Comics as Mediator of the Print/Digital Divide

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

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

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

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

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

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

Post-Cinematic: Video Essays

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For their final projects in my 21st-century film class, three of my students chose to make video essays, which they have now made available on a blog that they set up especially for this purpose. Over at 21stcenturycinema.wordpress.com, you will find Jesko Thiel’s exploration of transmedia storytelling, Christopher Schramm’s analysis of editing techniques in videogame-based “fragmovies,” and Andreas Merokis’s look at violence as narrative and/or spectacle in contemporary cinema. Take a look and leave them a comment!

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

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

Call for Papers: Digital Seriality

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

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

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

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

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

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

Possible topics include, but are not limited to:

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

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

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

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

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References:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Digital Seriality

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

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

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

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

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

Images that Metabolize Time (Post-Cinematic Perspectives)

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Pioneering video artist Nam June Paik has been quoted as saying that video “imitates not nature but time.” Somewhat more elaborately, in his reflections on “input-time” and “output-time,” he writes: “Video art imitates nature, not in its appearance or mass, but in its intimate ‘time-structure’ … which is the process of AGING (a certain kind of irreversibility).” And elsewhere again, Paik explains his view thus: “So called ‘feedback’, video artist’s favorite word, is nothing but the scientific term for ‘aging’ … that is : enrichment in time-component or a compounded time. Like any other art, video-art also imitates the nature… but in her time-component. Ex. : in NTSC color, color is determined by time-component : that is : phase-delayline in 3.58 mega-hertz.”

Paik’s views on video’s novel relation to temporality inspired philosopher Maurizio Lazzarato to take up the question of time’s modulation in the machines of post-Fordist capitalism in his book Videofilosofia: La percezione del tempo nel post-fordisme (the first chapter of which has appeared in English in Theory, Culture & Society). And Lazzarato’s reflections (along with those of Steven Shaviro and Mark B. N. Hansen, among others) have been central to my own attempts to come to terms with the significance and experiential parameters of our shift to a properly “post-cinematic” media regime.

This past weekend (November 22-23, 2013), I had the opportunity to present my work on the topic at the excellent “Post-Cinematic Perspectives” conference organized by Lisa Åkervall and Chris Tedjasukmana from the Freie Universität Berlin. Steven Shaviro’s talk on Spring Breakers was a particular highlight for me, but I also enjoyed being exposed to thoughts on a number of topics and artworks quite outside my areas of expertise — especially a number of talks on very recent video-art pieces with which I was not previously familiar but am now inspired to seek out.

Through some serendipitous cosmic event — some alignment of the stars giving rise to an unhoped-for coincidence of spatiotemporal coordinates, intellectual and practical concerns, and the respective times of work and leisure — I also found myself confronted with Nam June Paik’s wonderful Triangle: Video-Buddha and Video-Thinker (1976/1991), currently on display in the exhibit “Body Pressure: Sculpture since the 1960s” at Hamburger Bahnhof – Museum für Gegenwart (25 May 2013 – 12 January 2014). Placing a sculpture of Buddha and a small reproduction of Rodin’s Le Penseur under the constant, real-time surveillance of two video cameras connected to four monitors — two of which face each other in a closed-circuit loop of video production and machinic reception — Paik’s Triangle provided the perfect opportunity not only to think more about the “metabolic images” that (following Paik, Lazzarato, Shaviro, and Hansen) I had been theorizing at the conference, but to put these thoughts into practice in an experimental configuration.

