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.

Walter Benjamin & the Wizard of Oz

Tomorrow (November 14, 2012), there are two events at the University of Hannover that might be of interest to readers of the blog.

First up, there’s the first meeting this semester of the Film & TV Reading Group (see the flyer here), where we’ll be discussing Walter Benjamin’s famous Artwork essay. We’ll meet from 4 to 6 pm in room 613 (Conti-Hochhaus). The reading group always welcomes new participants, so please spread the word to anyone who might be interested in joining us!

Second, and immediately following the reading group, Frank Kelleter will be giving a talk entitled “Massenkultur, Serienkultur, Populärkultur am Beispiel des Wonderful Wizard of Oz und seiner Variationen” [roughly: Mass Culture, Serial Culture, Popular Culture, with Reference to the Wonderful Wizard of Oz and its Variations]. The talk, from 6 to 8 pm in room 103 (Conti-Hochhaus), will take place in the context of the seminar “Massenkultur: Unterhaltung, Konsum, Medialität” [Mass Culture: Entertainment, Consumption, Mediality], which is being jointly taught by Ruth Mayer and Michael Gamper. Frank Kelleter is professor of American studies in Göttingen and the speaker for the DFG Research Group “Popular Seriality — Aesthetics and Practice” (in which Ruth Mayer and I are collaborating on the project “Serial Figures and Media Change”). He has recently published a chapter entitled “‘Toto, I Think We’re in Oz Again’ (and Again and Again): Remakes and Popular Seriality” in Film Remakes, Adaptations and Fan Productions: Remake / Remodel, edited by Kathleen Loock and Constantine Verevis.

Out Now: American Comic Books and Graphic Novels

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

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

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

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>.

Serial Figures and (the) Television

The new issue of Zeitschrift für Medienwissenschaft is out now. It’s a special issue on “The Series,” edited by Daniela Wentz, Lorenz Engell, Jens Schröter, Herbert Schwaab, and Benjamin Beil, and among a great set of articles it includes a piece I co-authored with Ruth Mayer, entitled: “Bildstörung: Serielle Figuren und der Fernseher” [roughly: Image Interference: Serial Figures and the Television]. Here’s the abstract:

This article investigates the logic and aesthetics of popular seriality by looking at several exemplary moments of medial recursivity – which we identify as a ‘motor’ of serial narration and proliferation. Our focus is on the medial development of serial figures – figures that are firmly established in the popular imagination and which have undergone multiple media changes in the course of their careers. In their serial reenactments, these figures are able to shed light on the ways in which the structures of a medial memory are established and updated, and how medial acts of forgetting are operationalized in this context. Exploring three case studies – the figures of Fu Manchu, Fantômas, and Batman – this article in particular reflects on the function of television with respect to its influence on the medial positionings and self-conceptions of other serial entertainment formats (the novel, film). We set out from the hypothesis that television is in many respects privileged in this role as a medium of reference. Not only its propensity for serial forms distinguishes it in this regard, but also its contradictory attributes of immateriality (television viewing) and apparatic presence (the television set) contribute to making the medium of television appear as both the epitome of serial sequentiality and as a disruptive factor or instrument for arresting the flow of serial figures’ stagings – thus covering a broad spectrum of medial reference functions.

And in German:

Dieser Aufsatz untersucht die Logik und Ästhetik populärer Serialität im exemplarischen Bezug auf das Moment der medialen Rekursivität, das hier als ‚Motor’ der seriellen Narration und Proliferation  ausgemacht wird. Der Fokus liegt auf der medialen Entfaltung von seriellen Figuren – also Figuren, die in der populären Imagination fest etabliert sind und im Laufe ihrer Karriere mehrere Medienwechsel unterlaufen. In ihrer seriellen Fortschreibung vermögen solche Figuren Aufschluss darüber zu geben, wie Strukturen eines medialen Gedächtnisses etabliert und fortgeschrieben werden und wie mediales Vergessen in diesem Zusammenhang operationalisiert wird. Anhand dreier Fallbeispiele – der Figuren Fu Manchu, Fantômas und Batman – erkundet der Aufsatz insbesondere die Funktion des Leitmediums Fernsehen in seiner Wirkmacht für die mediale Selbstverortung und das Selbstverständnis anderer serieller Unterhaltungsformate (Roman, Spielfilm). Er geht von der Hypothese aus, dass das Fernsehen in vieler Hinsicht für diese Rolle als Referenzmedium privilegiert ist. Nicht nur sein serialitätsaffiner Charakter zeichnet es hierfür aus, sondern auch seine widersprüchlichen Attribute der Immaterialität (Fernsehen) und Apparathaftigkeit (Fernseher) tragen dazu bei, dass dieses Medium gleichermaßen als Inbegriff der seriellen Sequenzialität und als Störfaktor oder Instrument der Arretierung im Fluss der seriellen Figureninszenierung erscheinen kann – und damit ein breites Spektrum an Referenzfunktionen abdeckt.

Out Now: Popular Seriality

Just got my copy in the mail today: Populäre Serialität: Narration — Evolution — Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert, edited by Frank Kelleter and with contributions from members of the DFG Research Unit “Popular Seriality — Aesthetics and Practice” and others, including Jason Mittell, Oliver Fahle, Lorenz Engell, and more!

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.

Required Reading: Shaviro on Melancholia

I’m not teaching any courses right now, but if I were then Steven Shaviro’s “MELANCHOLIA, or the Romantic Anti-Sublime” would definitely be required reading! This is an important essay, and the new open-access journal in which it appears, Sequence: Serial Studies in Media, Film, and Music, is sure to establish itself as an important site of media research. Founded and co-edited by Catherine Grant (of Film Studies for Free fame), the peer-reviewed journal responds to the medial specificities of its digital environment in an innovative — but nevertheless quite “natural” — way: by structuring itself in terms of seriality. From the “About” page:

SEQUENCE will use its position outside of established academic publishing frameworks to work adaptively and responsively, using a sequential edited-collection format – its publication schedule set by its authors and readers, and their research and concerns. In other words, it will make an open-access virtue of its own low-fi, D.I.Y., modular blog format. It can only do this meaningfully, of course, because of the generous labour and research expertise of its authors, and of the editorial and advisory boards of its publisherREFRAME.

Each new scholarly SEQUENCE will begin with the publication of one valuable contribution to research in the fields of media, film or music – on a particular theme named in the issue title. But the editors of each individual SEQUENCE won’t necessarily know what the next in their series will be, or when exactly it will come. Each SEQUENCE could, theoretically, turn out to be ‘infinite’, or only as long as the first, self-contained contribution – a hopefully interesting and worthy, if possibly melancholic, kind of monograph.

In any case, each contribution to a SEQUENCE, and each evolving SEQUENCE as a whole, will go on to be published in a variety of electronic viewing and reading formats, with the web version only the first in a series of digital iterations.

Instead of regularity, we aim above all for spreadability and engagement. Readers will find out about new SEQUENCES, and new contributions and updates to existing SEQUENCES through the paraphernalia and pullulations of contemporary online serial publication: primarily, the project’s blog, its RSS feeds, and its Twitter and Facebook pages, and, hopefully, sharings on from those.

In this spirit, check out Shaviro’s excellent article, share it, and spread the word about this important new venue for online, peer-reviewed, open-access scholarship!