payne, which responds to an environment in which gamers (and others) are hard-pressed to keep up with the speed of computation, Super Star Trek speaks to a somewhat quainter, more humanistic dream of getting a computational (or intergalactic) jalopy up and running in the first place. In terms of temporal affectivities, patience is tested more so than quick reactions. If bullet time slowed down screen events while continuing to poll input devices as a means for players to cope with high-velocity challenges, the tasks of coding and playing Super Star Trek turn this situation around: it is not the computer but the human user who waits for – hopes for – a response. As a corollary, however, relatively quick progress was observable in the game’s inter-ludic development, which responded to rapid innovations in hardware and programming languages. This fact, which corresponded well with the basically humanistic optimism of the Star Trek fantasy (as opposed to the basically inhuman scenario of The Matrix), motivated further involvement in the series of inter-ludic developments (programming, modification, debugging, conversion…), which necessarily involved coder/tinkerers in the para-ludic exchanges upon which a gaming community was being built. […]


[i] A more complete story of the game’s history can be gleaned from several online sources which we draw on here: Maury Markowitz’s page devoted to the game, “Star Trek: To boldly go… and then spawn a million offshoots,” at his blog Games of Fame (http://gamesoffame.wordpress.com/star-trek/) features comments and correspondence with some of the key figures in the game’s development; Pete Turnbull also recounts the game’s history, including many of the details of its many ports to various systems (http://www.dunnington.u-net.com/public/startrek/); atariarchives.org hosts a complete scan of the 1978 edition of BASIC Computer Games, from which we reproduce an excerpt below (http://www.atariarchives.org/basicgames/); and a recent article in The Register, Tony Smith’s “Star Trek: The Original Computer Game,” features several screenshots and code snippets of various iterations (http://www.theregister.co.uk/Print/2013/05/03/antique_code_show_star_trek/).

[ii] A better sense of this can be had by taking a look at all the various iterations of the game – encompassing versions for a variety of flavors of BASIC and other languages as well – collected by Pete Turnbull (http://www.dunnington.u-net.com/public/startrek/).

Works Cited

Hayward, J. (1997) Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera. Lexington: UP of Kentucky.

Kelleter, F. (2012a) Populäre Serialität: Eine Einführung. In Kelleter F., ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, pp. 11-46.

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

Kelleter, F. (2012d) The Wire and Its Readers. In Kennedy, L. and Shapiro, S., eds. “The Wire”: Race, Class, and Genre. Ann Arbor: U of Michigan P, pp. 33-70.

Kelleter, F. and Stein, D. (2012) Autorisierungspraktiken seriellen Erzählens: Zur Gattungsentwicklung von Superheldencomics. In Kelleter, F., ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, pp. 259-290.

Looby, C. (2004) Southworth and Seriality: The Hidden Hand in the New York Ledger. Nineteenth-Century Literature 59.2, pp. 179-211.

Smith, S. B. (1995) Serialization and the Nature of Uncle Tom’s Cabin. In Price, K. M. and Smith, S. B., eds. Periodical Literature in Nineteenth-Century America. Charlottesville: UP of Virginia, pp. 69-89.

Thiesse, A.-M. (1980) L’education sociale d’un romancier: le cas d’Eugène Sue. Actes de la recherche en sciences sociales 32-33, pp. 51-63.

Serialization in Popular Culture

figure2b-pauline

Above, two stills from The Perils of Pauline, which I take here as an opportunity to announce an exciting book set to come out at the end of this year: Serialization in Popular Culture, edited by Robert Allen and Thijs van den Berg at the University of Amsterdam. The book, which I am very proud to be a part of (with a piece called “The Logic of the Line Segment: Continuity and Discontinuity in the Serial-Queen Melodrama”), will be published by Routledge as part of the Routledge Research in Cultural and Media Studies series.

Here’s a brief description of the collection:

From prime-time television shows and graphic novels to the development of computer game expansion packs, the recent explosion of popular serials has provoked renewed interest in the history and economics of serialization, as well as the impact of this cultural form on readers, viewers, and gamers. In this volume, contributors—literary scholars, media theorists, and specialists in comics, graphic novels, and digital culture—examine the economic, narratological, and social effects of serials from the nineteenth to the twenty-first century and offer some predictions of where the form will go from here.

