Hungry for recognition

As usual, I can’t say to what degree the fast-moving currents of vituperation and one-up-manship on the /tv/ board of 4chan summarize the opinions shared by wider communities of fantastic-media fandom. The most one can safely conclude is that this anonymous posting culture, which despite its lack of identifiers screams straight-white-maleness, at least speaks from the heart; and amid the jeering homophobia, misogyny, racism, and antisemitism that function as a kind of chainmail for the ego, the collective seems to feel genuinely offended by the huge box office of The Hunger Games‘ opening weekend.

The gist of the complaints is that the new movie franchise and the books on which it is based borrow freely but without acknowledgement from other cherished fan texts such as Battle Royale and some of Stephen King’s early novels. I ran down this exact list in my post from last week on the icky and ironic parallels between the media makeover the main character, Katniss, receives in the story and the real-life glamorizing of the movie’s star, Jennifer Lawrence — but seeing the same litany of influences played out on 4chan in a more accusatory tone reveals a striking woundedness on the part of fans (and I think I’m talking primarily about fanboys) who feel betrayed by the explosive popularity of a story they believe they have encountered many times before. Particular ire is directed toward the trilogy’s author, Suzanne Collins, who is seen as not simply derivative but dishonest in sourcing her creation to recent developments in U.S. military adventurism and reality-television programming, rather than to Japanese pop culture and pulp dystopian fantasy of the late 1970s.

I suspect that the emotional stakes here are those of ownership as a byproduct of fannish familiarity and knowledge; /tv/’s readership feels sidelined by the mainstream success of material in which they were formerly the sole experts. It’s an interesting exercise in cult guardianship and the ethics of a citational economy in which Collins’s apparent refusal to give credit where credit is due flies in the face of fan practices predicated on the competitive display of intertextual knowledge. It’s another kind of hunger game, this appetite for the mantle of mastery, fought in the vertical arena of replies to replies on a website. Collins’s fiction and its cinematic adaptation commit the unpardonable crime of neglecting that arena outright, making up their own rules, and thinking outside the box, just as Katniss does to win her victory — and 4chan’s media fans find themselves in the angry position of Panem’s repressive government, fighting an insurrection that threatens to undo the grounds of its authority.

We Have Never Been Digital: CGI as the New “Clumsy Sublime”

In his essay “Before and After Right Now: Sequels in the Digital Era,” Nicholas Rombes gives an example of the troubling way that CGI has eroded our trust in visual reality. Citing the work of Lola Visual Effects to digitally “youthen” the lead actors in the 2006 film X-Men: The Last Stand, Rombes cites a line from the effects house’s website: “Our work has far-reaching implications from extending an actor’s career for one more sequel to overall success at the box of?ce. We allow actors and studios to create one more blockbuster sequel (with the actor’s fan base) by making the actor look as good (or better) than they did in their ?rst movie.” Rombes responds: “What is there to say about such a brash and unapologetic thing as this statement? The statement was not written by Aldous Huxley, nor was it a darkly funny dystopian story by George Saunders. This is a real, true, and sincere statement by a company that digitally alters the faces and bodies of the actors we see on the screen, a special effect so seamless, so natural that its very surrealism lies in the fact that it disguises itself as reality.”

Before we adjudicate Rombes’s claim, we might as a thought experiment try to imagine the position from which his assertion can be made – the nested conditionals that make such a response plausible in the first place. If a spectator encounters X-Men: The Last Stand without prior knowledge of any kind, including the likelihood that such a film will employ visual trickery; if he or she is unaware of the overarching careers, actual ages, and established physiognomies of Patrick Stewart and Ian McKellan; and perhaps most importantly if that viewer cannot spot digital airbrushing that even now, a scant six years later, looks like a heavy coat of pancake makeup and hair dye, then perhaps we can accept Rombes’s accusation of hubris on the part of the visual-effects house. On the other hand, how do we explain the larger incongruity in which Rombes premises his critique of the “seamless … natural” and thus presumably unnoticeable manipulation on a widely-available text, part of Lola’s self-marketing, that highlights its own accomplishment? In short, how can a digital effect be simultaneously a surreptitious lie in one register and a trumpeted achievement in another? Is this characterization not itself an example of misdirection, the impossible masquerading as the possible, a kind of rhetorical special effect?