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Of course, the fact that (following the advent of the smartphone) virtually everyone today walks around with a high-definition digital video camera in their pocket has no small bearing on the significance and historicity of Paik’s work. Thus, my wife and I decided to expand Triangle‘s loop of time-metabolizing images by adding a further layer of video processing: each of us filmed different points of the sculpture’s own input/output and integrated our own video devices into the loop. The results, seen here, were synced and combined with split-screen and transparency settings (along with reverse-motion in the top video and the introduction of compression artifacts in the bottom one). In this way, we tried to expand and reflect (materially, not cognitively) on the impact of computational imaging technologies for a work like Triangle — on their radical expansion of variables (“and/ors”) which Paik described thus:

Paik-Triangle-Buddha-Thinker

In the talk I gave over the weekend, “Nonhuman Perspectives and Discorrelated Images in Post-Cinema” (abstract here), I argued (drawing on Lazzarato’s very Paikian arguments about video):

Computational rendering processes generate unanticipated and unanticipatable images, in effect rendering post-cinematic cameras themselves strangely vibrant, uncanny. There is a dilation of affect involved, which introduces a temporal gap of hesitation or delay between perception (or recording) and action (or playback), and it amounts to a modeling or enactment of the indetermination of bodily affect through which time is generated, and by which (in Bergson’s system) life is defined. A negative view sees only the severing of the images’ indexical relations to world, hence turning all digital image production and screening into animation. But in the end, the ubiquity of “animation” that is introduced through digital rendering processes should perhaps be taken literally, as the artificial creation of (something like) life, itself equivalent with the gap of affectivity, or the production of duration through the delay of causal-mechanical stimulus-response circuits; the interruption of photographic indexicality through digital processing is thus the introduction of duration = affect = life. Discorrelated images, in this respect, are autonomous, quasi-living images in Bergson’s sense, having transcended and gained a degree of autonomy from the mechanicity that previously kept them subservient to human perception. Apparently “crazy,” because discorrelated from the molar perspectives of phenomenal subjects and objects, cameras now mediate post-perceptual flows and confront us everywhere with their own affective indeterminacy.

Another way to put this is to say that post-cinematic cameras and images are metabolic processes or agencies, and their insertion into the environment alters the interactive pathways that define our own material, biological, and ecological forms of being, largely bypassing our cognitive processing to impinge upon us at the level of our own metabolic processing of duration. Metabolism is a process that is neither in my subjective control nor even confined to my body (as object) but which articulates organism and environment together from the perspective of a pre-individuated agency. Metabolism is affect without feeling or emotion – affect as the transformative power of “passion” that, as Brian Massumi reminds us, Spinoza identifies as that unknown power of embodiment that is neither wholly active nor wholly passive. Metabolic processes are the zero degree of transformative agency, at once intimately familiar and terrifyingly alien, conjoining inside/outside, me/not-me, life/death, old/novel, as the basic power of transitionality – marking not only biological processes but also global changes that encompass life and its environment. By insinuating themselves into the molecular flows of affect, prior to the possibility of perception and action, metabolic images have a direct impact on “the way we tick” — i.e. on the material production and modulation of time and temporal experience.

In many ways, the original assemblage of Paik’s Triangle already demonstrated what I call the metabolic work of microtemporal image processing. Today, however, it provides further opportunities for experimentation with the spatial and temporal parameters of our existence in conjunction with the many cameras and screens that connect us with our contemporary environment. Expanding the variables of the work’s “and/or” configurations, our cameras can hook into Paik’s assemblage, enter into its feedback loops, but also transport those loops into larger contexts of metabolic processing and transport. Images circulate within and beyond, effectively confounding distinctions between object and process, thing and environment. By engaging with the work and aiming our cameras at it in this way, we too are hooked into the system, and our own embodied perception is displaced as it is integrated into the molar and molecular configurations that situate and underpin conscious experience. In this way, Paik’s work continues today to probe the technical modulations of time and affective life in the era of convergence, computation, and our properly post-cinematic environment.

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Digital Film, Chaos Cinema, Post-Cinematic Affect: Thinking 21st Century Motion Pictures

Here’s the course description for a graduate-level course I’ll be teaching in the winter semester (October 2013 – February 2014) — a PDF of the full syllabus is embedded above:

Digital Film, Chaos Cinema, Post-Cinematic Affect: Thinking 21st Century Motion Pictures

Instructor: Shane Denson

Course Description:

In this seminar, we will try to come to terms with twenty-first century motion pictures by thinking through a variety of concepts and theoretical approaches designed to explain their relations and differences from the cinema of the previous century. We will consider the impact of digital technologies on film, think about the cultural contexts and aesthetic practices of contemporary motion pictures, and try to understand the experiential dimensions of spectatorship in today’s altered viewing conditions. In addition to preparing weekly readings, students will be expected to view a variety of films prior to each class meeting.

