Video: Animation as Theme and Medium — Frankenstein and Visual Culture

Above, you’ll find a video presentation of my talk, “Animation as Theme and Medium: Frankenstein and Visual Culture,” which I gave on April 20, 2013 at Dartmouth College — at the great Illustration, Comics, and Animation conference masterfully organized by Michael A. Chaney. Judging by the feedback I received at the time, my talk went over quite well — especially the visual presentation with which I illustrated my arguments (and particularly the “wall” of Frankenstein images you’ll see around 6:03, as well as the animated presentation of Marvel Comics’ Frankenstein series from about 12:52 onward).

(Note that a high-resolution video can be found by following the link to YouTube.)

Admittedly, the screencast video presentation is a weird medium. It tends to foreground things that, when presented live, serve as background images — images that are positioned above and behind a human speaker, talking and gesticulating, communicating (at least ideally) with an audience. In the screencast video, that speaker vanishes into the disembodied ether of a voiceover track, at times leaving images (like the title slide here) lingering on screen longer than might seem appropriate. Perhaps I haven’t yet mastered the medium and discovered a way to achieve the elegance we see in video essays, documentaries, and other related media; or perhaps the screencast video is simply doomed to be a forever awkward, weird, transitional, or incomplete medium.

In any case, the form is not everyone’s cup of tea, and an exemplar like this one is certainly pushing the limits at just over 18 minutes long. As a result, I have taken several steps to make sure that the video is as watchable and as useful as possible for anyone who might be interested in the arguments I make about Frankenstein, film, comics, animation, and visual culture. First, at the cosmetic level, I’ve added some music to deflect attention from my voice and to make the video a bit less “dry” than it otherwise might be (see below for music credits). Also, I have chosen to include the full text of the paper here, which you will find below; this way, you can skim, scan, and search, and “try before you buy” if you like, or decide what parts of the video you’d like to watch. Also, I offer a sort of “table of contents” to the video, with approximate times indicated for the various topics discussed:

0:00 — Introduction: Animation as Theme and Medium

1:30 — Animation as Framing Condition for Modern Visual Culture

4:28 — Frankenstein’s Monster as Iconic Emblem of Animation

5:30 — The Early Proliferation of the Monster’s Image

6:03 — The Plurimedial Explosion of Images and the Visual Serialization of the Monster (illustrated by the “wall” of images that many saw as the central visual attraction of the presentation itself)

7:40 — Frankenstein Films, Self-Reflexivity, and Animation

8:53 — Thomas Edison’s Frankenstein (1910)

12:52 — Marvel Comics’ Frankenstein (1973 – 1975)

17:25 — Conclusion

The presentation draws on several previous works, including Chapter 3 of my dissertation (on Edison’s Frankenstein) and an article called “Marvel Comics’ Frankenstein: A Case Study in the Media of Serial Figures” — so be sure to check those out if anything is of interest to you here.

Here is the text of the talk:

Animation as Theme and Medium: Frankenstein and Visual Culture

Shane Denson – Dartmouth College, April 20, 2013

Long marginalized in critical discourses, animation seems to occupy an unprecedented position in our popular and visual cultures today. It has been argued, for instance, that in the age of digital cinema all film becomes animated film as photographic images’ indexical relations to the world are severed by processes of digital rendering. And not only film: comics, too, seem to be caught in the tractor beam of animation – partly as a result of general convergence trajectories and partly as a result of specific transmedia franchising efforts that place ever more superheroes in sleek new CGI outfits. Simultaneously, comics proper migrate from paper to digital formats and devices, bringing with them animation processes as elements of images and of presentation formats (like the “guided view” function on iPhone apps, which animate the transition from panel to panel). But if it’s true that the boundaries between animation and other forms of visual media have become problematic in the digital age, I want to suggest that this is not entirely new. My aim is therefore to open up a sort of media archaeological perspective that will allow us to look at animation as both a theme and a medium that plays a significant if non-obvious role throughout the modern era. Drawing on retellings of Frankenstein in film and comics, I argue that the tale’s serial proliferation reveals a hidden backstory to our current situation, one in which animation can be seen as the very framing condition for much of our modern popular visual culture.

By emphasizing modernity and popularity, the visual culture I’m talking about is connected explicitly to industrialization, which coincided with the institution of a conceptual wedge between art and technology – i.e. between the fine arts and the applied arts – such that aesthetic experience was figured as “disinterested” and opposed to the realms of practical technology and commercial culture. And out of the industrial-era reorganizations within the broad realm of technē flow a variety of fears and fantasies of technical animation (embodied in automata like the Mechanical Turk, and in narratives such as E.T.A. Hoffmann’s “Der Sandmann” and Mary Shelley’s Frankenstein). Such thematic concerns with “animation” – or the giving of life to inanimate matter – would have a lasting impact on (popular/visual) culture as the arts became increasingly technical, industrial, reproducible, and (in more senses than one) serialized; from Metropolis to Blade Runner and beyond, the dream of artificial life has been a staple of science-fiction film. But beyond the thematic level, a medial aspect or determination of “animation” is also involved: not only was the technical infrastructure of steam-driven printing presses, automata, and pre-cinematic devices uncanny in its liveliness and activity; also, at the dawn of the industrial age, the fine arts were framed in such a way as to marginalize animation as a possible medium. Lessing’s famous division of temporal and spatial arts (with poetry, drama, and narrative on the one side, sculpture, painting, and image on the other) preemptively banished a range of popular forms from the domain of serious art. But against these injunctions of aesthetic purity, post-industrial visual culture is characterized by a preponderance of images that spring to life as they are set in motion and animated by mechanical means. Film and comics, most centrally, would blur the boundaries between the static image and the temporal flow of narration. Generally and conceptually speaking, if not narrowly and technically, “animation” names these media’s affront to the division of the arts – their violation both of the division between temporal and spatial arts and of their separation from the merely technical and commercial domain of modern popular culture. This is another way of saying that animation, broadly conceived, is a sort of framing condition for modern visual culture, which can be seen in constant struggle with the image granted life or set in motion, alternately advancing toward and retreating from the conceptual and technological threat of visual kinesis that aesthetics as such was born in order to contain.

Seen in this way, modern visual culture’s ambivalent relation to animation is not altogether different from Frankenstein’s initial fascination with and sudden repulsion by the creature he brought to life. And it is the creature, of course, who provides the iconic emblem of animation as a monstrous threat. I want to argue that this image embodies both the thematic and the medial aspects of animation that I’ve been discussing, and it self-reflexively probes animation’s role in a visual culture that is both technological and remarkably autonomous in its ability to multiply images across various channels or media. Exhibiting a promiscuous, plurimedial sort of seriality, the monster’s image – as an image of animation – presents a special case for thinking the dynamic intermedial networks that constitute our visual culture. Cinema gives us the “classic” version of the monster’s image, but the figure’s visual proliferation has a serial history that predates the cinema and lives on in other forms as well. At the center of visual interest is the creation scene, which Shelley’s novel of 1818 treats only in a very cursory manner, but which gives rise immediately to a growing number of theatrical adaptations. Shelley herself saw a performance of Richard Brinsley Peake’s 1823 play Presumption; or the Fate of Frankenstein, and thus witnessed her tale escaping her authorial control much as the story’s monster had escaped its creator’s, prompting her famously in the introduction to the 1831 edition of her book to “bid [her] hideous progeny go forth and prosper.” The image on the frontispiece of the 1831 edition thus entered into a stream of visual images proliferating on theater stages, in political cartoons, and later in film, comics, and other media. Taken together, these images are not, I suggest, just illustrations of a story but themselves enactments of a media-technical interrogation of modern processes of animation and the self-replicating action of our visual culture. Essential to this view is a conception of the monster not so much as a developed character but as a flat, serialized figure that has escaped the novel and acquired a life of its own. As such, the monster is marked materially by a form of seriality that is intimately tied to the serial production processes of industrial culture and, more specifically, to the sequentiality and reproducibility of images in modern visual media such as film and comics. Appearing again and again in various media, the monster becomes what I call a serial figure, existing not within a series but in fact as a series – as the expanding set of stagings or instantiations across media. The monster thus evolves not within a uniform diegetic space, but between or across such spaces of narration and visualization. As a serial figure, the monster leads a sort of surplus existence outside of any one given telling, thus placing it in a perfect position to reflect on the manner – and the media – of its repeated stagings. Specifically, it explores modern visual culture’s challenge to the inert spatial image, its tendency to transgress the injunction against animation. The familiar cry – “It’s alive!” – thus refers as much to the media of sequential and temporal images as it does to the creature they depict.

