Game Changer Lab at Critical Making Collaborative, Jan. 26, 2023

Poster by J. Makary

I am happy to announce the inaugural event of the Critical Making Collaborative at Stanford — a new initiative that my colleagues Jean Ma (Film & Media Studies), Matthew Wilson Smith (Theater and Performance Studies/German), and myself established to probe the intersections of theory and practice:

Please join the Critical Making Collaborative at Stanford University in the Clark Center Auditorium at Bio-X (318 Campus Drive) on Thursday, January 26th, from noon to 1:30 pm for a presentation by collaborators Melissa L. Gilliam and Patrick Jagoda. The Clark Center Auditorium is located below the Clark Center Courtyard, accessible by the courtyard staircase or by the elevators in the east wing lobby.

In this talk, Dr. Gilliam and Dr. Jagoda will present the Center for Interdisciplinary Inquiry and Innovation in Sexual and Reproductive Health (Ci3), with a particular emphasis on the Game Changer Chicago (GCC) Design Lab, which they co-founded at the University of Chicago. This interdisciplinary collaboration brings together high school youth from the South Side of Chicago, graduate and undergraduate students, and full-time game design staff. Together, they create digital stories and games about health and social justice issues to improve young people’s health and well-being. 

Projects include a suite of board games that tackle health issues in Chicago (Hexacago), a game-based narrative about sexual violence (Bystander), a mobile game about HIV testing among men who have sex with men (The Test), a roleplaying video game to encourage youth underrepresented in STEM to explore this area (Caduceus Quest), a multimedia intervention based in India (Kissa Kahani), and a birth control counseling tool (Tangible Tool). These research projects raise questions about intersections among the humanities, arts, and sciences, digital media and learning, emerging cultural and narrative genres, and the social and emotional health of youth.

This event is co-sponsored by the Department of Art and Art History at Stanford, as well as the Digital Aesthetics Workshop and the Medical Humanities Workshop, both of which are sponsored by the Stanford Humanities Center.

The Sur/Render of Perception (SCMS 2020 Coronavirus Special)

“Though the render farm’s massive energy consumption expedites climate change, perception’s surrender may be a necessary step in loosening subject-oriented individualisms in order to encounter our environment and one another in this time of urgency.”

I was set to participate in a panel on “Rendering: Times, Powers, Perceptions” with Deborah Levitt, Vivian Sobchack, and Joel McKim at the 2020 Conference of the Society for Cinema and Media Studies in Denver. Due to the novel coronavirus pandemic, the conference was cancelled. I had already written my paper, which also serves to introduce one of the topics I deal with in my book Discorrelated Images (out in October with Duke UP), so here it is:

The Sur/render of Perception

“Render farms,” or high-performance networked computer clusters designed to churn out computer-generated imagery, epitomize a transformed relation between image and perception. In these batteries of computers, images are not visual phenomena but pure information, mathematical quantities between black-box machines, radically discorrelated from subjective perception. Indeed, the operation of the render farm signals a fundamental surrender of perception’s primacy of place—a giving up or giving over of human sense to the post-perceptual processes of machine vision, or the regime of what Trevor Paglen calls “invisible images.” To render and to surrender are both conceptually and experientially intertwined, and because the work of rendering (which also means repeating) does not stop at the farm, neither do the consequences for perception: the rendering process is rehearsed in every computationally facilitated playback, as video codecs re-calculate images from predictive vectors, not integral photograms. Each playback is thus a new rendition (the prefix re- in “render” corresponding to the -back of “playback.”); rendering as repetition never comes to rest at a final, integral object or experience. And every viewing thus involves a new surrender of perception.