With sections on “Victorian Serials,” “Serialization on Screen,” “Serialization in Comic Books and Graphic Novels,” and “Digital Serialization,” this book is going to be an important contribution to the emerging field of seriality studies. But don’t take my word for it; here’s an endorsement from an expert in the field:

“This collection presents an ambitious and original intervention in the field of seriality studies. It captures the workings of serialization as a core principle of modernity by taking stock of a wide range of medial formats and narrative and non-narrative configurations from the nineteenth century to the present time.” — Ruth Mayer, University of Hanover, Germany

Spectral Seriality: The Sights and Sounds of Count Dracula

Below you’ll find the talk that Ruth Mayer and I recently gave at the “Popular Seriality” conference in Göttingen (June 6-8, 2013). We will be expanding the paper for publication, so comments and criticisms are very welcome!

SpectralSeriality_Presentation.001

Spectral Seriality: The Sights and Sounds of Count Dracula

Shane Denson, Ruth Mayer – Leibniz Universität Hannover

1. Introduction

In this talk we will be looking at the medial logics and serial dynamics of iconic popular figures, taking Dracula as a paradigmatic example of a “spectral” logic that enables serial figures to proliferate across medial channels. By “serial figure,” we mean a type of stock character populating the popular-cultural imagination of modernity; a “flat” and recurring figure, subject to one or more media changes over the course of its career. We see serial figures as integral and ideologically powerful components of the political and economic order of modernity, which works expansively to increase commensurability and connectivity. Serial figures operate in this system as mediating instances between the familiar and the unknown, the ordinary and the unusual. It is thus not by accident that such figures are characteristically liminal, transitional, or border-crossing beings – straddling the divide between nature and technology like Frankenstein’s monster, between life and death like Dracula, human and animal like Tarzan, or oscillating between moral and ethnic positions like Sherlock Holmes, Fantômas, or Fu Manchu. These figures parasitically appropriate the media ensembles of a given period, taking up residence in them and making them their own; at the same time, serial figures are in a way themselves media of modernization, higher-order media that gather together and focus attention on media undergoing change. This is especially true with regard to the cultural and commercial logic of the “update,” according to which transformations and transitions in the modern media landscape are negotiated and sold as “innovations.” But characterized as they are by a reversible relation to media as both instrument and environment – as both (diegetic) object of interest and as the very horizon of perception, expression, or narration – serial figures lend themselves also to a retrospective view of media change as non-teleological, overdetermined by competing forces and yet haunted by a spirit of indeterminacy and a sense that “things could have been otherwise.”

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In the following, we will first try to flesh out this picture and explain more precisely what a serial figure is, what it does, and how it operates. Our focus will be on the figure of Dracula, who perhaps more than any other serial figure brings into focus what we’re designating the “spectral” logic of serial proliferation: that is, a ghostly and flickering relation to presence, or the present, which characterizes the medial historicity of the serial figure and propels its ongoing transformations as it moves between old and new media – from text, to film, to radio, TV, and toward the digital. Seen in this light, it is the spectrality of the figure, the fact that it’s neither (completely) here nor there, that keeps the figure alive – or, more precisely, undead – never quite exhausted by a single, definitive instantiation but always at least potentially available for yet another serial iteration.

2. Serial Framings & the Spectral Integrity of the Icon

A serial figure is a figure that needs no explanation, no introduction, and no elaborate framing – it is familiar, even if one has never dealt explicitly with the figure. The serial figure is distinguished here from the series character, which is developed in an ongoing narrative (for example, a soap opera, a serial novel, or a saga). Serial figures – as Umberto Eco once wrote of Superman – undergo a “virtual beginning” with each new staging, “ignoring where the preceding event left off.” Series characters grow and develop a more or less linear biography, while serial figures are characterized by repetitions, revisions, and even the occasional “reboot” of their entire history. Serial figures and series characters must, however, be understood as ideal-typical figurations; often, they blend into one another in the course of their narrative unfolding. Indeed, serial figures quite often derive from series characters: many (like Tarzan, Sherlock Holmes, Fu Manchu, Fantômas) were first introduced in the continuing narratives of serialized magazine productions, then further developed in novel series, before eventually mutating into serial figures proper as they jumped across various medial channels (Denson/Mayer 2012a/b).