Let’s start with Frankenstein films. There’s a sense in which it’s tempting to see film itself as a sort of Frankensteinian technology. Like Frankenstein selecting parts from corpses and infusing life into a composite body, filmmakers utilize the technical means of film to (re)animate the “dead” (or photographically preserved) traces of living organisms (actors) into new visual narrative compositions. In his discussion of Frankenstein films, William Nestrick writes: “The film is the animation of the machine, a continuous life created by the persistence of vision in combination with a machine casting light through individual photographs flashed separately upon the screen. Since ‘life’ in film is movement, the word that bridges the worlds of film and man is ‘animation’ – the basic principle by which motion is imparted to the picture” (294-95). It will be objected, however, that this invitingly simple analogy is too general in its scope; it overlooks historically specific transformations in the way such “animation” has been staged. Luckily, the long history of Frankenstein adaptations amply documents such changes and makes up for the missing nuance.

Take, for instance, Thomas Edison’s Frankenstein from 1910, which stands between the early, image-technology oriented “cinema of attractions” and the coming narrative-oriented classical Hollywood style that would take shape around 1917. In 1910, the medium was in transition, torn between lowbrow technological spectacle and an uncertain reorientation along the lines of the respectable theater. Accordingly, advertising for the film emphasized both the “photographic marvel” of the creation sequence and the story’s origin in “Mrs. Shelley’s […] work of art.” The film aimed to be both visual and technological spectacle and narrative high culture. And this multiple address relates directly to the uncertain significance of “animation” at this historical juncture.

The creation sequence’s so-called “marvel” consists of footage of a burning mannequin projected in reverse – a bit of cinematic magic that, in the context of early film, served to exhibit cinematic technology by focusing attention on the filmic images themselves rather than the objects they depict. Frankenstein’s reactions here channel the scopophilic pleasure of a “primitive” viewer, for whom he stands in as a proxy. Importantly, “animation” here is a self-reflexive topos which links the monster’s creation with the term “animated photography,” still common in 1910 as a description of film in general.

However, the final showdown ambivalently signals a change of course towards narrative integration. The Edison Company claims that the scene communicates the story’s moral that love conquers all. But since the monster was identified with filmic technology in the creation sequence, Frankenstein’s battle with the monster is also with the medium of film as an animating technology, especially since trick effects are essential to the staging of the conflict. The film’s narrative closure is therefore mixed with a self-reflexive countercurrent. The mirror functions here like the projection surface of the cinema screen. The similarity is not merely abstract but in fact visually perceptible due to the scene’s technical means of production: the images in the mirror are themselves flickering filmic images. The result is a film within the film, and Frankenstein is again a film viewer. His battle with the monster is a battle with the images and especially with the “primitive” type of reception that he exemplified in the creation sequence. But this time he is reformed, and instead of staring at the medial surface, he now acquires the ability to look through rather than at the mirror. So Frankenstein is finally in a position to devote his attentions to the reality of his environment – which means, for us, to the world of the diegesis.

In the context of the cinema’s transitional phase, the film’s narrative development is linked to a larger, non-diegetic narrative of filmic development: Frankenstein’s psychological maturation, which is consummated in the mirror scene, allegorizes a historical-normative process of cinematic maturation and of spectatorial progress towards a proto-classical relation to film. And significantly, this transitional trajectory coincided with the historical differentiation of film, or “animated photography,” according to which animation in the narrower sense came to be distinguished from, and subordinated to, a more respectable form of live-action filmmaking that favored drama and characterization over novelty gags and trick-film effects. The monster, a literal product of animation, charts this differentiation at the same moment people like Winsor McCay were popularizing techniques of animation in its narrower sense. Thus, the monster embodies the technology of the animated spectacle, and his marginalization reflexively indicates the framing function of animation in film and visual culture more generally, reminding us that live-action cinema is animation too, but in a normalized or naturalized form.

Now I want to jump ahead to a comic-book appropriation that offers a somewhat different perspective on animation as theme and medium owing to its reflexive engagement with the formal properties of graphic narrative. Here the monster is recalibrated for an interrogation of the specific means by which comics animate their tales – that is, the means by which discrete images both remain discrete and are subject to combinatory reframings that bring a graphic story to life. Marvel’s series The Monster of Frankenstein (later retitled The Frankenstein Monster) ran for 18 issues from January 1973 to September 1975. The first four issues retell the tale of Shelley’s novel, and they reproduce its nested frame structure: the monster’s own tale is at the center, embedded in Frankenstein’s account of events, which he recounts to the Arctic explorer Captain Walton while aboard his ship; Walton, in turn, records everything and passes it along in the form of letters to his sister back home, and these letters make up the novel Frankenstein. Now the Marvel series, in its re-telling, ingeniously adds an additional frame: Walton IV, the great-grandson of the novel’s captain, narrates the outermost tale, set a full century after the novel, thus laying the ground for the story’s continuation into the twentieth century from issue #5 onward.

With an eye to the monster’s place in visual culture more generally, what interests me above all about this is the way that these various framings and reframings are navigated visually, and the role that the technically animated creature plays in the process. Issue #2 features several exemplary moments that I’d like to focus on. The monster’s tale is prefaced visually with a close-up of the monster’s face, which functions as a gateway or border between external and internal narrative frames (between the cave setting in which the monster relates his tale to Frankenstein and the innermost frame of the related tale) (6, panel 5). The creature tells how he came to his senses, how he observed a blind man and his family, learned their language, and was eventually driven from human society. Finally, his narrative closes with a close-up of the creature’s yellow eye in a wavy-bordered panel that exists liminally between one narrative frame and another (18, panel 3): Spatially attached both to the (self-narrated) monster persecuted by a mob of angry villagers and to the (narrating) monster in the mountain cave, the eye stands between and links the two temporal frames of narration. From this intermediate position, the monster’s eye mirrors the reader’s eye as well, the eye that moves from one graphic frame or panel to the next in the temporal process of reading. Emerging from the page in close-up and protruding from the narrated world to enter the space of the reader, this eye is medially self-reflexive in a strong sense: it directs attention towards the processes of medial construction at the same time that it serves a constructive medial purpose, viz. the transition from one visual and narrative frame to another. And something similar is staged several pages later. Having discovered the corpse of his friend Clerval, the traumatized Frankenstein is arrested for murder, and his face is foregrounded with a blank eye staring at—or through—the reader in a panel that transitions back to the outermost narrative frame, aboard Walton IV’s ship in 1898 (25, panel 4), which suddenly rams an iceberg and begins to sink, bringing issue #2 to a cliffhanger close.

At the outset of the next issue, sailors scramble into lifeboats in the belief that the monster, thrown overboard in the crash, is dead. But when the monster, whose hand juts ominously out of the water, boards their boat and begins wreaking havoc, one of the sailors exclaims, “God help us! It’s still alive!” (3)—an intensification of the standard line in Frankenstein films, fully self-aware of its seriality. Sparing the captain, his cabin-boy, and his guide, the monster rows them to firm ice. There, the monster insists: “The story, man! You must tell me the rest of the story!” (5). Then, with his back turned, Walton IV prepares to continue the narrative, while the monster’s face, set in profile, literally replaces the gutter between two panels and forms the border between two spatiotemporal frames as well: the “here and now” that he shares with Walton IV and the “there and then” of Walton’s story (6, panels 1 and 2). Once again, the monster’s face and eyes mediate the threshold between narrative frames, between temporal settings, and between the act and the content of mediation.