Meanwhile, the prefix sur- complicates iteration with an ambiguous gesture of transcendent return (giving back over). Surrender presumes a prior state of ownership, which may not correspond to empirical facts but signifies an almost metaphysical relation of priority. The surrender of perception involves giving perceptual experience and its image-object back over to nonperceptual process, matter, metabolism—to the affective processes of pre-personal embodiment that have always subtended subjective perception, now mirrored in the black box of the computer. This act of sur/render is dangerous (possibly subjecting human agency to microtemporal control), but perhaps it holds a liberatory potential as well: opening human experience back up to cosmic time (such as Deleuze hoped from the time-image) and putting us in touch with ecological forces that transductively render perceptual subjects and objects alike. Though the render farm’s massive energy consumption expedites climate change, perception’s surrender may be a necessary step in loosening subject-oriented individualisms in order to encounter our environment and one another in this time of urgency. Could this be the multistable gift (the Proto-Indo-European *do-) at the heart of sur/render?

My forthcoming book Discorrelated Images grapples with these questions across a range of moving-image forms, genres, and media. One especially potent site for thinking about the surrender of perception is in the many contemporary images of the end of the world and of extinction—the ultimate scene of discorrelation, where the subject of perception is obliterated and the image extinguished. Ironically, such scenes are rendered in spectacular computer-generated images—thus enacting the give and take of sur/render, or the production of images that both thematize and instantiate their own discorrelation from human perception.

I want to look at one example of this thematic, material, and ultimately ethical entwinement in a recent videogame, NieR:Automata. In this interactive medium, not only perception but also action is tightly coupled with real-time image generation. That is, rendering transductively articulates action and image together: they are caught up in microtemporal circuits connecting user input and computational operations that feed forward into processual screen events that elicit further inputs and entrain players’ awareness and agency in a temporal becoming that was not pre-recorded but is happening in a precariously generated now. Here, human protention and the computer’s microtemporality commingle to the point of indistinction, raising specifically ethical questions about the determination and exercise of agency, questions that cannot be answered with an appeal to an integral, foundational subject. Against this background, NieR:Automata channels the medium’s ethical questions into an exemplary existential probing of agency, image, and world in the light of extinction, self-reflexively relating its own computational image-rendering to questions of perceptual surrender.

Released for PlayStation 4 and Microsoft Windows in 2017 and for Xbox One the following year, NieR:Automata is a third-person, open-world action role-playing game developed by PlatinumGames under the direction of acclaimed videogame director Yoko Taro. The JRPG draws strong visual and thematic influence from manga and anime, including melodramatic characters with stylized hair, giant robots, and a sword-wielding protagonist in thigh-high boots and a somewhat revealing dress. The game’s post-apocalyptic setting, with abandoned cityscapes reminiscent of the History Channel’s Life After People series, contrasts interestingly with its strangely soothing music, while gameplay alternates between a variety of generic forms and conventions: battling sentient machines in an expansive three-dimensional world, operating flying vehicles in overwhelming “bullet-hell” situations, navigating jump-and-run-style action in side-scrolling 2D platformer sequences, and hacking computers in a minimalistically rendered abstract data space reminiscent of 8-bit era games. The game also features an elaborate narrative, elements of which are uncovered over the course of twenty to thirty (or potentially many more) hours of play. The basic scenario is that thousands of years ago, Earth was invaded by aliens who brought with them hostile robotic machines, eventually forcing humans to abandon the planet and set up a base of operations on the moon; since then, the humanoid androids of the YoRHa forces have been fighting the more industrial-looking machines, waging a completely nonhuman proxy war on behalf of the Council of Humanity. Now, the player joins the ranks of the androids to retake the planet, but along the way we encounter guilt-ridden machines pondering the meaning of existence and establishing religions and novel cultural forms, thus calling into question human exceptionalism and anthropocentric notions of value. Later, we also find out that humanity has in fact been extinct for many millennia, that the ongoing war was pre-programmed, every battle the result of machinic directives guiding the behavior of combatants on both sides.