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Serial figures have an extreme affinity to modern media, and they seem positively to thrive on media changes. Though many classical serial figures were established in literary texts, they all jumped very quickly to other media, mutated, fanned out, proliferated, and reproduced without losing their distinctive forms, features, trademark equipment or gear. As a result, they are particularly good at introducing the cultural or medial “new,” and thus at mediating novelty against the background of a figure’s familiarity – serial figures both foreground or exoticize and familiarize the foreign or unknown. This marking and familiarization is achieved not only narratively, but also formally – by way of serial iteration. Serial figures are not developed linearly from A to B; rather, their careers unfold along branching paths, across nodes, loops, and resonances, by way of a “concrescent” or compounding, sedimenting rather than sequential form of seriality.

Even before the comics superheroes of the 1930s took up and adapted many of their characteristics, serial figures presented themselves as both long-familiar and strangely new, at once timeless and hypermodern, universal and particular alike. For a long time, however, the serial figures of the turn of the century have been read almost exclusively in terms of the atavistic, the primitive, the unconscious – in any case, not the modern. This approach culminated in the 1960s in the reception history of Northrop Frye’s Anatomy of Criticism. For Dracula, Frye’s impact registers in the assumption of a “majestic immutability” informing the representation of the vampire through the ages, as Nina Auerbach delineated in her cultural history of the vampire (1995: 130; cf. Douglas 1966). This assumption then gave way, in the wake of intellectual history and Foucault’s “archaeology of knowledge,” to a more historically and medially specific approach, as exemplified by Nina Auerbach’s own take on vampires as “personifications of their age” (3): instead of transhistorical continuities, scholarship now foregrounded historical breaks and radical revisions.

But cultural contextualization alone is not enough to get a handle on the cultural careers of serial figures. We have to pay attention both to their iconicity and variability, and towards this end we have to focus on the serial figure’s mediality – or, more generally: its formal framing. To understand the constructive force of such framing, one should not stretch the frame too far. If you look not at Tarzan, but at primate-human hybrids in the history of Western culture, not at Dracula but the vampire from Byron to True Blood, not Frankenstein’s monster but man-machine configurations since the early modern era – you run the risk of overlooking the specific medial dynamics of popular seriality, a dynamics of modern and hence mass and technical media. Connected to the inherent reproducibility of modern media, this properly serial dynamic draws on an awareness of something being re-told, activating a dialectics of recognition and astonishment, of departures from and re-anchorings of previously staged narratives and images. The more concrete the anchor points and cross-references in a serial sequence, the more clearly does this logic manifest itself. And only with regard to this logic can we recognize the political-ideological and medial-material “work” of the serial figure, its anchoring in a specific world-historical era.

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Dracula himself is very much a product of the late colonial era, and the threat he poses is accordingly “dynamic, totalizing.” Earlier monsters operated “on the margins of society, hidden away in their towers,” while modern creatures of horror are figures of expansion and spread. “The modern monsters,” writes Franco Moretti with a view particularly toward Dracula, “threaten to live for ever and to conquer the world. For this reason they must be killed” (Moretti 1982: 68). Dracula, not the generic vampire, comes from Transylvania, and thus from the border region between East and West; a region which does not yet demarcate horror and superstition at the time of the figure’s inception but “the vexed ‘Eastern Question’ that so obsessed British foreign policy in the 1880s and 90s” (Arata 1990: 627; see also Richards 1993: 56-64; Gibson 2006). In our minds, Dracula always has pointed teeth, he always wears a cape, always sleeps in a coffin, and he concentrates on female victims, even if he got along during various stretches of his serial career without some of these habits and accoutrements. In its iconicity, the figure of Dracula mobilizes a whole army of basic conceptual oppositions, pitting them against one other, but without the prospect of resolution: East meets West, the predator threatens civilized humanity, masculine agency preys on the female victim – and, of course, life and death entwine in the vampire’s uncanny body. None of these pairs of terms remains unproblematic or stable in the course of the figure’s long career, but all of them reappear again and again in various guises and constellations. In his serial specificity, Dracula thus stands out among vampires – he no longer embodies the sensibility of the early Victorian period, nor yet has he assumed that of our late televisual postmodernity. There is a diffuse – indeed spectral – integrity to the figure across its various medial instantiations; its iconic appearance will always by superimposed upon any and all possible concrete manifestations, even if (and perhaps especially if) the figure now appears in a different form.