In conclusion, then, Frankenstein’s monster functions variously, as we have seen in these examples from film and comics, to envision the dynamic workings of modern visual culture. The creature doubles with the medium in order to envision visuality itself in its modern, highly kinetic forms. It gives visible form, in other words, to the invisible framing condition of animation, exposing the mechanisms by which static images routinely transgress their spatial borders and assert a temporal dimension, and exploring the role of mediating technologies in the serialized proliferations of images that animate the modern visual landscape.

Finally, here are the music credits for the video (all songs licensed with Creative Commons licenses and made available via dig.ccmixter.org):

1. Creative Commons License Constructions normales (Je ne suis pas un remix) by vo1k1 is licensed under a Noncommercial Sampling Plus (the song begins at 0:00 in the video);

2. Creative Commons License Sawmill by Gurdonark is licensed under a Attribution (3.0) (beginning ca. 4:04);

3.Creative Commons License pling by jaspertine is licensed under a Attribution Noncommercial (3.0) (beginning ca. 7:03);

4. Creative Commons License Yiourgh by DoKashiteru is licensed under a Sampling Plus (beginning ca. 12:18);

5. Creative Commons License Prism in the Ether by Fireproof_Babies is licensed under a Attribution Noncommercial (3.0) (beginning ca. 16:17).

Conspiracies and Surveillance — In Media Res Theme Week

Caméra de vidéo-surveillance avec sa torche infra-rouge

Over at the media commons site in media res, what promises to be a great theme week on “Conspiracies and Surveillance” has just gotten underway. All of the contributions sound exciting, and among them is one by our very own Felix Brinker, who’s up tomorrow (Tuesday, April 9) with a piece on the “logics of conspiracy” in American TV series. (And in case you missed it, make sure you check out the longer text on the topic that Felix allowed me to post here recently.)

Here’s the full lineup for the in media res theme week:

Monday, April 8, 2013 – Jason Derby (Georgia State University) presents: Scandalous Conspiracies: Making Sense of Popular Scandal Through Conspiracy

Tuesday, April 9, 2013 – Felix Brinker (Leibniz University of Hannover, Germany) presents: Contemporary American Prime-Time Television Serials and the Logics of Conspiracy

Wednesday, April 10, 2013 – Meagan Winkelman (University of Oregon) presents: Sexuality and Agency in Pop Star Conspiracy Theories

Thursday, April 11, 2013 – Perin Gurel (University of Notre Dame) presents: Transnational Conspiracy Theories and Vernacular Visual Cultures: Political Islam in Turkey and America

Friday, April 12, 2013 – Jack Bratich (Rutgers University) presents: Millions of Americans Believe Conspiracy Theories Exist

Each day’s contribution, consisting of a video clip of up to three minutes accompanied by a short essay of 300-350 words, is designed to serve as a conversation starter aimed at involving a broad audience in discussion of key topics relating to the topic of “Conspiracies and Surveillance.”

Please check out all the contributions as they go live here, and consider joining the discussion (to participate, you will need to register at in media res).

Counterpoint: Game of Thrones, Narrative, and Affect

The Internets are all abuzz still following the kickoff this past Sunday of the third season of HBO’s flagship series Game of Thrones. There was a great deal of online anticipation in the weeks, days, and hours leading up to the season premiere, fed in part by a set of trailers (above, as well as here and here, for example) that circulated on Youtube, in the twitterverse, and beyond. And following the actual airing of the show, records were allegedly set for the most illegal downloads of a television episode, while discussions, analyses, and reviews continue to proliferate across fan sites, blogs, and news media.

(As a preliminary note to those who are either weary of reading such pieces or who are avoiding them due to spoilers — fear not: this post is neither concerned directly with the latest episode, nor will I give away anything that could ruin it for anyone who hasn’t seen it.)

Instead, I wanted to take the opportunity to comment on an aspect of the series that I’ve been thinking about (and which I recently wrote about in the more general terms of serial complexity and affect theory as applied to contemporary television). Specifically, Game of Thrones derives much of its momentum, I think, from an interplay between a continuing, complex narrative (in Jason Mittell’s sense of “narrative complexity”) and relatively discontinuous, punctuating moments of affective appeal — a directly corporeal, often visceral, sort of appeal that constitutes momentary “lines of flight” from the story’s ongoing line of development. Like much of HBO’s serial fare, these moments of affect often concern violent and/or sexualized body images which, while not completely devoid of narrative relevance, also exhibit a sort of surplus value as images. In other words, they not only serve the representational functions of depicting significant events and contributing meaningfully to characterization, etc.; over and above that, they also assert a strong presentational and extra- or para-narrational facet, the function of which is to engage the viewer’s body more than his or her interpreting, cognizing brain. Such body images — for example, in narratively gratuitous sex scenes, images of painful injury, torture, or beheading — resonate with the viewer’s own bodily sensibilities, serving to titillate or to arouse a sense of physical vulnerability, anguish, panic, or disgust.

Seen from afar (so to speak), in the overall context of a television series like Game of Thrones, the interplay between narrative development and these moments of bodily affectivity results in what I have described as a “contrapuntal” relation between the two: narrative continuity is punctuated, interrupted by body images that exceed any dramatic motivation, thus constituting more or less insular, episodic forms in the midst of the serial stream; but these islands of affect are (at least potentially) themselves elements in a serial progression that exists in parallel to that of the narrative (and following a very different temporal logic). Repetition and variation of body spectacles can thus be just as important as narrative suspense as a means of ensuring viewer attachment over the course of long serial arcs.

SerialBodies12.012

Of course, some series are more successful than others in their employment of such contrapuntal seriality, and there are certainly a wide variety of styles and modes of implementing the counterpoint. Some series are anything but discreet as they shift gears between narrative and body-based affective appeals (and in this regard, they resemble musicals or pornographic films as they move from one more or less self-enclosed “number” to the next). And certainly, some of this can be seen in Game of Thrones, but my overall impression of the series is that it works with a relatively tight integration of affective and corporeally self-reflexive appeals into the informationally complex storyworld and the unfolding tale of rival houses, subtle intrigue, and uncertain outcomes.

A particularly poignant example of contrapuntal integration is provided by episode 7 of season 1, “You Win or You Die,” where we see the following conversation between Jamie and Tywin Lannister:

http://www.youtube.com/watch?v=47MazYDnmaU

Set in any other situation, this conversation — which neatly exemplifies the informational complexity of the series — would have a completely different impact. Sarah Hughes, writing in The Guardian‘s TV & Radio Blog, sees the “skinning and disembowelling [of] a deer” here as a “heavy-handed bit of symbolism given the deer is the sign of [rival] House Baratheon,” and I think she’s right to see the visual component of the scene enacting a layer of complexity beyond the content of the verbal. It’s not only a symbolic dimension, though, that is here overlaid upon the Lannisters’ discourse; in addition, I suggest, a dimension of visceral and dermic appeal spreads itself out as the very milieu within which the characters’ words sound out materially. The innards of the deer are more than just a sign: they are matter, and their material image transmits an affective force, establishing a material relation with our own viscera. The forceful separation of the animal’s skin from its muscles emphasizes, moreover, both the stubborn durability and the ultimate finitude of the organic body, arousing a diffuse affective awareness of the corporeal basis upon which our discursive subjectivities are erected. And all the while, royal politics are being discussed in detailed, lofty, and eloquent language. The scene conveys a sense of the unconscious drives that lend momentum to conscious pursuits and political “plots,” conveys a sense of the base and physical “will to power” animating social conflict. And it communicates this “message” by way of a tight contrapuntal integration of narrative information and bodily affect, thus self-reflexively exemplifying the series’ own larger strategy of instrumentalizing affect, infusing the complex (at times, overly complex) narrative with an appeal to animal nature, and in this way crafting a form of serial complexity that partakes equally of the discursive and affective.