Driving home this thematization of determinism and free will, the game is full of heavy-handed references to philosophers and to existentialism in particular: the leader of a village of pacifist machines is named Pascal, and he reads Nietzsche. A machine named Jean-Paul Sartre lives there as well, spouting slogans like “existence precedes essence” to anyone who will listen. The android protagonist who serves as the player’s initial onscreen avatar is named 2B—provoking the question, “or not 2B?” All of this can seem rather cheesy, and frankly it is. But it sets the stage for the game’s more substantial probing of the existential parameters of the player’s interface with the computer and the question of agency in a world where extinction is not only assumed as a historical fact but linked to the material experience ofdiscorrelation at every microsecond in the game’s real-time hyperanimated images. Thus, it is perhaps in spite of the game’s overt existentialism that NieR:Automata becomes a powerful mediator of post-extinction ethics in a world of radically machinic images. 

Indeed, much of the most important ethical probing takes place in the low-level circuit of input-output that positions the image in-between the computer’s processes and the user’s actions. Upon initially starting up the game, we are presented with a blackscreen with the words “LOADING – BOOTING SYSTEM…” in the top left corner and a logo in the middle of the screen with the words “YoRHa” and “For the Glory of Mankind.” The results of system checks and other stats scroll down on the left, vaguely reminiscent of a Linux boot process, while the text twitches with simulated glitches. This boot screen, which will reappear throughout the game, is neither completely diegetic nor fully extra-diegetic; it will be narrativized as the android’s own boot process whenever “consciousness data” is uploaded to the server or restored to a new body, but it also serves to mask those moments when the player’s computer or gaming console has to load information from memory.

This semi-diegetic boot screen ushers in a broad problematization of phenomenological relations in the game/player system—an unsettling of relations expanded in battle sequences, which foreground the image’s thoroughgoing repositioning as the object not of perception but of cybernetic processing. Playing as the female android 2B, whose body we see in third-person perspective, when we take damage from an opponent the screen as a whole glitchily shakes, the image “tears,” and we see blocky color separation effects (red and cyan layers bleeding out around the edges of objects, reminiscent of analog 3D cinema); when, on the other hand, 2B dodges an attack, the android’s body quickly splits apart, warps, and flashes as if hit by lightning. These visual effects are thus distributed across the subjective and objective poles of the image, reminding us of the computational totality of the situation—of our real situation as players as much as the fictional situation of the computer-driven characters. 

As a way of “making sense” of this situation, the game stages a constant negotiation between perceptual and computational spaces, figured centrally as shifts between the embodied action of battle and open-world exploration, on the one hand, and the “hacking space” in which computers (androids and machines) interface directly with one another or with the network, on the other. This space of disembodied data, in which the player steers an abstract icon reminiscent of an early arcade-game spaceship and shoots various enemy icons in order to “hack” the opponent, offers a displaced representation (à la cyberpunk imaginations of the network) of the game’s computational system more generally and thus provides a representational and perceptual form for the discorrelated processing at the very heart of all the games’ procedurally generated images. In this sense, these too are semi-diegetic events that involve us more thoroughly—because actively—in the negotiation between perception and computation. 

Later in the game, 2B’s male android partner 9S hacks into the network and contracts a computer virus that distorts our vision as mediated by the screen. He also learns the secret of humanity’s millennia-long extinction, which provokes a sort of existential crisis for him (and for us?). But it is not until the end of the third playthrough, or after some twenty hours or more of gameplay altogether, that we encounter the game’s most powerful questioning—and practical enactment—of the ethical consequences of the intertwining of agency and image in the face of extinction. By this time, all the other androids have succumbed to the virus; the last two prepare to kill each other, effectively completing the program of extinction by ending now nonhuman sentience as well. Afterwards, the credits roll, but the text starts glitching as we learn that there is “data noise present in stream” and “personal data leaking out.” Apparently, there are still traces of the androids’ “consciousness data” in the system, which is in the process of self-deletion. We are presented with an option to try to save them, which if we choose to pursue it causes a spaceship identical to the one seen in “hacking space” to appear, and we are tasked with shooting up the credits scrolling down the screen. 