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3. Dracula’s Medial Dialectics

The figure’s iconic form has been fixed for us above all by Bela Lugosi’s portrayal of the Count in Tod Browning’s 1931 film version, to which we will return shortly, but first we turn briefly to Bram Stoker’s 1897 novel from which the figure first sprang to … uhh … “life.” The source text helps us to see the presence of a further conceptual pair at work in the serial unfolding of the figure: for the novel is marked, in a way that problematically straddles its diegetic “inside” and its medial “exterior,” by an unsettled tension between the diversification of media and an effort to commensurabilize or contain them. This tension is energized by the spirit of a transitional phase in which the medium of the novel – still the master medium of entertainment in the late Victorian era – starts to cede its territory to the technical mass media that shaped entertainment in the twentieth century. As we shall see, the unresolved tension between the specificity and generality of mediation is also generative of the sights and sounds of Count Dracula as he proliferates serially across the century’s audiovisual channels.

More than perhaps any other serial figure, Dracula reveals the active and creative power of technical media already at his literary point of departure. In Thomas Elsaesser’s estimation, which follows Friedrich Kittler’s seminal reading in Aufschreibesysteme, “[Dracula] may be the only original and authentic myth that the age of mechanical reproduction has produced” (2011: 111). Kittler read Dracula as “that perennially misjudged heroic epic of the final victory of technological media over the blood-sucking despots of old Europe” (Kittler, 1999: 86). And Kittler was not the only critic to read the novel as the document of a media struggle, in which an alliance built on modern media of communication is pitted against an ancient and totalitarian power (see also Wicke 1992; Richards 1993). While we very much agree that Dracula should be read as a novel about mediatization and media change, however, we are not so sure about its actual position within this battle – its sympathies, as it were. Technical media may prove superior in the battle of forces that the novel both depicts and takes part in. But the alliances or opposing camps within this battle are far less clear-cut than one might think. This may have to do with the fact that the triumph of the technical media of entertainment was about to deal a fatal blow to the very medium of the novel. The very particular novel at hand, Bram Stoker’s Dracula, does not openly militate against the media system of the twentieth century, we argue. But it is by no means as celebratory of its own format’s impending replacement as is often assumed.

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In line with this reconsideration of alliances and tensions, we contend that Dracula serves not so much as an outdated antecedent to the mass-media cultures of modernity, but as an integral element – perhaps even a basic principle – of them. Already at the point of his literary inception, Dracula embodies a principle of diffusion, of intermedial spectrality, according to which one material form is translatable into another: the humanoid, the wolf, bat, and fog. This allows him for a time to elude his pursuers, but they too are acquainted with a plurality of media forms: shorthand notation, the telegraph, the phonograph, and the typewriter play instrumental roles in this counter-project. Mina Harker, as Dracula’s most important opponent and the driving engine of the international alliance of vampire hunters in the metropolis, is a skilled typist, and she manages to render the fractured records of journals, newspapers, phonograph cylinders, and stenographic notes into the uniform medium of typewritten text, reproduced in triplicate; Mina becomes what Kittler called the “central relay in an immense information network” (Discourse Networks 354). In doing so, however, Mina also cleanses the new technological media of communication of their ‘rawness’ and authenticity: “I have copied out the words on my typewriter, and none other need to now hear your heart beat, as I did” (199), she reassures Dr. Seward after having reviewed his phonograph cylinders. Simultaneously, and interestingly, she defuses what could be considered the most powerful forcefield of the late Victorian novel, obliterating the traces of feeling, the trembling and the terror, the horrible events’ profound impact on the ‘soul.’ At the very end of the novel, her husband, Jonathan Harker, summarizes in frustration that “in all the mass of material of which the record is composed, there is hardly one authentic document; nothing but a mass of type-writing […]. We could hardly ask anyone, even did we wish to, to accept these as proofs of so wild a story” (335).