International Conference: “Popular Seriality”

[scribd id=133357756 key=key-1070paqvhijzf8pcaxme mode=scroll]
International Conference: “Popular Seriality”
June 6-8, 2013 // University of Göttingen

Above, the preliminary program for the upcoming conference of the seriality research group that several of my colleagues and I are involved with.

Most readers of this blog will already be familiar with the seriality group, but in case you’re not: The Research Unit “Popular Seriality—Aesthetics and Practice,” funded by the German Research Foundation (DFG), brings together 15 researchers from the fields of American Studies, German Philology, Cultural Anthropology/European Ethnology, Empirical Cultural Studies, and Media Studies. Since 201o, six sub-projects have been investigating a narrative format that has become a defining feature of popular aesthetics: the series. The Research Unit addresses questions concerning the wide distribution and broad appeal of series since the 19th century and asks which new narrative formats have emerged through serialization. Further questions are: How do series influence the way we perceive and structure social reality? How are serial characters revised when they undergo one or more media shifts? How can we explain the progressively shrinking boundaries between producers and recipients in long running series? Which transformations in the field of cultural distinctions are produced by complex serial narratives, which are increasingly embedded in highbrow lifestyles and canonization practices?

From June 6 to 8, 2013, towards the end of the first funding period, the Research Unit will hold an International Conference in Göttingen. Talks will be given by members of the Research Unit and well-known researchers in the field of popular seriality. Among the scholars presenting at the conference are Sudeep Dasgupta, Jared Gardner, Julika Griem, Scott Higgins, Judith Keilbach, Lothar Mikos, Sean O’Sullivan, Patricia Okker, Irmela Schneider, Sabine Sielke, Ben Singer, William Uricchio, Constantine Verevis, Tanja Weber und Christian Junklewitz. Jason Mittell will give the keynote lecture.

For more information about the research unit, and to stay up to date on the conference and other activities, please refer to the group’s homepage: http://popularseriality.uni-goettingen.de/

Logics of Conspiracy and the Interpretive Labors of Active Audiences

Following my talk on affective seriality in contemporary television, I am pleased now to present the text of my colleague Felix Brinker’s talk, also delivered last weekend at the “It’s Not Television” conference in Frankfurt. Like much of Felix’s work, this piece on conspiracy as a mode of narrative complexity brings perspectives from critical theory and new materialism to bear on recent discussions in cultural media studies and television studies, thus opening a space for an important dialogical and critical intervention.

Conspiracy1

Narratively Complex Television Series and the Logics of Conspiracy – On the Politics of Long-Form Serial Storytelling and the Interpretive Labors of Active Audiences

Felix Brinker

Operating within a television landscape that is characterized by the increasing competition between different media formats, American prime-time dramas of the last 15 years have relied strongly on complex strategies of serialized story-telling in order to ensure viewers’ sustained and ongoing investment in their narratives. Assessing this shift away from earlier norms of episodic closure, media scholar Jason Mittell has labeled the last two decades of American television an era of “narrative complexity” (cf. 29). Narratively complex shows, he argues, capitalize on the possibilities of the serial format and emphasize continuous, serial narration over episodically contained plots; over time, these shows therefore tend to amass complicated webs of backstories and character relationships and thus ask their audiences to engage in, as he puts it, “an active and attentive process of comprehension” (Mittell, 32). Today, I would like to focus on a particular subset of narratively complex shows, namely those that present their over-arching story-lines as an investigation into a central mystery, and that develop this motif as a framing narrative over the course of several seasons, if not the entirety of their runs. Shows like Lost, 24, Rubicon, Homeland, or Fringe all similarly rely on series-spanning story-lines about far-flung intrigues and enticing mysteries. By doing so, these shows adapt the formula that turned earlier series like The X-Files or Twin Peaks into fan-favorites: As Jeffrey Sconce puts it, the ongoing story-lines of these shows “cultivate a central narrative enigma” (107) – like the alien invasion slash government cover-up on The X-Files or the murder of Laura Palmer on Twin Peaks, the mysterious events of Lost’s island, or the uncertain loyalties and motivations Homeland’s prisoner-of-war-cum-terrorist Brody – and use it as a central narrative hook to transform casual viewers into committed loyals. Due to their focus on long-running storylines, these shows exhibit a tendency to become more and more complex over time; despite (or maybe because of) this increasing complexity, many of the shows that follow this model of storytelling have become critical and commercial successes.

Unsurprisingly, then, a considerable number of recent programs have sought to replicate the storytelling strategies of hit shows like Lost – and mystery-centric series can by now be considered a mainstay of American television. In this paper, I would like to take a closer look at the narrative strategies shared by these programs and outline the specific audience practices such shows invite. I argue that the narrative logics of these series are best understood if we conceptualize them as conspiracy narratives – that is, as series that tell stories that center on their protagonists attempts to expose and put a stop to the nefarious workings of mysterious, hidden powers. By adhering to the logics of the conspiracy narrative, these shows aim to provoke a particular way of watching television, an active and attentive audience behavior that entails the readiness to engage in speculations about the unfolding narrative, and to pay close, almost obsessive attention to details. These shows can thus be understood as sharing a specific “narrational mode,” as David Bordwell puts it, with “a historically distinct, [shared] set of norms of narrational construction and comprehension” and can be considered a distinct subset of narratively complex programs (Bordwell 150, cf. Mittell, “Narrative Complexity” 29).

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Shows that adhere to such a ‘conspiratorial mode of storytelling’, as I call it, are crime fictions of a grand (or, at times, even cosmic) scope: in them, the story-world has been thrown into chaos and turmoil by the actions of a vast conspiracy, and the story unfolds as the protagonists seek to reconstitute order and attempt to thwart the evil plans of the conspirators. The overarching story-arcs of these shows proceed from the investigation of an initial, isolated event – a puzzling murder or an unexplained plane crash, for example – and promise to eventually offer resolutions for this mystery. Over the course of the series, however, this promise is invariably left unfulfilled, as the protagonists’ further adventures soon reveal that the initial event is only one in a larger chain of mysterious occurrences that are all orchestrated by powerful hidden forces. As the protagonists of these series with each episode venture further into the heart of the mystery, final resolutions or explanations never materialize, as the greater scheme or master-plan turns out to be too vast and to intricate to be fully explored. The ongoing storylines of these shows thus adhere to what scholars of conspiracy like Michael Barkun or Mark Fenster have described as the organizational logic of the conspiracy narrative: as these series progress, their protagonists gain insight into the hidden plans of their scheming opponents, but, by doing so, the number of unexplained mysteries and unanswered plot questions perpetually multiplies as more and more sinister plots come to light  (cf. Barkun 101ff.). Shows like these thus exhibit the same narrative dynamic that Fenster has described for the ongoing storyline of Chris Carter’s The X-Files: the series-spanning story-arcs of such programs move “ineluctably toward[s] closure while continually forestalling it” (150).

These shows’ tendency to continuously evoke a central mystery while perpetually refusing to unveil the truth behind it is therefore the result of their reliance on a potentially open-ended, infinitely expandable narrative structure that lends itself ideally to the needs of serial formats like that of the contemporary prime-time television drama. In general, the protagonists of conspiracy narratives in any medium invariably encounter not an isolated mysterious event, but a whole series of puzzling phenomena that are all somehow connected. Conspiracy fictions therefore always cover more than the events of a singular plot; instead they present themselves as collections of several smaller narratives that are loosely connected and that can hardly be contained within standalone formats like the novel or the movie (cf. Cole 37, Fenster 140). Conspiracy-themed films like Alan Pakula’s The Parallax View or Oliver Stone’s JFK therefore usually offer only limited closure and conclude with ‘open’ endings that leave the guilty unpunished.  The format of the narratively complex television series, however, allows the narrative logic of conspiracy to unleash its serial potential, as it privileges open-ended narrative trajectories – simply because television shows become profitable the longer their remain on air. Shows that make use of such a conspiratorial narrative construction, however, also inherit another, more problematic aspect of conspiracy fictions, namely their tendency to “careen towards incoherence” (Fenster 122). As the conspiratorial storyline unfolds over several seasons, the number of mysteries multiplies and the web of interconnected subplots becomes more and more complex – up to a point were it becomes difficult if not impossible to consistently resolve all the open questions. Once the end of a series approaches, conspiratorial television shows thus face the challenge to offer a convincing conclusion and to  “resolve the excesses of [its] narrative elements,” (as Fenster has put it with reference to conspiracy narratives in general). Especially for long-running series, this poses a considerable problem – and this circumstance might explain the mixed reactions of viewers to the final episodes of conspiratorial shows like Lost and Battlestar Galactica, for example, which were criticized for precisely such a lack of closure (cf. Anders, cf. Newitz). This phenomenon, however, is less a result of ‘poor’ plotting on the parts of television writers and also not due to a lack of advanced planning or foresight – it rather points us to the basic principles of serial storytelling in general, which, as an unashamedly commercial format, has always been more interested in securing long-term revenue streams than in a classical norms of textual unity, plausibility and coherence (and this, of course, goes back to serial figures like Sherlock Holmes, who had to return from the dead after Conan Doyle had run out of money).