The textual entries are rendered enemy targets, emitting an astounding barrage of projectiles in all directions. Contact with one of the latter causes the player to lose a “life,” like in old arcade games, and having lost three lives the player is asked whether they would like to connect to “the network”—a somewhat ominous proposition, given the fact that countless hours have just been spent battling the enemy machines’ network. The player can click “no” and refuse defeat, repeating the battle multiple times, but victory seems impossible, and each time the player loses the computer taunts: “Do you give up?” “Is it all pointless?” “Do you admit there is no meaning to this world?”

At some point, there is no option but to connect to the network, in which case we receive a message like: “8X ‘I did my best. One thing is certain: I’m rooting for you.’ USA.” Fragments of other messages are visible in the background. We then receive a rescue offer, and multiple spaceships join ours, multiplying our firepower and our chance of survival. With each collision, one of the spaceships is destroyed, and we read messages such as: “Crs501’s data has been lost.” “minato’s data has been lost.” “Yambu’s data has been lost.” What we are witnessing, it turns out, are the traces of other players’ savefile data—the computational memory that parallels or even replaces human memory and enables players to replay or restore the game from an earlier save state—being sacrificed to help other players connected to the network.

Upon completion of the task with the assistance of these anonymous helpers, we are prompted to send a message of our own to other players. Then, another prompt: “Please respond to this query. You, X, faithful player of this title, have lost your life multiple times to make it this far. You have faced crushing hardship, and suffered greatly for it. Do you have any interest in helping the weak?” The possible answers are a simple “Yes” or “No.” And while the theatrics of these queries may be slightly off-putting, a significant ethical choice is being framed here. An affirmative answer triggers the following message: “Selecting this option enables you to save someone somewhere in the world. However, in exchange, you will lose all of your save data. Do you still wish to rescue someone—a total stranger—in spite of this?” The player is given several opportunities to reconsider, along with further warnings that really everything—all our progress in the game, items and weapons obtained, skills and intelligence unlocked, and generally all of the labor we have invested in the game—will be lost forever in an act of self-sacrifice. If we persist, the computer responds: “Very well. In exchange for all of your data, I will convey your will to this world.” Then we see the game’s configuration menus, all of the places and save points on the map disappearing one after another, followed by the options under “quests,” “items,” “weapons,” and so on. Finally, the options under “system” are deleted, all of the save states disappearing until there is nothing left but a blank slate. The image fades to white, and we are informed: “All of your data has been deleted.” After a short message thanking the player for playing, the “save” indicator appears in the top right corner of the screen. We read “Save complete” and then “Connecting to the network…” Finally, a glitchy NieR:Automata logo comes into focus, along with the message “Press any button.”

In this way, the game frames a non-trivial ethical decision, whether to sacrifice an indistinctly computational and experiential memory and pass it on to those who come after us. The significance of the choice, beyond its overt existentialist framing, lies in the player’s real investment of value in the data to be sacrificed, which seals the circuit between perception and computation. In sacrificing their data, the player also sacrifices the image, which dissolves before their very eyes. This exercise of agency at once completes the destruction of the world and enables its continuation for some unknown player elsewhere in the world. A fine balance is struck between individual identity and anonymity, neither collapsing into solipsistic solitude nor constituting a robust collectivity. The choice to sacrifice oneself for the sake of an unknown, future other frames a symbolic restoration of the intergenerational continuity, or the promise made to future generations, and which is required (as a necessary but not sufficient condition) if we are to avoid climate catastrophe. Playing videogames will clearly not avert the threat of extinction, but playing in the shadow of planetary demise—and connecting the computationally rendered image with an existential surrender of perception—just might help restore the moral gravity of our situation.

