Ludic Serialities and the “Parergodicity” of Game Studies as Media Studies — #Flow12

Here’s my position paper for the “Game Studies as Media Studies” panel at the FLOW Conference 2012 in Austin, Texas (November 1-3).

Ludic Serialities and the “Parergodicity” of Game Studies as Media Studies

Shane Denson, Leibniz Universität Hannover

The topic of this panel, “Game Studies as Media Studies,” challenges us to stipulate relations (however tentatively) between two fields of study that are themselves in many ways intersectional, cross-disciplinary, and thus to a certain extent undefined. Indeed, by broaching this topic we are returned to the (self-proclaimed) inaugural moment of game studies: to the debates raging as Espen Aarseth famously announced, in 2001’s premiere issue of the online journal Game Studies, “Year One” of computer game studies. In his attempt to stake out the terrain for “a new discipline” and protect it from “colonising efforts” from film and literary studies, Aarseth declared games’ independence from “old mass media, such as theatre, movies, TV shows and novels.” Already eleven years ago, then, Aarseth rejected the idea of game studies as media studies, writing: “Some would argue that the obvious place for game studies is in a media department, but given the strong focus there on mass media and the visual aesthetics, the fundamentally unique aspects of the games could easily be lost.”

The background, of course, was the so-called narratology-versus-ludology debate. And though that debate has since subsided (to the point, even, that some question whether it ever took place at all; cf. Frasca 2003), many of the central points of contention inevitably arise again when we undertake to reassess the relations between game studies and media studies. The crux, of course, is the ludological idea that the defining feature of games as a medium, and hence the core concern of game studies, is the interactive or, in Aarseth’s (1997) term, “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. From a ludological perspective, narrative then appears as marginal, subordinate, or at best supplementary or parallel to gameplay – hence para- or “parergodic,” as I propose calling it. And not just narrative, but many of the aspects that might interest media scholars occupy this marginal or framing field of parergodics: from visual forms on screen, for example, to the social and cultural formations they give rise to in the wider world, outside the games themselves.

But parergodicity, a term which combines Aarseth’s “ergodics” with Derrida’s (1987) “parergon,” is not clearly distinguishable from the core of ergodics; on the contrary, the parergodic enacts a logic of supplementarity, a multistable oscillation such as Derrida ascribes to the picture frame: standing outside the work and serving as its background, the frame can also shift and become part of the figure when seen against the background of the wall. Parergodicity, I propose, defines a broad space for media studies research on games, allowing us more generally to rethink the relations between media studies and game studies so as to avoid both extremes of incommensurability and of colonization: “game studies as media studies,” conceived as a field of parergodic inquiry, aims at once to acknowledge the medial specificity of games, their resistance to paradigms established by studying dominant media like film and TV, without thereby ignoring the many empirical and conceptual points of contact that exist.

A key field of parergodic phenomena that demonstrates this potential is the widespread but undertheorized seriality that characterizes games at virtually every level of their material, cultural, and intermedial expression. While the serialization practices that generate ever new iterations of Mario, Zelda, or Lara Croft might seem to be clearly extraneous to the ergodic activity of gameplay, this is far from obvious. In the context of a joint project entitled “Digital Seriality: The Serial Aesthetics and Practice of Digital Games,” Andreas Jahn-Sudmann and I have identified three levels across which seriality can be seen to resonate. Most basically, seriality informs gameplay directly through formal-algorithmic structures of repetition/variation and the intra-ludic seriality of progressive game “levels” (which often repeat, and vary, the basic representational but also actional structures established in earlier levels, thus establishing both episodic closure and continuation). Sequels, remakes, and other explicit serialization practices constitute inter-ludic serialities that are operative between games, but not without consequence or relation to gameplay proper and its infrastructure (the modularity of game engines promotes inter-ludic serialization, for example, essentially repeating the serial patterning of intra-game levels). Moreover, fan practices and transmedial phenomena beyond the games themselves instantiate extra- or para-ludic serialities, which tie gameplay into larger networks of media consumption and exchange. As parergodic phenomena, ludic serialities therefore cut across the divisions that were taken to separate narratological and ludological positions. Finally, then, these serial structures offer both a broad basis for cross-media comparisons (from dime novels, film serials, TV series, etc.), as well as the means for identifying salient differences of digital interactivity, thus articulating a field of parergodics as the site of overlap, complementarity, and mutual advantage for game studies and media studies.

Works cited:

Aarseth, Espen J. 1997. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins UP.

Aarseth, Espen J. 2001. “Computer Game Studies, Year One.” Game Studies 1.1 (July 2001): <http://www.gamestudies.org/0101/editorial.html>.

Derrida, Jacques. 1987. The Truth in Painting. Trans. Geoff Bennington and Ian McLeod. Chicago: U of Chicago P.

Frasca, Gonzalo. 2003. “Ludologists love stories, too: Notes from a debate that never took place.” Level Up Conference Proceedings. Utrecht: University of Utrecht. 92-99. <http://www.digra.org/dl/db/05163.01125>.