As long as conspiratorial television series are in full swing, however, their refusal to offer definitive and final explanations usually turns out to be to their advantage, as such an openness fosters audience speculation. Since these texts never really reveal what’s behind the conspirators’ schemes, they encourage their audiences to connect the dots, and to come up with explanations for the mysteries that the serial narrative leaves unexplained. These tendencies make the structure of conspiracy narrative ideally suited for the goals of contemporary television authors, as they align well with broader trends within what Henry Jenkins has dubbed convergence culture. Arguing that pop-cultural texts of the convergence era seek to establish long-term relationships with their audiences, Jenkins has noted that contemporary programming aims to capture viewers’ attention beyond the narrow-time frame of the television hour. Contemporary television authors, he argues, seek to attract viewers that “give themselves fully over to [their favorite programs]; [who] tape them and may watch them more than one time; [and who] spend [a considerable amount] of their social time talking about them“ (Convergence Culture 74). By inviting their audiences to get to the bottom of their narrative enigmas, conspiratorial television shows encourage precisely such a behavior – and user activity in online forums dedicated to the discussion of shows like Lost, 24, Fringe, or Homeland attests to the validity of this claim.

These developments are far from being new; even in the early 1990s, fans of Twin Peaks and The X-Files took their speculations about these programs to Usenet discussion boards and mailing lists (cf. Jenkins “Do You Enjoy;” as well as Clerc). With the increasing availability of digital video formats, time-shifting devices, and widespread Internet access, however, such audience practices have arguably become more mainstream, and by now play an important part in the considerations of television producers and authors. More recent shows therefore take great care to keep fan speculations going; Lost and Fringe, for example, notoriously disperse plot-relevant clues and hints about their mysteries throughout their narratives (as well as across associated official paratexts like video games, alternate-reality games, or websites that accompany the series). A prominent example of this practice is Lost’s infamous “Blast Door Map” that appeared in “Lockdown,” the 17th episode of the show’s second season. This episode features a brief scene in which John Locke gets pinned down by a closing blast door after things go wrong in the mysterious ‘hatch.’ While waiting for help, the hatch’s lights suddenly go out and black light lamps flicker on instead – the scene then briefly offers the viewers a glimpse of a mysterious map painted on the door with fluorescent colors. In the episode itself this map is visible for barely 6 seconds, but on Lostpedia, fans soon engaged in detailed analyses of what they saw as an intriguing clue to the show’s mysteries. Based on enlarged screen captures from the episode, users soon deciphered the barely legible notes written on the map and parsed out references to earlier events. As it turned out, viewers who paid no attention to this scene did not miss anything important, as the map did not achieve greater relevance for the show’s ongoing narrative – nonetheless, the blast door map presented itself as a riddle to be solved, and the activity of Lostpedia users was not deterred by the fact that this event did not have a deeper meaning after all.

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Other shows follow similar strategies to encourage fan speculations: each episode of Fringe, for example, features barely noticeable clues about the events of future episodes in the background of the mise-en-scène. Virtually every episode of this series features subtle links to future adventures of the protagonists, usually directly referring to events that will play out in the coming week: the logo of a plot-relevant bio-tech company emblazoned on a coffee cup and visible for little more than the blink of an eye, for example, or graffiti in the background of street scenes that allude to the plot of the following episode. Fringe, however, does not limit its dissemination of clues to its diegesis: every episode features several symbol-bearing title cards that appear before commercial breaks. These symbols, as enterprising viewers have since discovered, correspond to letters of the alphabet and, once deciphered, spell out a word that resonates with the theme of each week’s episode. Obviously, not all of the shows that subscribe to the logics of the conspiracy narrative rely on similarly baroque strategies to encourage audience speculation (although Christian Junklewitz has shown yesterday that his happens on Doctor Who as well) – in fact, more down-to-earth series like Homeland or Rubicon rather rely on more conventional means to further their mysteries and include relevant bits and pieces of information in snippets of dialogue or have their characters act out suspicious behavior. What these shows nonetheless share is the awareness that the evocation of a narrative enigma is a key element in the attempt to ‘activate’ audiences and foster their commitment to the series.

Perhaps the most baffling aspect of such committed audience practices is the amount of work and time that dedicated viewers invest to unearth and analyze the hidden clues presented by conspiratorial television series. As my examples from Fringe and Lost suggest, spotting the clues and hints hidden within these television texts requires a meticulous, almost obsessive attention to detail and the readiness to engage in time-consuming and laborious close readings of scenes and even individual frames. In his book on Convergence Culture, Henry Jenkins has famously argued that such online fan practices should be considered as examples of a ‘collective intelligence’ at work, i.e. as fundamentally democratic, communal problem-solving processes that might “be preparing the way for a more meaningful public culture” (Convergence Culture 228, cf. also 206-239). Participating in such collective processes of interpretation and communication – themselves made possible through the participatory character of social media – could ultimately, Jenkins argues, “create new kinds of political power” and also foster democratic decision-making processes offline. While Jenkins might have a point when it comes to the collaborative practices in online forums, I think such a view of the political significance of these phenomena is all too optimistic and essentially unfounded. As Steven Shaviro notes in his Post-Cinematic Affect, “aesthetics does not translate easily or obviously into politics“ (138) – and neither do specific ways of engaging with a text somehow directly translate into political engagement. While the thematic preoccupations of conspiratorial television series with issues of power and corruption might invite politicizing readings, the claim that political engagement emerges directly from online fan practices can hardly be backed by empirical evidence. The existence of time-consuming and work-intensive audience activities, I argue, rather points us to the character and social function of recreational leisure activities under the regime of contemporary capitalism in general. In an essay titled “Free Time”, Theodor W. Adorno argued that recreational activities, like the consumption of mass or pop-cultural texts, serve the important function of re-constituting the individual’s capacity to work and to take part in social life in general. “Free time,” he points out, is “shackled to its opposite”; recreational activities should therefore not be conceptualized as radically opposed to and separate from work but as an area of social life whose function is always defined in relation to the sphere of labor (187, cf. 187-190). Leisure activities like watching a movie or reading a novel promise a temporary escape from the toils and troubles of the daily routine, he argues, but at the same time, the character of these practices are determined and delimited by their potential to contribute to the reproduction of the individual’s labor-power (or “Arbeitskraft”). Viewed from this perspective, the time-consuming and cognitively challenging audience practices inspired by narratively complex television series take on a political significance that is quite different from the one attested by Jenkins. In this context, American Studies scholar Frank Kelleter has recently pointed to the overlap between the cognitive demands of contemporary popular culture and the professional skills required in the working environments of our present: By inviting active and sustained interpretive practices, Kelleter argues, contemporary television series

call up precisely those skills which characterize the neoliberal labor routines in the age of digitalization: network-thinking, situational feedback, dispersed processing of information, multitasking and, last but not least, the readiness to no longer differentiate between work and leisure. (Kelleter,“Serien als Stresstest” – my translation)

The interpretive practices of committed television viewers thus point us to the fact that engaging with contemporary popular culture has become more and more like work – a particular kind of work, to be exact, namely one that consists chiefly of the production, handling, and interpretation of information (and Jason Mittell’s claim that active viewers might now approach shows as ‘amateur narratologists’ also seems to point us to this). Maurizio Lazzarato has labeled this kind of work “immaterial labor” and argued that it has replaced manual and industrial labor as the predominant form of work in post-industrial societies. Increasingly geared toward producing the “informational and cultural content” of commodities rather than the material production of things, immaterial labor blurs the boundaries between labor and leisure and coincides with the emergence of increasingly automated, computerized, and networked working environments (Lazzarato 1996, 132, cf. 136-137). Active viewers who engage in the detailed analysis and online discussion of their favorite shows perform precisely such a labor, which productively contributes to the popularity and the accessibility of television texts – but they do so unpaid, without any financial compensation for their work.