Electronic Bodies, Real Selves: Agency, Identification, and Dissonance in Video Games

On February 19, 2020 (10:30-12:00 in Oshman Hall), Morgane A. Ghilardi from the University of Zurich will be giving a guest lecture in the context of my “Digital and Interactive Media” course:

Electronic Bodies, Real Selves: Agency, Identification, and Dissonance in Video Games

Vivian Sobchack asserts that technology affects the way we see ourselves and, as a consequence, the way we make sense of ourselves. She also points to a crisis of the lived body that is to be attributed to the loss of “material integrity and moral gravity.” What are we to do with such an an assertion in 2020? Digital media that afford us agency in some form or other––specifically, video games––engender a special relationship between our ‘IRL’ selves and the “electronic” bodies on screen in the formation of what I call the player-character subject. Transgressive acts––such as violent acts––that take place within the system of a game––either in terms of fiction or simulation––bring the unique affective dimensions of that relationship to the fore and prompt us to reflect on ways to make sense of our selves at the intersection of real and simulated bodies.

Skin in the Game: Greymarket Gambling in the Virtual Economies of Counter-Strike — Stephanie Boluk and Patrick LeMieux at Digital Aesthetics Workshop

boluk-lemieux-skin-in-the-game

Next Monday (January 14, 2018), we will be joined at the Digital Aesthetics Workshop by Stephanie Boluk & Patrick LeMieux. They are coming to us from UC-Davis, where Stephanie is Associate Professor of English and of Cinema and Digital Media, and where Patrick is Assistant Professor of Cinema and Digital Media. Boluk & LeMieux are scholars, critics, and artists who work largely around videogames and digital art. Their book Metagaming (Minnesota, 2017) wrenches open the ‘texts’ of videogames to consider them as tools, materials, platforms, and stages for all sorts of new social practices – it is easily one of the best works in game studies yet published. They have also co-created several critical games of their own that you can easily run on your laptop.

On Monday, they will be sharing in-progress material from their next book project, Money Games. Join us on Monday, January 14, 2018 (5-7pm in the Roble Arts Gym Lounge), and RSVP if you can! There will not be pre-circulated reading, though their games are recommended.

Here is the blurb for the event:

In 1987, a pyramid scheme called the “Plane Game” funneled hundreds of thousands of dollars from the pockets of “passengers,” landing at least six of the game’s “pilots” in jail. In 2018, more ubiquitous moneygames are played with smaller stakes across far wider fields. From the Valve Corporation’s Flatland to grey market gambling with Counter-Strike gun skins, this talk will move from from the Steam Workshop to the Steam Marketplace to series of third-party websites that explore the way in which money operates as a game mechanics and how game mechanics have come to operate as money. Although strict distinctions are made between gambling and gaming in both US law as well as 20th century philosophies of games and play, these terms’ etymological roots are tightly wound. In a post-2008 age of precarity, the wage has once again become a wager. In 2012, Alex Galloway proclaimed “we are all goldfarmers,” but gun skins and skin gambling represent an even more complex and complete financialization in that players have moved from one mode in which labour time is exchanged for a clear wage (even if it’s grinding in World of Warcraft) to one in which labour time itself becomes a wager. Ultimately skins are not simply texture files that wrap around the polygonal geometry of virtual weapons. Instead, they are objects of affinity and status, digital cash and casino chips, and a gun skins’ procedurally generated pattern, determined by a 9-digit floating point number selected upon unboxing, is more cryptocurrency than art asset. In this talk we follow the money, the skin, the flow, and the flight of new “plane games” as metagames become moneygames.

Visualizing Digital Seriality — Demo Videos

2017-08-15 01.23.20 pm

The short videos below (all under 1 minute in length) demonstrate the interactive components included in “Visualizing Digital Seriality, Or: All Your Mods Are Belong to Us!”—a digital humanities/critical code studies project utilizing visualization and other software tools to study exchanges of code and community-building in the Super Mario Bros. modding scene—published in Kairos: A Journal of Rhetoric, Technology, and Pedagogy 22.1 (August 2017): http://kairos.technorhetoric.net/22.1/topoi/denson/index.html

The videos, which use IBM Watson’s text-to-speech generator for voiceovers, were produced just in case any of the interactive functions ever stop working, but they also serve to show what you can do with my webtext (as Kairos refers to this type of multimodal scholarship).