The truth is that Rombes’s statement in all its dudgeon, from an otherwise astute observer of cinema in the age of digital technologies, suggests something of the problem faced by film and media studies in relation to contemporary special effects. We might describe it as a problem of blind spots, of failing to see what is right before our eyes. For it is both an irony and a pressing concern for theoretical analysis that special effects through their very visibility – a visibility achieved both in their immediate appearance, where they summon the powers of cleverly-wrought illusion to create convincing displays of fantasy, and in their public afterlife, where they replicate and spread through the circulatory flows of paratexts and replay culture – lull the critical gaze into selective inattention, foregrounding one set of questions while encouraging others to slip from view.

By hailing CGI and the digital mode of production it emblematizes as a decisive break with the practices that preceded it, Rombes acquiesces to the terms on which special effects have always – even in predigital times – offered themselves through From the starting point of what Sean Cubitt calls “the rhetoric of the unprecedented,” such scholarship can only unfold an analysis whose polarities, whether celebratory or condemnatory, mark but one axis of debate among the many opportunities special effects provide to reassess the changing nature of textuality, storytelling, authorship, genre, and performance in the contemporary mediascape. A far-ranging conversation, in other words, is shut down in favor of a single set of concerns, organized with suspicious tidiness around a (rather abstract) distinction between truth and falsehood. This distinction structures debates about special effects’ “spectacular” versus “invisible” qualities; their “success” or “failure” as illusions; their “indexicality” or lack of it; and their “naturalness” versus their “artificiality.” I mean to suggest not that such issues are irrelevant to the theorization of special effects, but that their ossification into a default academic discourse has created over time the impression that special effects are only about such matters as “seamless … disguise.”

Perniciously, by responding to CGI in this way, special-effects scholarship participates in the ongoing production of a larger episteme, “the digital,” along with its constitutive other, “the analog.” Although it is certainly true that the underlying technologies of special-effects design and manufacture, like those of the larger film, television, and video game industries in which such practices are embedded, have been comprehensively augmented and in many instances replaced outright by digital tools, the precise path and timing by which this occurred are nowhere near as clean or complete as the binary “analog/digital” makes them sound. In point of fact, CG effects, so often treated as proof-in-the-pudding of cinema’s digital makeover, not only borrowed their form from the practices and priorities of their analog ancestry, but preserve that past in a continued dependence on analog techniques that ride within their digital shell like chromosomal genetic structures. In a narrowly localized sense, digital effects may be the final product, but they emerge from, and feed in turn, complex mixtures of past and present technologies.

Our neglect of this hybridity and the counternarrative to digital succession it provides is fueled more than anything else by a refusal to engage with historical change – indeed, to engage with the very fact of history as a record of incremental and uneven development. Consider the way in which Rombes’s charge against CGI rehearses almost exactly the terms of Stephen Prince’s influential essay “True Lies: Perceptual Realism: Digital Images, and Film Theory.” “What is new and revolutionary about digital imaging,” Prince wrote, “is that it increases to an extraordinary degree a filmmaker’s control over the informational cues that establish perceptual realism. Unreal images have never before seemed so real.” (34) Prince’s claim about the “extraordinary” nature of digital effects was written in 1996 and refers to movies such as The Abyss (1989), Jurassic Park (1993), and Forrest Gump (1994), all of which featured CG effects alleged to be photorealistic to the point of undetectability. Rombes, writing in 2010, bases his claim about digital effects’ seduction of reality on the tricks in a film released in 1996. “What happens,” Rombes asks, “when we create a realism that outstrips the detail of reality itself, when we achieve and then go beyond a one-to-one correspondence with the real world?” (201) The answer, of course, is that one more special effect has been created from the technological capabilities and stylistic sensibilities of its time: capabilities and sensibilities that may appear transparent in the moment, but whose manufacture quickly becomes apparent as the imaging norm evolves. If digital effects are as subject to aging as any other sort of special effects, then concerns about the threat they pose to reality become empty alarms, destined to be viewed with amusement, if not ridicule, by future generations of film theorists.