Instead of too rashly celebrating such practices as fundamentally democratic or even politically subversive, as cultural studies scholars at times tend to do, I argue, we should consider their emergence as indicators of an increasing permeability of the borders between labor and leisure under the regime of contemporary capitalism.

Works Cited:

Adorno, Theodor W. “Free Time.” The Culture Industry. Selected Essays On Mass Culture. J.M. Bernstein, ed. London and New York: Routledge, 2001. 187-197.

Anders, Charlie Jane. “Lost Was the Ultimate Long Con.” io9.com. 23 May 2010. Web. 28 Oct. 2012. <http://io9.com/5545911/lost-was-the-ultimate-long-con>.

Barkun, Michael. A Culture of Conspiracy. Apocalyptic Visions in Contemporary America. Berkeley: Unviersity of California Press, 2003.

“Blast Door Map.” Lostpedia. The Lost Encyclopedia. Wikia. Web. 22 Feb. 2013. <http://lostpedia. wikia.com/wiki/Blast_door_map>.

Bordwell, David. Narration in the Fiction Film. Madison: University of Wisconsin Press, 1985.

Clerc, Susan J. “DDEB, GATB and Ratboy. The X-Files’s Media Fandom Online and Off.” Reading the X-Files. David Lavery, Angela Hague, and Marla Cartwright, eds. Syracruse: UP, 1996. 36-51.

Cole, Samuel Chase. Paradigms of Paranoia. The Culture of Conspiracy in Contemporary American Fiction. Tuscaloosa: University of Alabama Press, 2005.

Fenster, Mark. Conspiracy Theories. Secrecy and Power in American Culture. Revised and updated edition. Minneapolis: University of Minnesota Press, 2008.

Hagedorn, Roger. “Technology and Economic Exploitation: The Serial as a Form of Narrative Presentation.” Wide Angle 10:4 (1988): 4-12.

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

—. “‘Do You Enjoy Making the Rest of Us Feel Stupid?’ alt.tv.twinpeaks, the Trickster Author, and Viewer Mastery.” Fans, Gamers, and Bloggers: Exploring Participatory Culture. New York: UP, 2006. 115-133.

Junklewitz, Christian. “Doctor Who: Entertain Behind the Sofa.” Paper presented at conference “It’s Not Television.” Institut für England- und Amerikastudien, Goethe University of Frankfurt. 22-23 February 2013.

Kelleter, Frank. “Serien als Stresstest.” Frankfurter Allgemeine Zeitung. 4 Feb. 2012. 31. Print.

Lazzarato, Maurizio. “Immaterial Labour.” Radical Thought in Italy. Eds. Paolo Virno and Michael Hardt. Minneapolis: University of Minnesota Press, 1996. 132-146.

Mittell, Jason. “Narrative Complexity in Contemporary American Television.” The Velvet Light Trap 58 (Fall 2006): 29-40.

Newitz, Annalee. “As Battlestar Ends, God Is in the Details.” io9.com. 21 Mar. 2009. Web. 28 Oct. 2012. <http://io9.com/5178522/as-battlestar-ends-god-is-in-the-details>.

“Next Episode Clue.” Fringepedia. The Extensive Encyclopedia of Fringe Knowledge. Web. 22 Feb. 2013. <http://fringepedia.net/wiki/Next_Episode_Clue>.

Sconce, Jeffrey. “What If?: Charting Television’s New Textual Boundaries.” Television after TV: Essays on a Medium in Transition. Eds. Lynn Spigel and Jan Olsson. Durham: Duke UP, 2004.

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

Serial Bodies

Below you’ll find the full text of the talk I delivered today at the “It’s Not Television” conference in Frankfurt. Unfortunately, I had to leave the conference early, so I didn’t have time to discuss the talk in any detail following the brief Q & A. I’m hoping, then, that some of those people who expressed an interest in discussing my ideas and proposals further might take the opportunity to comment here. And, of course, even if you weren’t there today, comments on this early-stage work are very welcome!

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Serial Bodies: Corporeal Engagement in Long-Form Serial Television

Shane Denson

In this talk, I want to consider the possibility and the purpose of an “affective turn” in television studies. I’ll try to explain what such a “turn,” or refocusing of scholarly attention, might entail, and I’ll consider some of the grounds for making such a move.

First of all, the “affective turn” as I’m using the term describes developments going on in various disciplines, including philosophy and media and cultural theory, since about the 1990s. Following theorists such as Deleuze and Guattari, Steven Shaviro, and Brian Massumi, the “affect” in question here refers to a domain of pre-personal feelings, not subjective emotions but raw intensities that transpire below the threshold of consciousness, as functions and correlates of non-voluntary processes: for example, the not-quite-conscious sensations associated with visceral, proprioceptive, and endocrinological changes in one’s overall body-state. Thus, affects are diffuse material forces and sensations, whereas emotions are their more narrowly focused correlates; affects precede consciousness and envelop the mind, while emotions can be seen to involve the subjective “capture” of affect, the yoking of affect to consciousness, or the filtering and processing that takes place when pre-reflective affect becomes available to reflective conscious experience. Theory and criticism undertaken in the wake of an affective turn seek to uncover the material and cultural efficacy of affect prior to this filtering.

But why would television scholars want to make this turn towards a subterranean domain of pre-personal affect? Briefly, I want to propose that an affective turn would help to highlight the richly material parameters of the televisual experience, to focus attention on embodied interfaces and non-cognitive transfers, thus providing a counterpoint to the dominant celebration of cognitive effort in recent television studies. In other words, the context for an affect-oriented intervention is the tendency, widespread in popular and scholarly accounts alike of recent television, to intellectualize the medium, to focus on complex narrative structures in an effort to redeem TV from long-standing prejudices and stereotypes that cast the bulk of programming as culturally inferior trash produced for a passive, undiscriminating, and distracted mass audience. Foregrounding the emergence of a new televisual “quality,” many recent critical approaches have focused particularly on contemporary serial television’s demanding textual forms, which seek to engage viewers with complex puzzles and intricately orchestrated plot developments – thus breaking with the formulaic repetition characteristic of simple episodic programs and providing mental stimulation in exchange for viewers’ long-term investments of attention. As early as the 1980s, the advocacy group Viewers for Quality Television had defined “quality” in the following terms: “A quality series enlightens, enriches, challenges, involves and confronts. It dares to take risks, it’s honest and illuminating, it appeals to the intellect and touches the emotions. It requires concentration and attention, and it provokes thought.” In short, quality TV does what good literature is supposed to do, namely: to engage the viewer/reader and make him or her think. And popular criticism has continued to pursue this tack in the effort to make television respectable, e.g. by comparing newer series to the nineteenth century novel – The Wire, for example, has been called “a Balzac for our time”, thereby suggesting that this paradigmatically complex series distinguishes itself by a heady sort of appeal that rewards the sophisticated viewer. Steven Johnson has famously claimed that such complex television provides its viewers with what he calls a “cognitive workout.” And Jason Mittell, who has probably done more than any of these people to explore the mechanics of complexity, has noted the way complex series reward viewers who assume the role of “amateur narratologists.”