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Fortunately, the version of the events that the book ultimately renders is not Mina’s purified, streamlined, typewritten collection of data, but Bram Stoker’s lurid and sprawling ‘imperial gothic’ (Brantlinger 1995). With this, the novel counters the “modern” ideal of totalizing data processing with another, older, aesthetics of totality – collating voices, perspectives, and media in order to achieve an impression of synchronicity and homogeneity. Dracula thus displays its tacit predilection for the media system of the nineteenth century and its unacknowledged skepticism vis-à-vis the technical media of the upcoming age. But the novel is fighting a losing battle on behalf of its own format. At the novel’s end, Dracula will be defeated while Mina has just given birth to a son, who shall bear all the first names of the league of vampire hunters. But, alas, in the story’s longer run, the powers of reproduction are afforded to the vampire rather than the Victorian lady. What distinguishes Mina in the novel – her interiority, her reflection, her robust presence – disqualifies her for a serial career and confines her to the bounds of the book. Dracula, in contrast, who is hardly ever ‘there’ in the novel, transgresses its boundaries and lives on, by virtue of his capacity to defer closure and synchronicity.

Rooted diegetically in the serial infection process by which the curse of the undead spreads, Dracula’s power far exceeds the text’s limits, formally and materially resisting the closure of the work. Dracula taunts his pursuers: “My revenge is just begun! I spread it over centuries, and time is on my side. Your girls that you all love are mine already; and through them you and others shall yet be mine […]” (273). In his flickering dispersion he seems to project various options for a future vampiric existence, tentatively envisioning nodes and links to future versions of himself. In that respect, the novel functions – against its own best interest and almost as if being operated by an alien force – as the ideal starting point for the figure’s serial proliferation.

Dracula’s spectral quality resides in his uncanny ability to navigate not only (diegetic) time and space but also to spread diffusely through the very real experiential timespaces that rub against one another in modernity, in the oppositional trajectories of medial particularization and convergent totalization. Transcending the novel – which is itself a site of convergent mediality wherein distinctions are effaced in the effort to correlate, coordinate, and ultimately thus to entomb the shape-shifting villain – Dracula emerges as a higher-order medium, thus acting simultaneously as a parasitic harbinger and a host of media transformation. The meta-medium of the serial figure accentuates the insufficient totality or completeness of the book as compared to audiovisual media – the media of silent and sound film, radio, and television into which the Count will successively and temporarily descend, before he inevitably pulls up stakes (so to speak) and moves on. In this interplay of first-order and second-order media, or between medial specificity and comparability, the sights and sounds of Dracula become the sights and sounds of media change itself.

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4. The Icon as Transitional Medium

The transitional interplay of medial figure and ground is nowhere so tightly focused as in Tod Browning’s classic film from 1931 – particularly in the iconic image it bequeaths to us of Count Dracula. The film’s title card already evidences the plurimedial seriality that the figure had amassed over the previous three decades: “Carl Laemmle presents Dracula by Bram Stoker” – not as a direct adaptation of the novel, but “from the play adapted by Hamilton Deane & John L. Balderston,” which in fact refers to two plays: first a London-based production from 1924 and then a 1927 Broadway play based on it, and starring Bela Lugosi. Not mentioned here are Stoker’s own theatrical production, performed only once (prior to the novel’s publication) for the purpose of securing a copyright, Friedrich Murnau’s unauthorized adaptation Nosferatu from 1922, or any of the print editions, adaptations, abridgments, and serializations that had appeared since 1897. But what’s about to appear on screen will in any case overshadow all of those past interpretations, including the original novel, and it will continue to color our perception of any future instantiation for decades to come. Significantly, Browning’s film kicks off the horror-film cycle of the 1930s, including a series of Universal Studios productions featuring the Count: after Dracula (1931) comes Dracula’s Daughter (1936), then Son of Dracula (1943), the monster mash-ups House of Frankenstein (1944) and House of Dracula (1945), and finally Abbott and Costello Meet Frankenstein (1948), in which Lugosi reprises his role one last time. The figure, like the horror film, changes markedly over the course of this series, though, so it’s easy to lose sight of the originary medial functionality of Lugosi’s icon, which is born in the wake of the transition from silent to sound film. By film historian Donald Crafton’s reckoning, this transition was coming to its end by the time Dracula appeared in February 1931, but as Robert Spadoni has argued, the film harnessed a lingering experience of the first sounds moviegoers had heard emitted from the screen – an uncanny or “ghostly” experience resulting from the incomplete phenomenal coordination of sound and image. The Count gave a body to this recently bygone (but unforgotten, “undead”) experience, around which the horror genre itself was initially fashioned.