Course Themes and Objectives:

In this course, we set out from the apparent “chaos” that contemporary cinema often presents to us: the seemingly incoherent and unmotivated camerawork and editing, for example, by which many action films of the twenty-first century mark their departure from the “classical” norms of Hollywood-style narration and formal construction. From here, we seek to make sense more generally of cinema’s transformation in terms of new technologies and techniques (e.g. digital imaging processes, nonlinear editing, and attendant editing styles), in terms of new modes of cinematic distribution and reception (e.g. DVD, Blu-Ray, and streaming services, HD TVs, smartphones, and tablet computers, but also IMAX 3-D and similar transformations of the big screen), in terms of non-classical narrative styles (e.g. recursive, database-like, non-linear, and even non-sequitur forms of storytelling), and in terms of broader phenomenological and environmental shifts that inform our experience, our embodiment, and our subjectivity in the digital era.

Several key concepts will help to orient our thinking about twenty-first century cinema and its relation to earlier cinematic modes. The first is “chaos cinema,” a term which Matthias Stork popularized in a compelling set of video essays focused particularly on recent action cinema; beyond this context, however, Stork’s notion of “chaos” resonates with the feelings and fears of many critics and theorists in the face of digital-era cinema. This broader perception of chaos is sometimes traced back to the digital unmooring of images from the indexical referents to which photographic films remained tied; on this basis, the somewhat oxymoronic term “digital film” is often linked to an even more unsettling, because more basic, sense of chaos: according to some critics, the digital (and the moving images it produces and supports) is correlated with a sweeping transformation of human society and subjectivity itself. On the other hand, though, not all critics are similarly alarmed by digital-era chaos. David Bordwell’s concept of “intensified continuity” effectively denies the radical stylistic break announced in Stork’s analysis; Bordwell sees the newer films as perhaps faster and even more hectic than classical Hollywood fare, but basically constructed according to principles of classical continuity – just intensified. By way of contrast, Steven Shaviro’s notion of “post-continuity” – developed in the context of his analysis of “post-cinematic affect” – provides another view of contemporary moving image culture, one which links formal and aesthetic transformations not only with new technologies but also with broader social, cultural, and economic changes underway right now.

As we think through these and related concepts, we will engage a variety of recent movies from formal, phenomenological, affective, cultural, and environmental perspectives. We will seek to understand whether a radical change has taken place in recent cinema, to assess what its significance might be, and in this way begin to think through the implications of and for our viewing habits in the twenty-first century.

You can find more of my syllabi here: http://uni-hannover.academia.edu/ShaneDenson

Film Series on “Imagining Media Change” — Screening #3: Digital Short Films

On June 12, 2013 (6:00 pm in room 615, Conti-Hochhaus), the Initiative for Interdisciplinary Media  Research is proud to present the third installment of our ongoing series of film screenings, “Imagining Media Change.”  (See here for a flyer with more details about our film series and related events, and here for a description of the symposium that forms the conceptual centerpiece.)

http://www.youtube.com/watch?v=ylu-uCR4ZZI

In a departure from our usual format of screening feature-length movies, this time we will watch a handful of recent science-fiction-themed ‘digital’ short films –  among them Derek Van Gorder’s and Otto Stockmeier’s Kickstarter-funded short C (299,792 kilometers per second) (2013), Neill Blomkamp’s Alive in Joburg (2006) – the proof-of-concept for what became 2009’s District 9 –  and the first episode of RCVR (2011), a Motorola-sponsored Web-TV series released via Machinima.com and Youtube. All of these films – as products of a throughly digitalized media environment – not only point us to the various transformations connected to contemporary media change (from crowd-funding to the use of digital video and the viral distribution of content via online video sites); as science-fiction films, they are also centrally about futuristic and/or alien technology and present us with their own takes on media change.