1 – Mods & Interfaces

This page allows users to filter and sort the title screens of 240 Super Mario Bros. mods, all taken from ROMhacking.net’s database. Sorting and filtering can be done by year, by modder, and by mod name, as well as through a quick search via text input. Dropdown lists appear when the mouse hovers over “Year,” “Modder,” or “Title,” allowing the user to select parameters by checking the relevant boxes. Sorting can be done with the buttons below: “Sort by Date,” “Sort by Modder,” or “Sort by Mod Title.”

http://kairos.technorhetoric.net/22.1/topoi/denson/screens-page/index.html

2 – Basic Metadata

This page offers visualizations of basic metadata derived from ROMhacking.net’s collection of Super Mario Bros. mods. The interactive visualizations contain basic information on the number of mods released each year, the most active modders, and trends concerning the types of mods being produced. Additional information appears when the mouse hovers over the charts.

http://kairos.technorhetoric.net/22.1/topoi/denson/visualizations/basic-metadata.html

3 – Modder Networks (default view)

This interactive network graph visualizes the social networks among modders, as revealed in paratextual references in files distributed with mods (i.e. “shout-outs” in README.TXT and similar accompanying files). This is the default view. Each node represents an individual modder, while edges (lines) represent connections between modders. The user can change the visual style and layout via the dropdown menus on the left, as well as zoom in and out with the mouse wheel and rearrange nodes by holding and dragging them. Scrolling is achieved by holding and dragging the background.

http://kairos.technorhetoric.net/22.1/topoi/denson/visualizations/community.html

4 – Modder Networks (concentric view)

This interactive network graph visualizes the social networks among modders, as revealed in paratextual references in files distributed with mods (i.e. “shout-outs” in README.TXT and similar accompanying files). This is a concentrically arranged view. Each node represents an individual modder, while edges (lines) represent connections between modders. The user can change the visual style and layout via the dropdown menus on the left, as well as zoom in and out with the mouse wheel and rearrange nodes by holding and dragging them. Scrolling is achieved by holding and dragging the background.

http://kairos.technorhetoric.net/22.1/topoi/denson/visualizations/community.html

5 – Modder Networks (weighted)

This interactive network graph visualizes the social networks among modders, as revealed in paratextual references in files distributed with mods (i.e. “shout-outs” in README.TXT and similar accompanying files). Each node represents an individual modder, while edges (lines) represent connections between modders. In this view, node size corresponds to the number of references it has received (the more paratextual references, the larger the node). The user can change the visual style and layout via the dropdown menus on the left, as well as zoom in and out with the mouse wheel and rearrange nodes by holding and dragging them. Scrolling is achieved by holding and dragging the background.

http://kairos.technorhetoric.net/22.1/topoi/denson/visualizations/community.html

6 – Modding Communities

This interactive network graph visualizes connections between modders and various online modding communities, as revealed in paratextual references in files distributed with mods (i.e. references to various online communities and modding websites). In the default view, white nodes represent various mod files, while solid red nodes represent communities and websites referenced by them. The user can change the visual style and layout via the dropdown menus on the left, as well as zoom in and out with the mouse wheel and rearrange nodes by holding and dragging them. Scrolling is achieved by holding and dragging the background.

http://kairos.technorhetoric.net/22.1/topoi/denson/visualizations/community.html

7 – Extent of Modification

The visualization on this page offers information about the extent of modification that a given mod patch file instructs the computer to execute with respect to the original Super Mario Bros. ROM. The visualization provides basic numerical information about the amount of change contained in a mod or set of mods. It can be sorted and filtered by modder, mod, or by a range of particular byte addresses with the sliders and checkboxes on the right. The results, displayed on the left, can be sorted by title, year, or modder.