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In this context, Browning’s film re-enacts the novel’s battle between medial particularization and generalization – abstracting it, though, from Mina’s and Stoker’s divergent efforts to coordinate medial fragments into a coherent textual whole, and transferring it to a probing of the cinema’s recent efforts to coordinate sight and sound into a coherent audiovisual whole. Dracula’s body is the central site of the struggle, the medial stakes of which are made clear in the film’s first ten minutes or so, leading up to the Count’s appearance and first encounter with his guest. The non-diegetic music with which the film opens will cease after the opening credits, and it will not reappear again until the closing credits. But the opening scene, set inside a noisy horse-drawn coach traveling through Transylvania, locates us more or less unproblematically in the sound-era of cinema, as onscreen characters converse and produce audible dialogue. Soon, though, as we move deeper into the wilds of Transylvania, this will stop and give way to an eerie silence. When the sun sets and our traveler Renfield (here playing the role of the novel’s Harker) sets out for Borgo Pass, a series of images show the Count’s distant castle, first from the outside, then its interior, bringing us swiftly to his coffin. There is no sound at all, until the interminable silence is broken by the sound of coffins opening, creaking, bumping, then rats squeaking, wolves barking, howling, as the camera moves in to reveal Dracula, who has silently appeared. The background of silence contrasts palpably with the use of non-diegetic music during the credits. This might be called a non-diegetic silence, as it foregrounds the images as silent, setting the stage for an uncanny sound, very different from the normalized sound of dialogue that precedes it. The silence has, of course, a diegetic aspect, but it is also double in a way, standing out as the spectral presence of a material and medial absence. (By way of contrast, a “regular” (diegetic) silence might conventionally be marked with the sound of crickets chirping.) Renfield’s carriage arriving now at Borgo Pass brings with it – and takes with it again just as quickly – the normalized (i.e. synchronized) sound we saw in the opening sequences, again foregrounding the uncanny silence of Dracula, who awaits Renfield ominously in his own carriage. Renfield’s somewhat fearful words to the silent count – “The coach from Count Dracula?” – seem awkwardly obtrusive against the background of silence, and the aural register itself alternates as ground and figure with the image of the tight-lipped count. Visually, Dracula’s bulging eyes accentuate this interplay, as they themselves describe a partially autonomous figure against the ground of his face – thereby singling out vision and visuality and setting them in a volatile and oscillating relation with sound and the sonic, before the Count’s coach heads off with its passenger toward the castle.

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Along the way, Renfield discovers that a bat has silently replaced the driver, and upon arrival he confirms that the driver is missing, while the castle door creaks open – autonomously and ostentatiously. Renfield enters, bats squeak, armadillos rustle. Dracula descends the staircase silently behind the frightened Renfield’s back. “I am Dracula.” Renfield explains hastily he thought he was in the wrong place. Awkwardly, Dracula replies, “I bid you welcome.” Wolves howl in the background. “Listen to them! Children of the night. What music they make.” This self-reflexive foregrounding of sound, captured for the purposes of the uncanny, reimagines the Jazz Singer’s famous “You ain’t heard nothin’ yet!” It will reverberate again in Tarzan’s yell, and – somewhat paradoxically – also in the muteness of Frankenstein’s monster, all of which stand in a self-reflexive relation to the sound-film transition.

