Post-Cinema: Videographic Explorations

Post-Cinema-Exhibit-Poster

Starting May 1, I am proud to present an exhibition of video essays, including works by well-known scholar-filmmakers Allison de Fren and Kevin B. Lee, as well as students from my “Post-Cinema” seminar. Selected videos deal with a range of topics, including digital animation, Beyoncé’s Lemonade and the visual album, contemporary horror, slow cinema, transmedia franchises and post-cinematic television, and more.

The show will be on view May 1-12, 2017 in the Gunn Foyer, McMurtry Building (home of the Department of Art & Art History) at Stanford University.

Stanford Games and Interactive Media Series (GAIMS) schedule, Spring 2017

 

Spring_2017_Games and Interactive Media

Above, the schedule for the Spring 2017 Games and Interactive Media Series (GAIMS) at Stanford. Among the many great speakers this quarter, we have Dennis Fong (one of the first professional gamers) and Allan Alcorn (the engineer who designed the classic Atari PONG). Check it out!

Frankenstein@200

frankenstein-logo-no-border

Happy to be on the steering committee for Frankenstein@200 — a year-long series of events taking place at Stanford in 2018. I’ll be participating in a number of ways, including  talks and several courses related to Frankenstein, among other things. I’ll post details here in due time. Also be sure to check out the project website, which is still under construction, but which is already chock full of announcements and constantly being updated.

The year 2018 marks the 200th anniversary of the publishing of Mary Shelley’s novel Frankenstein. The novel is eerily relevant today as we face ethical dilemmas around appropriate use of stem cells, questions about organ donation and organ harvesting, as well as animal to human transplants. Additionally, the rise of artificial intelligence portends an uncertain future of the boundaries between machines and humans. Frankenstein@200, will be a year-long series of academic courses and programs including a film festival, a play, a lecture series and an international Health Humanities Conference that will examine the numerous moral, scientific, sociological, ethical and spiritual dimensions of the work, and why Dr. Frankenstein and his monster still capture the moral imagination today. This project will be sponsored by the Stanford Medicine & the Muse Program in partnership with the Stanford Humanities Center, the Stanford Arts Institute, the Office of Religious Life, the Vice Provost for Teaching and LearningStanford Continuing Studies, the Cantor Arts Center, the Department of Art & Art History, and the Center for Biomedical Ethics.

Syllabus: Post-Cinema (Stanford University, Winter 2017)

Syllabus for the next iteration of my seminar “Post-Cinema” (senior capstone / graduate seminar), Department of Art & Art History, Winter 2017.

Video: Digital Seriality: Code & Community in the Super Mario Modding Scene

Above you’ll find the video of my talk, “Digital Seriality: Code & Community in the Super Mario Modding Scene,” which I delivered on September 27, 2016 as part of the Interactive Media & Games Seminar Series at Stanford University.

Here is the abstract for my talk:

Digital Seriality: Code & Community in the Super Mario Modding Scene

Shane Denson

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 helps to bridge the gap between code and community, revealing otherwise invisible connections and patterns of seriality.