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Clearly, the critical reappraisal of the medium and its implied viewer is not without foundation, as it speaks to very real changes in television programming in the wake of industrial, technological, and cultural shifts. Over the past ten years or so, there has indeed been an unprecedented flowering of programs that would seem to encourage active and intellectually engaged viewing. At the same time, though, graphic scenes of sex and violence proliferate across contemporary television series, including shows widely valued for their sophisticated cognitive demands. In particular, bodies are now routinely put on display, violated, tortured, dissected, and ripped apart in ways unimaginable on TV screens just a decade ago. I want to be clear that I don’t think this in any way invalidates theories and analyses that foreground the cognitive appeals of narratively complex TV. But this explosion of body images – including images of bodies exploding – does, I think, challenge such approaches to reconcile intellectual and more broadly affective and body-based appeals. By advocating an affective turn, a turn towards a diffuse, inarticulate field of pre-personal affect, I am not urging a turn away from consciousness or a regressive turn back to the view of an unrefined, unintellectual viewer. Instead, I am asking for more thought about how cognitive and affective appeals coexist today, and specifically about how they might be seen to work in tandem to maintain the momentum of contemporary television’s serial trajectories.

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Seriality is the key word here: seriality is one of the things that’s illuminated particularly well by broadly cognitivist and narratological approaches, and it’s seriality, I think, that marks the real challenge for an affective turn in TV studies. Consider Brian Massumi’s definition of affect as “a suspension of action-reaction circuits and linear temporality in a sink of what might be called ‘passion,’ to distinguish it both from passivity and activity” (28). This conception, which Massumi associates with the thinking of Baruch Spinoza, accords also with Henri Bergson’s notion of affect as “that part or aspect of the inside of our bodies which mix with the image of external bodies” (Matter and Memory 60). And the Bergsonian image of the body as a “center of indetermination,” where affect is an intensity experienced in a state of “suspension,” outside of linear time and the empirical determinateness of forward-oriented action, corresponds to a major emphasis in film theory conducted in the wake of the affective turn – namely, a focus on privileged but fleeting moments, when narrative continuity breaks down and the images on the screen resonate materially, unthinkingly, or pre-reflectively with the viewer’s autoaffective sensations. Such moments figure prominently in what Linda Williams calls the “body genres” of melodrama, horror, and pornography – genres in which images on screen are mobilized to arouse pity, fear, or desire directly in the body of the viewer. In his now classic study, The Cinematic Body, Steven Shaviro explores extreme cases like the self-reflexive attunement between gory images of zombies dismembering and disgorging on-screen characters, on the one hand, and the embodied spectator affected viscerally by these images on the other. But these are moments of caesura, when narrative and discursive significance dissolves and gives way to an “abject” experience of material plenitude prior to its parceling out into subject-object roles and relations. These displaced or “utopic” moments, dilated experientially to allow for a poetic sort of tarrying alongside images, are of course already exceptional in narrative cinema, but they must seem even more clearly at odds with the vectors of serial continuation that pull television viewers from one episode to the next, engrossing them in a story-world and concerning them with the lives of its characters week after week, over the course of several seasons.

So if television studies is to make an affective turn, it will have to account for the medial differences between long-form serial television and closed-form film, and it will have to distinguish the role of affect in each. One place to start with this comparison might be the self-reflexive “operational aesthetic” that Jason Mittell, following Neil Harris’s work on P.T. Barnum, has attributed to contemporary serial television as one of its central mechanisms. For Mittell, the operational aesthetic is related to the cognitive operation of tracing and taking pleasure in the complexities of narrative twists. At stake is an enjoyment not only of the story told but also of the manner of its telling, and the operational aesthetic involves the viewer in what might be described as the recursive pleasure of recognizing a series’ own recognition of the complexity of its narration. But if television’s “narrative special effects,” as Mittell calls them, can be explained in terms of an operational aesthetic, it’s important to note that this mode of engagement has also been attributed to closed-form film to explain the appeal of special effects of the ordinary, primarily visual and non-narrative, sort. Tom Gunning has applied the term “operational aesthetic” to the body-gag spectacles of slapstick. In this view, Charlie Chaplin’s or Buster Keaton’s body gets implemented as a thing-like mechanism in a larger system of things, and the spectator takes pleasure in tracing the causal dynamics of the system, which is in a sense also the system of cinematic images itself; the cinema in turn reveals itself as a complex (Rube Goldberg-type) contraption for the transfer of material intensities from one body – Chaplin’s or Keaton’s – to another – my own, as the latter is affected physically and compelled to laugh. Similarly self-reflexive mechanisms are at work in sci-fi and horror films, where visual and visceral spectacles interrupt narrative flow and bedazzle or shock with an operational appeal to the body rather than the brain. Monumental explosions, monstrous sights flashed on the screen without warning, and show-stopping effects seek in part to bypass the brain and imprint themselves in the manner of the physiological Chockwirkung that Walter Benjamin took to be central to the filmic medium.

But is this corporeal sort of self-reflexivity, an operational aesthetic that arouses the body more than the brain, possible in long-form serial television? And, if so, can it be a central component of televisual seriality, a motor of serial development, or must it remain a mere side-show in a medium dependent upon the forward momentum of narrativity?

As I noted before, there is certainly no shortage of body spectacles on contemporary television, and they seem in many ways to function like the cinematic spectacles I’ve been describing. Procedural, or what might more properly be called operational, forensic shows likes CSI or Bones, for example, resemble science-fiction film in their showcasing of technological processes – processes that are anchored in diegetic techniques and technologies but that serve to foreground medial technologies of visualization. These displays serve, like the special effects of science-fiction film, more to impress the viewer than to advance the story. Significantly, such digressive forensic displays revolve around bodies and their imbrications with medial technologies: corpses are subjected to analytical methods that issue not in cognitive but in visual and media-technological spectacles, thus providing the spectator with an affectively potent – but narratively rather pointless – formula that gets repeated week after week. The technological probing of bodies onscreen thus speaks to and motivates a doubling of the viewing body’s own technological interface with the television screen – the material site of affective transfer, which is crucially at stake in these biotechnical displays. A show like Grey’s Anatomy similarly problematizes the integrity of bodies and sets them in relation to technologies, both medical and medial, in order to establish an affective circuit between bodies onscreen and off. Bodies in pain, bodies injured, impaled, injected, or incised, bones sawed, organs exposed and removed: all of these things have their place in a narrative, but they also maintain an excessive autonomy as images, establishing in this way a relay between an affective awareness of one’s own embodiment and an emotional engrossment in a melodramatic story.

And while these shows may tend toward the episodic or the formulaic, their employment of body spectacles might be seen to illuminate a range of contemporary television, including shows widely recognized as qualitatively complex. Premium cable shows like Nip/Tuck, Six Feet Under, Dexter, or Californication, for example, revolve around a variety of corporeal explorations. And a series like True Blood manages to combine all three of Linda Williams’s “body genres” into a hybrid mix of soft-porn, horror, and melodrama. The Walking Dead positively obsesses over its media-technological ability to generate graphic images of all states of bodily decay, thus offering a series of visual and visceral challenges to the viewer that run parallel to and punctuate the story’s unfolding. And even a starkly serialized and celebrated complex show like Breaking Bad activates these mechanisms when it visualizes a scene of bodily destruction like this one:

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Here, there is a properly visual appeal, a showcasing of the image that involves the viewer by activating a sense of one’s own corporeal fragility – thus staging a deeply existential demonstration of physical vulnerability that culminates, and momentarily negates, all the narrative investment and development of character that has led up to this point. In other words, the affective force of this moment far exceeds its diegetic and medial temporality; with Massumi, we might say the image occasions “a suspension of action-reaction circuits and linear temporality in a sink of […] ‘passion’” or immersive involvement. But, I suggest, the scene demonstrates a synergistic or contrapuntal rather than strictly oppositional relation between narrative development and affective depth. The image of the exploded face retains a visual and affective singularity, an excess over and above the storyline in which it’s embedded, but its evocation of the viewer’s own delicate corporeality resonates as well with the series’ overall narrative focus on a protagonist whose body is under attack by cancer.