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The interplay of silence/sound, noise/speech, visual/sonic continues in London: there we hear the noisy metropolis, the scream of a first offscreen victim, and the music of the opera house, all of which are contrasted with the silence of the house at night, where a bat waits noiselessly at the window, enters without a sound, and where an offscreen transformation allows Dracula to appear just as noiselessly at Lucy’s bedside. This is followed by the screams of the madhouse and its raving lunatics, including Renfield, contrasted with the concentrated silence of Seward and the other doctors, and of van Helsing before he announces that they’re dealing with the undead, Nosferatu. Dracula communicates with Renfield without speech, seemingly with his eyes – which, in the iconic image, are highlighted with precise rays of light, producing an effect much like the bulging eyes earlier, again making vision/the visual the carrier of (a weird, for us indecipherable sort of) information, while sound is alienated from the image and rendered as incomprehensible noise – thus “denaturing” the recently naturalized, modern system of communication via synchronized sound and vision. It is significant that sound is produced, if not as dialogue, only by objects and nonhuman animals, never by the count’s body in humanoid form, which is perfectly and uncannily silent both in motion and at rest. Later, the count’s invisibility in the cigar-case mirror, first noticed by van Helsing, further problematizes sound/image relations, as Dracula is audible while not (mediately) visible. The fact that he “casts no reflection in the mirror” in fact mirrors or translates the fact that his body also emits no sound. Thus, sound and vision are dissociated from one another, both of them operating as channels of significance and its deformation in a joint effort to undo the habitualization of synchronized sound and reveal an experience of disjointedness and material excess at its base. This excess, this spectral materiality, refuses to be contained completely by the new medium of sound film. The latter is shown to be “haunted” by a stubborn spirit of medial transitionality, embodied by Dracula, which resists containment in a neat medial package just as the Count could not be contained in the novel.

The film reinstates, in this way, the excess that Mina, in the novel, had erased in her transcription of Seward’s cylinders. But it does so in a way that sits uneasily with Stoker’s own attempt to restore a novelistic “spirit” to his apparently dying medium. For the film transfers the mechanism of phonography, the technical capture of the aural real, from the level of content to that of the medium, which it self-reflexively foregrounds; accordingly, the material excess of breath (literally, “spirit”) and heartbeat that Mina erased from the cylinders are restored and channeled towards the nervous, embodied reactions of the spectator confronted with the early horror film.

As in the novel, then, but for very different purposes, Dracula again thrives on, marks, and carries forth an unsettling spirit of medial transitionality: whereas Stoker sought to counter the impending changes to the media landscape of the nineteenth century, Browning allows the figure to extend the scope of the cinema’s sound transition – and with it the vampire’s own power. Problematizing the coordination of sound and image, Dracula’s uncanny image continually reinstates the distinction between sonic and visual registers, thus thwarting the medial coherence of the talkie, obstructing the normalization of a generalized audiovisual mediality. Rather than be contained by the medium of the sound film, Dracula himself becomes the medium in which the particular streams of sound and image can appear, juxtaposed and disjoined, forever at battle. Browning’s film thus continues the trajectory of serialization that the Count embarked upon when he escaped and transcended Mina’s and Stoker’s textualizing efforts in 1897. And though the medial self-reflexivity of the icon will fade from view as the sound transition recedes further into the past and the figure further establishes its place in popular culture, it is the icon’s spectral instrumentalization of the unsettled relations between medial particularity and generality that in part ensures its ongoing serial power.

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Felix Brinker, “On Popular Seriality, Operational Aesthetics, and Audience Productivity”

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On Friday, June 21, 2013, Felix Brinker will be speaking about “The Politics of Long-Form Storytelling in Contemporary American Serial Television” at the “Poetics of Politics” conference in Leipzig. Felix’s talk builds upon recent work he’s been doing in the context of his dissertation project and related talks (for example, at the recent “It’s Not Television” conference in Frankfurt). Here is a preview of the upcoming talk:

The Politics of Long-Form Storytelling in Contemporary American Serial Television: On Popular Seriality, Operational Aesthetics, and Audience Productivity