Ludic Serialities @FlowConf2012 #Flow12

I am pleased to learn that my proposal has been accepted in a panel on “Game Studies as Media Studies” at this year’s FLOW Conference in Austin, Texas (organized biannually by graduate students in the Department of Radio-Television-Film at UT). Interestingly, no papers will be presented at the conference — just five-minute statements followed by panel discussions. The preliminary schedule is now up at the conference website, and for the most part it looks great (though I do regret to see that my panel is scheduled to run concurrently with the panel on “Teaching TV” — I was looking forward to seeing Jason Mittell there, who left Germany a few months ago after his year-long stay in Göttingen; I guess we’ll just have to get a beer afterwards…). Anyway, my proposal is based on a project that I’m currently developing with Andreas Jahn-Sudmann (on “Digital Seriality: The Serial Aesthetics and Practice of Digital Games”). Here’s my short abstract:

Ludic Serialities

Shane Denson

In order to think through the affordances and consequences of conceiving game studies as part of humanities-oriented media studies – as opposed both to non-disciplinary approaches to games as focal objects for many disciplines, as well as to strong disciplinary programs following from “ludological” assertions of digital games’ medial exceptionality – I propose looking at a widespread but undertheorized aspect of video games: viz. the seriality that characterizes games at virtually every level of their material, cultural, and intermedial expression. Seriality informs gameplay through formal-algorithmic structures of repetition/variation and the intra-ludic seriality of progressive game “levels”; sequels, remakes, and other explicit serialization practices constitute inter-ludic serialities; finally, fan practices and transmedial phenomena beyond the games themselves instantiate extra-ludic serialities. Careful attention to serial structures offers both a broad basis for cross-media comparisons (from dime novels, film serials, TV series, etc.), as well as the means for identifying salient differences of digital interactivity.

Seriality and Media Transformation #GöSerial

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When this post goes online, I’ll be participating in a panel discussion (together with Kathleen Fitzpatrick, Sean O’Sullivan, and Ruth Page, and moderated by Jason Mittell) on the topic of “seriality and media transformations” at the workshop on Popular Seriality going on at the Lichtenberg-Kolleg at the Georg-August-Universität Göttingen. Each of the participants has been asked to prepare a five-minute statement to set the stage and get things rolling. This is what I’ll be saying:

Seriality and Media Transformation

Shane Denson

The topic of this panel, seriality and media transformation, names a constellation of processes that, as I see it, are perhaps not essentially or necessarily linked, but which are nevertheless bound together as a matter of historical fact. I’m tempted to say that seriality and media transformation are “structurally coupled” under conditions of modernity. My thoughts on this topic follow from research I’ve been conducting with Ruth Mayer, where we’ve been looking at popular figures like Frankenstein’s monster, Sherlock Holmes, Tarzan, or Batman – what we call serial figures, which proliferate across a range of media (but in a fragmented, plurimedial way, not by way of the more coherent, and more recent, transmediality that Henry Jenkins describes in terms of “world building”). In the context of this research, where we look at the way these figures jump from one medium to another, perpetually re-creating themselves in the milieu of a new medium, we are concerned with a nexus between seriality and mediality – a nexus where series are not just the contents of specific media (film serials, radio series, TV series, and the like), but where seriality is constituted as a higher-order medium, one in which the relations between and the transformations of first-order media (media as we usually think of them) are put on display, made visible, and negotiated. To make a big claim – because what else can you do in five minutes? – I would claim that it is the very hallmark of modernity to forge and reforge such a nexus of seriality and mediality; in other words, the articulation of seriality as a higher-order medium of media change is a central device for measuring, and indeed for constituting, the progression or forward march of a future-oriented modernity.

So we have to regard the media-historical function of the nexus: Because series unfold over time, they are subject to any changes that their carrier media may undergo. Not just passive receivers, though, series actively trace these transformations as they enact their own temporal unfoldings: the self-historicization by which series mark new installments against the old and in some cases stage qualitative transformations of their internal norms (as when Lost suddenly shifts from using flashbacks to flashforwards) – such processes of serial self-renewal and innovation can also serve as indexes of media change, and as the means for updating the idea of modernity in the process. Modernity itself is all about the update, and more often than not the update in question is all about innovations in media and technologies of mediation. So I’m suggesting that serial forms, which are inherently concerned with perpetually updating themselves, are the “natural” forms in which modernity would seek to stage itself.