As always, the screening is free and open for all! Finally, the films themselves are embedded here in case you can’t make it.

Post-Cinematic Affect: Theorizing Digital Movies Now — #SCMS13

capture-of-affect

At the upcoming conference of the Society for Cinema and Media Studies (March 6-10, 2013 in Chicago), I will be participating in a panel on “post-cinematic affect” with Steven Shaviro (who, literally, wrote the book on the topic), Therese Grisham (who organized a great roundtable discussion on the topic in La Furia Umana, which I was also proud to be a part of — and which can alternatively be found here if La Furia Umana is down), and Julia Leyda (who also participated in the roundtable and will serve as respondent on our SCMS panel).

Here is a description of our panel, which is scheduled for Thursday, March 7, from 3:00 – 4:45 pm (Session H):

Post-Cinematic Affect: Theorizing Digital Movies Now

If cinema and television, as the dominant media in the twentieth century, shaped and reflected our cultural sensibilities, how do new digital media in the twenty-first century help to shape and reflect new forms of sensibility? Continuing from roundtable discussions on “post-cinematic affect” in the online film journal La Furia Umana, this panel explores the emergence of a new “structure of feeling” (Raymond Williams) or “episteme” (Foucault) in post-millennial film, one that is evident in new formal strategies, radically changed conditions of viewing, and new ways in which films address their spectators. Contemporary films, from blockbusters to independents and the auteurist avant-garde, use digital cameras and editing technologies, incorporating the aesthetics of gaming, webcams, and smartphones, to name a few, as well as Internet media. For this reason alone, we argue, the aesthetic boundaries between art-house film and blockbuster have become blurred. Moreover, the aesthetic elements of contemporary film do not just simulate the environments created by digital technologies and media, but break more radically with the geometry and logic of films in the twentieth century. In this way, they reflect or transmit the effects, not only of digitization, but also of economic globalization and the financialization of more and more human activities. But these changes have only begun to be theorized. In this panel, we continue the work of theorizing a critical aesthetics of film culture today. The papers take as their critical starting-points David Bordwell on “intensified continuity,” Matthias Stork on “chaos cinema,” and Steven Shaviro on post-cinematic affect and “post-continuity.”

The papers explore key critical issues for analyzing post-cinematic affect, in terms of the ambivalent aesthetics of recent films exhibiting a longing for cinema as the lost object of desire (Therese Grisham on Martin Scorsese’s Hugo), post-continuity stylistics (Steven Shaviro on Tony Scott’s films, particularly his 2005 Domino), and philosophical and technological approaches to the contemporary camera (Shane Denson on images “discorrelated” from human sense ratios in a variety of recent films).

Bibliography:

Bordwell, David. “Intensified Continuity: Visual Style in Contemporary American Film.” Film Quarterly, Vol. 55, No. 3. (Spring, 2002), pp. 16–28.

Grisham, Therese, with Julia Leyda, Nicholas Rombes, and Steven Shaviro. “Roundtable Discussion on the Post-Cinematic in Paranormal Activity and Paranormal Activity 2.” http://www.lafuriaumana.it/index.php?option=com_content&view=article&id=385:roundtable-discussion-about-post-cinematic&catid =59:la-furia-umana-nd-10-autumn-2011&Itemid=61

Shaviro, Steven. “Post-Continuity”. Blog posting: The Pinocchio Theory, March 26, 2012, http://www.shaviro.com/Blog/?p=1034

Shaviro, Steven. Post-Cinematic Affect. Winchester: Zer0 Books, 2010.

Stork, Mattias. “Video Essay: Chaos Cinema: The Decline and Fall of Action Filmmaking.” IndieWire, Press Play, August 24, 2011. Retrieved on August 30, 2012.
http://blogs.indiewire.com/pressplay/video_essay_matthias_stork_calls_out_the_chaos_cinema 

Finally, here are links to the individual abstracts:

Therese Grisham, “Martin Scorsese and Hugo (2011): Our Reluctant Contemporaries”

Steven Shaviro, “Angel of Fire: Post-Continuity in Tony Scott’s Domino (2005)”

Shane Denson, “Crazy Cameras, Discorrelated Images, and the Post-Perceptual Mediation of Post-Cinematic Affect”

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.