Finally, to generalize from these examples and wager a hypothesis about the contrapuntal function of such body spectacles in contemporary long-form serial television: I suggest that corporeal self-reflexivity, or the establishment of affective circuits by graphically opening up bodies for destructive, clinical, or sexual purposes, serves as a nexus for the formal hybridization of serial and episodic forms that Mittell makes central to his conception of narrative complexity. Not, of course, the nexus, but a nexus: in other words, a site where a certain sort of formal experimentation takes place, leading to an alternative form of “serially complex television” that activates an “operational aesthetic” for cognitive and corporeal means, in the process intensifying viewers’ investment in narrative developments by imbuing them with affective depth. I speak intentionally of “serial complexity” rather than “narrative complexity,” in order to account for the contrapuntal interplay between lines of narrative continuity on the one hand and moments of non-narrative affect on the other; by standing outside of series’ narrative temporalities, the latter moments punctuate continuity with discontinuity, but they also harbor the potential to establish an alternative seriality of their own, one that runs parallel to narrative development; this is an affective and corporeally registered seriality established through the repetition and variation of such poignant moments and images. Scenarios of the body-genre type serve then as fulcrum points for alternating between ongoing serial arcs and more episodically ritualistic engagements with affectively intense but narratively vacuous states of being: arousal by sexualized images, for example, or being moved to tears by highly melodramatic sequences (like the ritualized climaxes of Grey’s Anatomy, which employ music video techniques for a literally melodramatic presentation of bodily triumphs and defeats), or being shaken or disturbed by brutal violence and body horror (which can be occasioned by vampires, zombies, gladiators, serial-killers, or even health-care givers).

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At stake, then, in television studies’ affective turn is the discovery of a broad, material site of serial complexity, of a nexus where shifts occur between serial and episodic forms or between repetition and variation, serially modulated through alternating appeals to cognitive effort and to bodily stimulation. By engineering self-reflexive feedback loops between onscreen body spectacles and the bodily sensitivities of offscreen viewers, contemporary series cement strong affective bonds between their viewers and the very form of complex seriality – with its shifting of gears and contrapuntal rhythms internalized at a deep, sub-cognitive level as the rhythms of one’s own body. Engagement with form thus becomes the embodiment of temporal vicissitudes that are as much those of the show as they are the flowing time of the spectator’s own affective life. At stake is a sort of serial synchronization of affective potentials, over and above (or perhaps deep below) the cognitive recognition of formal complexity. Such affective interfaces materially support and encourage mental engagements with narrative developments, but they do so by cultivating deep material resonances that, at the farthest extreme, institute a corporeal (perhaps endocrinological) need, a serially articulated demand for bodily replenishment or a weekly affective “fix.” The serialized probing of diegetic bodies is reflexively tied to a complex serialization of the viewer’s own body.

It’s Not TV: Conference Program

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Above, the program for the conference “It’s Not Television” in Frankfurt, where Florian Groß, Felix Brinker, and I will be presenting this coming week. (More about our talks — and links to our abstracts — here.)

Batman and the “Parergodic” Work of Seriality in Interactive Digital Environments

wayne-tech

On Saturday, December 15 (11:30 am, 6th floor of the Conti-Hochhaus, room TBA) — in the context of a research colloquium of the American studies department — I will be presenting some work in progress from my “Habilitation” project Figuring Serial Trajectories (more info about my project here; also, more info about the larger collaborative project with Ruth Mayer on serial figures here, and the website of the overarching research group on popular seriality here).

The topic of my talk will be Batman, computer games, and digital media environments. I will be expanding on, and trying to make somewhat more concrete, the idea of “parergodicity” which I presented at the recent FLOW conference (see here for my position paper).

Here is the abstract for my talk:

Batman and the “Parergodic” Work of Seriality in Interactive Digital Environments

Shane Denson

In the twentieth century, serial figures like Tarzan, Frankenstein’s monster, and Sherlock Holmes enacted a broadly “parergonal” logic; that is, in their plurimedial instantiations (in print, film, radio, TV, etc.), they continually crossed the boundaries marked by these specific media, slipped in and out of their frames, and showed them – in accordance with the logic of the parergon as described by Jacques Derrida – to be reversible. Through such oscillations, serial figures were able to transcend the particularity of any single iteration, and more importantly they were able to constitute themselves as higher-order frames or media, within which the transformations of first-order (i.e. apparatically concrete) media could be traced in the manner of an ongoing – though not altogether linear – series.

In the twenty-first century, many classic serial figures have declined in popularity, while the basic functions and medial logics of those that remain have been transformed in conjunction with the rise of interactive, networked, and convergent digital media environments. As I will argue in this presentation, the figure of Batman exemplifies this shift as the transition from a broadly “parergonal” to a specifically “parergodic” logic; the latter term builds upon Espen Aarseth’s notion of the “ergodic” situation of gameplay – where ergodics combines the Greek ergon (work) and hodos (path), thus positing nontrivial labor as the aesthetic mode of players’ engagement with games. Expanded beyond narrowly ludological frames of reference to include a wider variety of interactive and participatory potentials in contemporary culture, ergodic media give rise to new forms of seriality that accompany, probe, and trace the developmental trajectories of the new media environment. These new forms and functions of seriality, as embodied by a figure like Batman, raise questions about the blurring of relations between work and play, between paid labor and the incidental work or “immaterial labor” culled from our leisure activities and entertainment practices, in the age of the “control society” (Deleuze) or of “post-cinematic affect” (Shaviro). Following Batman’s transitions from comics to graphic novels, to the films of Tim Burton and Christopher Nolan, and on to the popular and critically acclaimed videogames Arkham Asylum and Arkham City, I will demonstrate that the dynamics of border-crossing which characterized earlier serial figures has now been re-functionalized in accordance with the ergodic work of navigating computational networks – in accordance, that is, with work and network forms that frame all aspects of contemporary life.

Out Now: American Comic Books and Graphic Novels

American Comic Books and Graphic Novels is a special issue of Amerikastudien / American Studies (issue 56.4), edited by Daniel Stein and Christina Meyer (my co-editors on the forthcoming Transnational Perspectives on Graphic Narratives: Comics at the Crossroads), together with Micha Edlich from the University of Mainz. The special issue, which I just found in my mailbox, has turned out to be a very nice collection of essays, bringing together theorizations of comics and graphic narratives as a medium or medial form and close readings of specific case studies. Also included is an interview with David Mack, conducted by Henry Jenkins. Daniel Stein has posted the full table of contents at his academia.edu page (here).

My own contribution, “Marvel Comics’ Frankenstein: A Case Study in the Media of Serial Figures,” continues my recent explorations of the nexus of seriality and/as mediality. Here’s the abstract:

This essay argues that Marvel’s Frankenstein comics of the 1960s and 1970s offer a useful case study in the dynamics of serial narration, both as it pertains to comics in particular and to the larger plurimedial domain of popular culture in general. Distinguishing between linear and non-linear forms of narrative seriality—each of which correlates with two distinct types of series-inhabiting characters—I argue that Marvel’s staging of the Frankenstein monster mixes the two modes, resulting in a self-reflexive exploration and interrogation of the comics’ story- telling techniques. Furthermore, I contend that this process sheds light on the medial dynamics of serial figures—that is, characters such as the monster (but also superheroes like Batman and Superman or other figures like Tarzan and Sherlock Holmes) that are adapted again and again in a wide variety of forms, contexts, and media. Though narrative continuity may be lacking between the repeated stagings of serial figures, non-diegetic traces of previous incarnations accumulate on such characters, allowing them to move between and reflect upon medial forms, never wholly contained in a given diegetic world. Accordingly, Marvel’s depiction of the Frankenstein monster leads to a self-reflexive probing of comic books’ forms of narrative and visual mediality, ultimately problematizing the very building blocks of comics as a medium—the textual and graphic framings that, together, narrate comics’ serialized stories.