Felix Brinker

The turn of American prime-time television dramas towards increasingly serialized storytelling during the last two decades seems to have coincided with an explicit politicization of their content. Especially shows discussed under the label of ‘Quality TV’ have been repeatedly celebrated and/or dismissed for their openly political agenda – be it for their engagement with the anxieties connected to the ‘War on Terror’ and the nebulous practices of intelligence agencies (as on Rubicon, Homeland and 24), or for attempts to tackle the social ills of contemporary urban America (as on The Wire or Breaking Bad). At the same time, other popular programs that at first glance seem to background political concerns in favor of more ‘escapist’ content (e.g. mystery-centric science-fiction or fantasy shows like Battlestar Galactica, Fringe, or Heroes) increasingly engage with matters of power, politics, and political intrigue and develop these motifs in ongoing storylines. While recent cultural and media studies publications on these phenomena have easily connected this renewed interest in political subject matters to the emergence of what Jason Mittell has termed ‘narratively complex television’ – that is, a (by now pervasive) shift in emphasis away from episodically contained storylines towards an ongoing serial narration that allows contemporary programming to construct richly furnished, expansive storyworlds and thus (among other things) opens up new possibilities for representing the complexities and intricacies of political systems and processes – less attention has so far been paid to the political dimensions of the increasingly active audience practices invited by such programming, and to the social aspects of popular seriality itself.

Located firmly within the competitive media environment of the convergence era, complex television series seek to engage their audiences in practices that extend well beyond ‘passive’ reception, and encourage them to become culturally and textually productive by participating in the discussion, interpretation and analysis of their favorite programs in dedicated online forums. Therefore, my paper argues that the political significance of narratively complex serial television manifests itself less on the level of content than on the level of form: By inviting their viewers to parse the complicated unfoldings of  narratives across longer periods of time, as well as across different media formats and paratexts, contemporary prime-time dramas ask their audiences to dedicate a considerable amount of their time to the engagement with a serially expanding text. By doing so, narratively complex serials not only ask their viewers to engage in cognitively challenging and time-consuming reception practices, but also inspire them to engage in the laborious creation of unofficial paratexts (such as wikis, blogs, and fansites) which chart the developments of storylines and characters – paratexts that serve both to render the increasingly complicated narratives accessible and as ‘free’ promotional materials that ensure the cultural visibility of these programs. These shows therefore thrive on the ‘free’ (i.e. unpaid) work of their viewers and employ it to secure their own continued serial proliferation. Drawing on recent conceptualizations of popular seriality that understand the active participation of audiences as an activity that is integral to the economic viability serial storytelling in general, as well as on post-operaist takes on immaterial labor as the predominant form of work in post-industrial societies, my paper argues that the contemporary centrality of such ‘participatory’ practices marks a profound shift in the relationship between work and leisure (or between recreational activity and professional media use) that coincides with the digitalization of our media environment.

To make its argument, my paper will take a closer look at contemporary serial dramas like HomelandThe Wire, and House of Cards, and identify the textual strategies by which these shows encourage a particularly active audience behavior. Drawing on Neil Harris’s concept of the ‘operational aesthetic’, I argue that especially moments of formal/medial and thematic self-reflexivity – that is, moments in which these series thematize, demonstrate, and comment both on the operations of the serial text and on the logics of the diegetic events it narrates – constitute central fulcra for facilitating the audiences’ ongoing and sustained engagement with serial television narratives. By repeatedly producing such moments of non-alienating self-reflexivity – for example in scenes in which a show asks their viewers to ‘recall’ events from earlier episodes and visualizes this by having its characters use diegetic media technologies – complex television dramas manage to call attention to the logics of their own narrative operations and suggest a particular, preferred way of engaging with the text without detracting from the story that is being being told. At the same time, I argue, these moments become productive for the representations of political systems and processes, since they usually also serve to thematize diegetic logics, processes, and chains of cause and effect. Such instances of formal and thematic self-reflexivity thus constitute moments in which the serial logics of narratively complex televisions shows are on display, and from which one could trace out the relationships between their representational politics and the politics of popular serial formats themselves.

Popular Seriality: June 6 – 8, 2013

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Above, the wonderful poster for the upcoming “Popular Seriality” conference in Göttingen (June 6-8). Below, the final program.

More info about the conference can be found on the homepage of the DFG Research Unit “Popular Seriality: Aesthetics and Practice,” here.

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