Of central importance here is the medial self-reflexivity that serial forms are in various respects capable of instantiating. I’ll just briefly consider the example of Frankenstein’s monster, conceived as a serial figure (or a figure of serialization). Originating in a highly self-reflexive novel about (among other things) the experiential deformations occasioned by industrialization, the monster was serially replicated on the increasingly mechanized theater stages of the nineteenth century, before it became subject, in 1910, of a highly self-reflexive film by the production company of Thomas Edison, the wizard of modern media-technological innovation himself. In the film, as in all the Frankenstein films that would follow in the course of the next century, animation is both a diegetic and a medial process. In 1910, the term “animated pictures” was still used to describe film in general and to distinguish it from the still pictures of photography, so the creation sequence instantiated a sort of “operational aesthetic” in which, against the background of the familiar figure, film could stage itself as a figure of modern media fascination. Importantly, this is at the outset of the cinema’s so-called transitional era, which would radically change the phenomenological and industrial functions of film. Nor is it an accident that the still iconic image of the monster, embodied by Boris Karloff, was established (in 1931) in the wake of the cinema’s sound transition. Robbed of speech, a mute icon served all the better to foreground the fact of sound and thus to stage the self-renewal of film, the updating of the medium’s modernity, against the background of the flat figure’s serialized history. The figure of the monster, which exists not in a series but as a series, which updates itself in color and widescreen formats, in 3-D and CGI, in comics, on TV, and in video games, increasingly becomes a medium itself: a second-order medium of media change, and of modernity as the trajectory of media-technical innovation, updating, and transformation.

Transnational American Studies

I have yet to hear from anyone at the annual conference of the German Association for American Studies, which is going on now (May 31 – June 3, 2012) in Mainz, but the volume pictured above — Transnational American Studies, edited by Udo Hebel — was scheduled to make its debut there. (The Amazon page is up, but currently listing the book as not yet available.) In any case, I look forward to reading the contributions to the volume, which the publisher (Winter) describes thus:

Transnational approaches and theories have reshaped the interdisciplinary trajectory of American Studies since the turn of the millennium. The further extension of perspectives on the United States and North America to prominently include Atlantic Studies, Hemispheric Studies, and Pacific Studies has complicated long-standing notions of ‘American Studies’ and problematized concepts such as nation, identity, and American exceptionalism.

The collection gathers thirty original contributions to transnational American Studies from the fields of cultural studies, literature, history, politics, and media studies. Individual essays reassess the global role of the U.S. and its perceptions from within and without, discuss how transnational and comparative explorations emphasize multidirectional processes of cultural exchange and transfer, and show how paradigms of migration and cultural mobility have taken definitions and practices of American Studies beyond traditional geographical and disciplinary limits.

Oh, and did I mention that I have a chapter in the book? (Sorry for the self-promotion, but that’s what blogs are for, right?) Anyway, my piece is called “Frame, Sequence, Medium: Comics in Plurimedial and Transnational Perspective,” and it’s a reworking of a talk by the same title that I gave at last year’s DGfA conference. (In case you missed it but are interested, a screencast video of the full presentation can be viewed here.)

“Take anything and make it a matter of expression”: media | matter conference

media|matter:
the matter of media | the mediality of matter

Here’s the announcement I just received from Bernd Herzogenrath for an exciting conference coming up soon (May 31 – June 2, 2012) in Frankfurt. Be sure to click the link above for the conference program, list of speakers (including Bill Morrison, Thomas Köner, Lorenz Engell, and Hanjo Berressem), registration, and other info.

The 2012 media|matter conference reflects the increased interest in the material aspects of our culture, triggered by the material turn as postulated by Deleuze & Guattari, Varela & Maturana, Serres, and others. In consequence we will assess the implications of this blossoming field of research which focuses rather on what represents, than on what is represented.
The aim of our conference is to re-focus approaches in culture- and media-sciences and to open up and foster new, interdisciplinary perspectives and concepts towards a revised understanding of media. By highlighting the materiality of the medium and reading this very materiality as medium, questions occur: can content and form still be regarded as separate? Or shouldn’t we rather acknowledge that the matter of the medium affects the message that is conveyed and represented? Shouldn’t we consequently speak of informed matter and of materialized information?
In the same way, social- and cultural-sciences cannot ignore the findings of the life-sciences, especially in the fields of complexity-theory and non-linear systems. Thus this conference also intends to bring together artists and researchers from diverse disciplines with differing understandings of media and materiality, not only to create feedback-loops between natural- and cultural-sciences, but also to re-think the somewhat fuzzy concepts of nature and culture.

Object-Oriented Gaga #c21nonhuman

Above is a screencast of my talk, “Object-Oriented Gaga: Theorizing the Nonhuman Mediation of Twenty-First Century Celebrity,” which I am giving right now (that is, simultaneous with this posting, at 2:30 pm US Central Time on May 5, 2012) in the panel “Queer/Feminist/Gaga” at the “Nonhuman Turn” conference at the University of Wisconsin-Milwaukee’s Center for 21st Century Studies.

(For a larger view, click here to go straight to the video on YouTube.)

Nonhuman Turn: Steven Shaviro

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Plenary talk by Steven Shaviro, recorded May 4, 2012, at the “Nonhuman Turn” conference at the University of Wisconsin-Milwaukee’s Center for 21st Century Studies.