http://kairos.technorhetoric.net/22.1/topoi/denson/visualizations/extent.html

8 – Code “Diff”-Maps (Sorted by Date)

These visualizations offer the core means of conducting a “distant reading” of the code of all 240 Super Mario Bros. mods contained in the data set. Sorted here by date, these Gannt charts depict the location of byte-level modifications in the game ROM. The chart can be filtered by modder, mod title, and year via the checkboxes on the upper right, or by a range of particular byte addresses via the “Start” slider at the bottom right. The results, displayed on the left, can be sorted by date, modder, or title.

http://kairos.technorhetoric.net/22.1/topoi/denson/visualizations/diff-maps-by-date.html

9 – Code “Diff”-Maps (Sorted by Modder)

These visualizations offer the core means of conducting a “distant reading” of the code of all 240 Super Mario Bros. mods contained in the data set. Sorted here by modder, these Gannt charts depict the location of byte-level modifications in the game ROM. The chart can be filtered by modder, mod title, and year via the checkboxes on the upper right, or by a range of particular byte addresses via the “Start” slider at the bottom right. The results, displayed on the left, can be sorted by modder, date, or title.

http://kairos.technorhetoric.net/22.1/topoi/denson/visualizations/diff-maps-by-modder.html

10 – Diff Compare Mods (Patched ROMs)

This page enables low-level analysis of mod files, accessed here through a browser-based hex editor. To use the tool, the user selects two files (from the complete collection of patched ROMs, as well as the original unpatched ROM) from the dropdown menus below and clicks the button “Choose Files.” Afterwards, the hex code and ASCII representation of the patched ROM files will appear in the two boxes, with the differences between them highlighted. Scrolling is synchronized between the files displayed in the left and right boxes.

http://kairos.technorhetoric.net/22.1/topoi/denson/hexdump-diff/hexdump-diff.html

11 – Diff Compare Patch Files (Unpatched .ips Files)

This page enables low-level analysis of mod files, accessed here through a browser-based hex editor. To use the tool, the user selects two files (from the complete collection of unpatched .ips format patch files) from the dropdown menus below and clicks the button “Choose Files.” Afterwards, the hex code and ASCII representation of the patch files will appear in the two boxes, with the differences between them highlighted. Scrolling is synchronized between the files displayed in the left and right boxes.

http://kairos.technorhetoric.net/22.1/topoi/denson/hexdump-diff/ips-hexdump-diff.html

Video Games Have Always Been Queer: Bonnie Ruberg at Digital Aesthetics Workshop

Bonnie Ruberg DAW

On Tuesday, January 23, 2018, Bonnie Ruberg, assistant professor of digital media and games in the Department of Informatics at UC Irvine, will be presenting work from their forthcoming monograph Video Games Have Always Been Queer. The event will take place from 4-6pm in the Stanford Humanities Center Board Room as part of the Geballe Research Workshop on Digital Aesthetics: Critical Approaches to Computational Culture.

For more information, please refer to the Stanford Humanities Center website: http://shc.stanford.edu/workshop/meetings/video-games-have-always-been-queer

Out Now: “Visualizing Digital Seriality” in Kairos 22.1

2017-08-15 01.23.20 pm

I am excited to see my interactive piece, “Visualizing Digital Seriality, or: All Your Mods Are Belong to Us,” out now in the latest issue of Kairos: A Journal of Rhetoric, Technology, and Pedagogy. This is by far the most technically demanding piece of scholarship I have ever produced, and it underwent what is possibly the most rigorous peer-review process to which any of my published articles has ever been subject. If you’re interested in data visualization, distant reading techniques, network graphing, critical code studies, game studies, modding scenes, or Super Mario Bros. (and who doesn’t like Super Mario Bros.?), check it out!

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!