Extending Play: Rutgers Media Studies Conference

Thanks to Aaron Trammell, who was scheduled to be on the “Game Studies as Media Studies” roundtable with me at the FLOW 2012 Conference, but who was unable to make it due to Hurricane Sandy, I have just learned of an exciting conference going on April 19-20, 2013 at Rutgers University (Aaron is on the organizing committee). The conference is entitled “Extending Play,” and it’s not too late to submit a proposal (but hurry, the deadline is December 1!). Here’s the CFP:

Can we still define play as an organizing principle in today’s technologically mediated world? 

Play can be hard work and serious business, and it’s time to push beyond the conceptualization of play as merely the pursuit of leisure and consider how the issues of power, affect, labor, identity, and privacy surround the idea and practice of play. The Rutgers Media Studies Conference: Extending Play invites submissions that seek to understand play as a mediating practice, and how play operates at the center of all media.

We are interested in all approaches to the traditions, roles, and contexts of play, and hope to explore how play can be broadly defined and incorporated as a fundamental principle extending into far-flung and unexpected arenas. Johan Huizinga characterizes man as the species that plays: “Law and order, commerce and profit, craft and art, poetry, wisdom and science. All are rooted in the primaeval soil of play” (Homo Ludens, p.5).  How does play operate as a civilizing function — or is it perhaps a technology that produces order?

Play is a means of exploring and joining various disciplines: Social media, mash-ups, and blogs have altered how we communicate and create; game design has influenced how businesses relate to consumers; citizen journalists have shifted the role of the professional in mediating information and forging a public sphere.

To explore these questions, we invite scholars, students, tinkerers, visionaries, and players to the first ever Rutgers Media Studies Conference: Extending Play, to be held April 19th and 20th, 2013 on the Rutgers University campus in New Brunswick, NJ. Confirmed speakers for our keynote conversations include Fred Turner (Stanford University) & Stephen Duncombe (New York University) and Trevor Pinch (Cornell University) & Paul D. Miller, aka DJ Spooky (The European Graduate School).

We invite individuals from media studies and related fields in the humanities and social sciences to participate. Potential topics for paper, panel, roundtable, and workshop may include, but are not limited to:

-Playing with labor: work-like games and game-like work
-Play as resistance (culture jamming, situationist art, or other contexts)
-Gendering (and gendered) play
-Music and performance
-Linguistic play
-Play and social media
-Playing with identity
-Love and play (flirtation, AI relationships, robotica, etc)
-Gamification and games in nontraditional settings
-Transgression, cheating, and “gaming” systems
-Darker side of play (trolling, gambling, or corruption)
-Game studies

The Rutgers Media Studies Conference: Extending Play promises to offer a memorable meeting of scholarship, and to that end, we are looking to play with standard conference conventions. One track throughout the conference will be a series of public workshop sessions in which scholars and practitioners will host roundtable discussions on contemporary issues that bring together an audience of experts and interested parties. In the academic panel track, each presenter will have a maximum of 15 minutes to offer his or her ideas as a presentation or interactive conversation, and will choose one of the following methods of presentation:
–material accompaniment (hand out a zine, scrapbook, postcard series, etc)
–performance (spoken word, song, verse, dance, recording, etc)
–limited visuals (a maximum of 3 slides and 25 total words)
–game (create rules and incorporate audience play)
For additional ideas on how to play with media, play with time, or play with space during your presentation, visit our Style Guide.

The deadline for proposals is Saturday, December 1, 2012. We invite individual proposals, full panel proposals (of four members), and proposals for roundtable and workshop sessions. Please email an abstract of approximately 247 words, along with your name, affiliation, presentation method, and a short biography to mediacon@rutgers.edu. If you are interested in proposing a topic for our public workshop track, or are interested in participating in one, please indicate that as well. Notifications of acceptance will be sent out by mid-January 2013.

For more info, see the conference website: mediacon.rutgers.edu