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

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

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

Shane Denson, Duke University and Leibniz University of Hannover

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

CFP: Seriality Seriality Seriality — Berlin, June 2016

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

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

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

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

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

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

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

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

Ludic Serialities @ CUNY

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On April 23-24, 2015, I will be participating in the conference “Thinking Serially: Repetition, Continuation, Adaptation,” hosted by the Department of Comparative Literature at the Graduate Center, CUNY. You can find the full program here, and here is the abstract for the talk I’ll be giving:

Ludic Serialities: Levels of Serialization in Digital Games and Gaming Communities

Shane Denson (Duke University, Program in Literature)

In this paper, I outline several layers of seriality that are operative in and around the medium of digital games. Some of these resemble pre-digital forms of popular seriality, as they have been articulated in commercial entertainments since the nineteenth century; others would seem to be unique to digital formats and the ludic forms of interactivity they facilitate. Thus, the “inter-ludic” seriality of sequels, remakes, and spinoffs that constitute popular game franchises are recognizable in terms of the (predominantly narrative) seriality that has characterized serialized novels, films serials, television series, cinematic remakes and blockbuster trilogies. But these franchises also give rise to “para-ludic” forms of seriality that are more squarely at home in the digital age: games form parts of larger transmedia franchises, which depend in many ways on the infrastructure of the Internet to support exchanges among fans. On the other hand, games also articulate low-level “intra-ludic” serialities through the patterns of repetition and variation that characterize game “levels” and game engines. These serialized patterns are often non-narrative in nature, manifesting themselves in the embodied rhythms instantiated as players interface with games; they therefore challenge the traction of pre-digital conceptions and point to what would appear an unprecedented form of “infra-ludic” serialization at the level of code and hardware. Interestingly, however, such ultra-low-level serialities remain imbricated with the high-level seriality of socio-cultural exchange; levels of code and community cross, for example, in highly serialized modding communities.

This presentation takes a comparative approach in order to identify historical, cultural, and medial specificities and overlaps between digital and pre-digital forms of seriality. Besides outlining the levels of seriality described above, I will also look at methodological challenges for studying these new forms, as well as several approaches (including both close and “distant” forms of reading) designed to meet these challenges.

Bibliography:

Boluk, Stephanie, and Patrick LeMieux. “Hundred Thousand Billion Fingers: Seriality and Critical Game Practices.” Leonardo Electronic Almanac 17.2 (2012): 10-31. http://www.leoalmanac.org/wp-content/uploads/2012/04/LEAVol17No2- BolukLemieux.pdf

Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Eludamos: Journal for Computer Game Culture 7.1 (2013): 1-32. http://www.eludamos.org/index.php/eludamos/article/view/vol7no1-1/7-1-1- pdf

Denson, Shane, and Andreas Jahn-Sudmann, eds. Digital Seriality. Special issue. Eludamos: Journal for Computer Game Culture 8.1 (2014). http://www.eludamos.org/index.php/eludamos/issue/view/vol8no1

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

#SCMS15 — Post-Cinema, Digital Seriality, and a Book Giveaway!

2015-03-10 06.03.52 pm

Only two weeks until the 2015 Society for Cinema and Media Studies annual conference (March 25-29 in Montreal)! In case you haven’t seen it already, the official program is now up here (warning: opens as a PDF).

As I have posted before, I will be participating in two panels this year:

First, I will be serving as chair on the “Post-Cinema and/as Speculative Media Theory” panel (Session K7: Friday, March 27, 9:00 – 10:45am), for which I feel extremely lucky to have secured an all-star lineup of panelists: Steven Shaviro, Patricia Pisters, Adrian Ivakhiv, and Mark B. N. Hansen (click on each name to read the panelists’ abstracts). I also feel very honored that the Media and the Environment Special Interest Group has chosen this panel for official sponsorship!

Second, I will be co-presenting a paper on “Hardware Seriality” with my colleague Andreas Jahn-Sudmann in the “Digital Seriality” panel (Session Q20: Saturday, March 28, 3:00 – 4:45pm). Other panelists include Scott Higgins and Dominik Maeder (click for their abstracts). (Unfortunately, Daniela Wentz will not be able to attend the conference.)

Finally, just for fun: A BOOK GIVEAWAY! The first person to ask me (in person, during the conference) about my book Postnaturalism: Frankenstein, Film, and the Anthropotechnical Interface (excerpt here) will get a free copy! So be on the lookout!