The key to dissolving the impasse at which theories of digital visual effects find themselves lies in restoring to all special effects a temporality and interconnectedness to other layers of film and media culture. The first step lies in acknowledging that special effects are always undergoing change; the state of the art is a moving target. Laura Mulvey’s term for this process is the “clumsy sublime.” She refers to the use of process shots in classical Hollywood to rear-project footage behind actors – effects intended to pass unnoticed in their time, but which now leap out at us precisely in their clumsiness, their detectability.

The lesson we should take from this is not that some more lasting “breakthrough” in special effects waits around the corner, but that the very concept of the breakthrough is structured into state-of-the-art special effects as a lure for the imagination of spectators and theorists alike. The danger is not of realer-than-real digital effects, but our overconfidence in critically assessing objects that are predicated on misdirection and the promise of conquered frontiers – and our mistaken assumption that we as scholars see these processes more objectively or accurately than prior generations. In this sense, special-effects scholarship performs the very susceptibility of which it accuses contemporary audiences, accepting as fact the paradigm-shifting superiority of digital effects, rather than seeing that impression of superiority as itself a byproduct of special-effects discourse.

In this way, current scholarship imports a version of spectatorship from classical apparatus theory of the 1970s, along with a 70s-era conception of the extent and limit of the standard feature film text. Both are holdovers of an earlier period of theorizing the film text and its impact on the viewer, and are jarringly out of date when applied to contemporary media, in their cycles of replay and convergence which break texts apart and combine them in new ways, as well as to the audience, which navigates these swarming texts according to their own interests, their own “philias.” The use of obsolete models to describe special effects is all the more ironic for the appeals such models make to a transcendent “new.” The notion that the digital, as emblematized by CGI, represents a qualitative redrafting of cinema’s indexical contract with audiences, holds up only under the most restrictive possible picture of spectatorship: it imagines special effects as taking place in a singular, timeless instant of encounter with a viewer who has only two options, accepting the special effect as unmediated event or rejecting it as artifice. That special-effects theory from Andre Bazin and Christian Metz onward has allowed for bifurcated consciousness on the part of the viewer is, in the era of CGI, set aside for accounts of special effects that force them into a real/unreal binary. The digital effect and its implied spectator are trapped in a synchronic isolation from which it is impossible to imagine any other way to conceptualize the work of special effects outside the moment of their projection. Even accounts of special effects’ semiosis, like Dan North’s, that foreground their composite nature; their role in the genres of science fiction (Vivian Sobchack), the action blockbuster (Geoff King), or Aristotelian narrative (Shilo McClean), only scratch the surface of the complex objects special effects actually are.

What really changes in the clumsy sublime is not the special effect but our perception of it, an interpretation produced not through Stephen Prince’s perceptual cues, Scott Bukatman’s kinesthetic immersion in an artificial sublime, or Tom Gunning’s appeal of the attraction – though all three may indeed be factors in the first moment of seeing the effect – but by a more complex and longitudinal process involving conscious and unconscious comparisons to other, similar effects; repeated exposure to and scrutiny of special effects; behind-the-scenes breakdowns of how the effect was produced; and commentaries and reactions from fans. Within this matrix of evaluation, the visibility or invisibility, that is to say the “quality,” of special effects, is not a fixed attribute, but a blackboxed output of the viewer, the viewing situation, and the special effect’s enunciatory context in a langue of filmic manipulation.

