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.

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.