Livestream: Visualizing Digital Seriality

2015-01-28 02.54.54 pm

According to the Duke Visualization Friday Forum website, my talk this Friday — “Visualizing Digital Seriality: Correlating Code and Community in the Super Mario Modding Scene” — will be streamed live: here.

The talk will take place at 12:00 Eastern time, Jan. 30, 2015.

Visualizing Digital Seriality / Duke Visualization Friday Forum

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On January 30, 2015 (12:00-1:00pm), I will be speaking about visualization techniques and game-related serialization processes at the Duke Visualization Friday Forum. Organized by Eric Monson and Angela Zoss, this is a very exciting and robustly interdisciplinary venue, as the long list of sponsors for the weekly forum indicates: Information Science + Information Studies, the Duke immersive Virtual Environment (or DiVE), Media Arts + Sciences, Data and Visualization Services, the Department of Computer Science, Research Computing at the Office of Information Technology, and Visualization & Interactive Systems.

As this list indicates, the Visualization Friday Forum has the potential to take just about anyone — but especially humanities-types like me — out of their comfort zone; but it does so in the most comfortable way possible: the informal setting of a lunchtime chat fosters a type of exchange that is interdisciplinary in the best sense. Artists, computer scientists, media scholars, digital humanists, historians, literary critics, mathematicians, and researchers in the natural sciences, among others, make a genuine effort to understand one another. And, to judge from the times I have been present or watched a live-stream of the Forum, this effort is usually quite successful.

So here’s hoping that my own effort at interdisciplinary dialogue will be as successful! In my talk, I will discuss an ongoing project, some preliminary findings of which I posted not too long ago. Here’s the abstract:

Visualizing Digital Seriality: Correlating Code and Community in the Super Mario Modding Scene

Shane Denson (DAAD Postdoctoral Fellow, Duke Literature)

Seriality is a common feature of game franchises, with their various sequels, spin-offs, and other forms of continuation; such serialization informs social processes of community-building among fans, while it also takes place at much lower levels in the repetition and variation that characterizes a series of game levels, for example, or in the modularized and recycled code of game engines. This presentation considers how tools and methods of digital humanities – including “distant reading” and visualization techniques – can shed light on serialization processes in digital games and gaming communities. The vibrant “modding” scene that has arisen around the classic Nintendo game Super Mario Bros. (1985) serves as a case study. Automated “reading” techniques allow us to survey a large collection of fan-based game modifications, while visualization software such as Tableau and Palladio help to bridge the gap between code and community, revealing otherwise invisible connections and patterns of seriality.

SCMS 2015 Preliminary Schedule Online — #SCMS15

montreat2015

The preliminary schedule for the Society of Cinema and Media Studies 2015 conference in Montreal is now online (here). As I posted recently, I will be involved in two separate panels:

First, I will be chairing the panel on “Post-Cinema and/as Speculative Media Theory” (panel K7, Friday, March 27, 2015, 9:00-10:45am) — with presenters Steven Shaviro, Patricia Pisters, Adrian Ivakhiv, and Mark B. N. Hansen. You can find the complete panel description, as well as individual abstracts, here. Note also that all participants on this panel are contributors to the forthcoming Post-Cinema: Theorizing 21st-Century Film, which I am co-editing with Julia Leyda.

Second, I will be participating in a panel on “Digital Seriality” (panel Q20, Saturday, March 28, 2015, 3:00-4:45pm) — along with Andreas Jahn-Sudmann, Scott Higgins, Dominik Maeder, and Daniela Wentz. Panel description and abstracts can be found here. And, as with the other panel, this one too has a tie-in with a publication: all the participants on this panel were contributors to the special issue of Eludamos: Journal for Computer Game Culture that Andreas Jahn-Sudmann and I edited on the topic of “Digital Seriality.”

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

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

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

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

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

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

Bibliography

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

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

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

 

Author Bios:

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

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

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

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

Serial Interfaces: Publishing and Programming Television on Digital Platforms

Dominik Maeder (University of Siegen)

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

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

Bibliography:

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

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

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

 

Author Bio:

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

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

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

The Infinite Gesture: The Serial Culture of the Gif

Daniela Wentz (Bauhaus University)

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

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

Bibliography:

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

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

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

 

Author Bio:

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