According to the standard narrative, some special effects hide, while others are meant to be seen. Wire removal and other forms of “retouching” modify in subtle ways an image that is otherwise meant to pass as untampered recording of profilmic reality, events that actually occurred as they seem to onscreen. “Invisible” effects perform a double erasure, modifying images while keeping that modifying activity out of consciousness, like someone erasing their own footsteps with a broom as they walk through snow. So-called “visible” special effects, by contrast, are intended to be noticed as the production of exceptional technique, capitalizing on their own impossibility and our tacit knowledge that events on screen never took place in the way they appear to. The settings of future and fantasy worlds, objects, vehicles, and performers and their actions are common examples of visible special effects.

This much we have long agreed on; the distinction goes back at least as far as Metz, who in “Trucage and the Film” proposed a taxonomy of special effects broad enough to include wipes, fades, and other transitions as acts of optical trickery not ordinarily considered as such. Several things complicate the visible/invisible distinction, however. Special effects work is explored in publications and in home-video extras, dissected by fans, and employed in marketing appeals. These paratextual forces, which extend beyond the frame and the moment of viewing, tend inexorably to tip all effects work eventually into the category of “visible.” But the ongoing generation of a clumsy sublime reveals a more pervasive process at work: the passage of time, which steadily works to open a gap between a special effect’s intended and actual impact. Dating is key to dislodging reductive accounts of special effects’ operations. The clumsy sublime is a succinctly profound insight into the way that film trickery can shift over time to become visible in itself as a class of techniques to be evaluated and admired, opening up discussions about special effects beyond the binary of convincing/unconvincing that has hamstrung so many conversations about them.

If today’s digital special effects can age and become obsolete – and there is no reason to think they cannot – then this undermines the idea that there is some objective measure of their quality; “better” and “worse” become purely relational terms. It also raises the prospect that the digital itself is more an idea than an actual practice: a perception we hold – or a fantasy we share – about the capabilities of cinema and related entertainments. The old distinction that held during the analog era, between practical and optical effects, constituted a kind of digital avant la lettre; practical effects, performed live before the camera, were considered “real,” while optical effects, created in post-production, were “virtual.” The coming of CGI has remapped those categories, making binaries into bedfellows by collapsing practical and optical into one primitive catchall, the “analog,” defined against its contemporary other, the “digital.” Amid such lexical slippages and epistemic revisions, current scholarship is insufficiently reflexive about apprehending the special effect. We have been too quick to get caught up in and restate the terms – Philip Rosen calls it “the rhetoric of the forecast” – by which special effects discursively promote themselves. In studying illusion, we risk contributing to another, larger set of illusions about cinematic essence.

What is revealed, then, by stepping out of our blind spot to survey special effects across the full range of their operations and lifespans? First, we see that special effects are profoundly composite in nature, marrying together elements from different times and spaces. But the full implications of this have not been examined. Individual frames are indeed composites of many separate elements, but viewed diachronically, special effects are also composited into the flow of the film – live-action intercut with special effects shots as well as special effects embedded within the frame. This dilutes our ability to quarantine special effects to particular moments; we can speak of “special-effects films” or “special-effects sequences,” but what percentage of the film or sequence consists of special effects, and in what combination? Consider how such concerns shape our labeling of a given movie as a “digital effects” film. Terminator 2: Judgment Day (1991) and The Matrix (1999) each contained only a few minutes of shots in which CG elements played a part, while the rest of their special effects were produced by old-school techniques such as animatronics and prosthetics. Yet we do not call these movies “animatronics films” or “prosthetics films.” The sliding of the signified of the film under the signifier of the digital suggests that, when it comes to special effects, we follow a technicist variation of the “one-drop rule,” where the slightest collusion of computers is an excuse to treat the whole film a digital artifact.

What, then, is the actual “other” to indexicality posed by special effects, digital and analog alike? It is insufficient simply to label it the “nonindexical”; in slapping this equivalent of “here there be dragons” on the terra incognita at the edge of our map’s knowability, we have not answered the question but avoided it. The truth is that all special effects, even digital ones, are indexical to something; they can all, in a certain sense, be “sourced” to the real world and real historical moments. If nothing else, they are records of moments in the evolution of imaging, and because this evolution is driven not only by technology but by style, it is always changing without destination. (As Roland Barthes observes, the fashion system has no end.) Digital special effects record the expressions of historically specific configurations of software and hardware just as, in the past, analog special effects recorded physical arrangements of miniatures and paintings on glass. Nowadays, with all analog effects retroactively rendered “real” by the digital, even processes such as optical printing and traveling mattes have come to bear their own indexical authenticity, just as film grain and lens flares record specifics of optics and celluloid stock. But the indexical stamp of special effects goes deeper than their manufacture. Visible within them are design histories and influences, congealed into the object of the special effect and frozen there, but available for unpacking, comparison, fetishization, and emulation by audiences increasingly organized around the collective intelligence of fandom. Furthermore, because of the unique nature of special effects (that is, as “special” processes celebrated in themselves), materials can frequently be found which document the effect’s manufacture, and in many cases – preproduction art, maquettes, diagrams – themselves represent evolutionary stages of the special effect.

Every movie, by virtue of residing inside a rationalized industrial system, sits atop a monument of planning and paperwork. In films that are heavy on design and special effects, this paperwork takes on archival significance, becoming technical archeologies of manufacture. Our understanding of what a special effect is must begin by including these stages as part of its history – the creative and technological paths from which it emerged. We recognize that what we see on screen is only a surface trace of much larger underlying processes: the very phenomenon of making-of supposes there is always more to the (industrial) story.

Following this logic, we see that special effects, even digital ones, do not consist of merely the finished, final output on film, but a messy archive of materials: the separate elements used to film them and the design history recorded in documents such as concept art and animatics. Special effects leave paratextual trails like comets. It is only because of these trails that behind-the-scenes materials exist at all; it is what we look at when we go behind the scenes. Furthermore, we see that special effects, once “finished,” themselves become links in chains of textual and paratextual influence. It is not just that shots and scenes provide inspiration for can-you-top-this performances of newer effects, but that, in the amateur filmmaking environments of YouTube and “basementwood,” effects are copied, emulated, downgraded, upgraded, spun, and parodied – each action carrying the effect to a new location while rendering it, through replication, more pervasive in the mediascape. Special effects, like genre, cannot be copyrighted; they represent a domain of audiovisual replication that follows its own rules, both fast-moving and possessed of the film nerd/connoisseur’s long-tail memory. Special effects originate iconographies in which auras of authorship, collections of technical fact, artistic influences, teleologies of progress/obsolescence, franchise branding, and hyperdiegetic content coexist with the ostensible narrative in which the special effect is immediately framed. These additional histories blossom outward from our most celebrated and remembered special effects; in fact, it is the celebration and remembering that keeps the histories alive and developing.

All of this contributes to what Barbara Klinger has called the “textual diachronics” of a film’s afterlife: an afterlife which, given its proportional edge over the brief run of film exhibition, can more frankly be said to constitute its life. Special effects thus mark not the erasure of indexicality but a gold mine of knowledge for those who would study media evolution. Special effects carry information and behave in ways that go well beyond their enframement within individual stories, film properties, or even franchises. Special effects are remarkably complex objects in themselves: their engineering, their semiotic freight, their cultural appropriation, their media “travel,” their hyperdiegetic contribution.

What seems odd is that while one branch of media studies is shifting inexorably toward models of complexity and diffusion, travel and convergence, multiplicity and contradiction, the study of special effects still grapples with its objects as ingredients of an older conception of film: the two-hour self-contained text. What additional and unsuspected functions lurk in the “excess” so commonly attributed to prolonged displays of special effects? Within the domains of franchise, transmedia storytelling, and intertextuality, the fragmentation of texts and their subsequent recontainment within large-scale franchise operations makes it all the more imperative to find patterns of cluster and travel in the new mediascape, along with newly precise understandings of the individuals/audiences who drive the flow and give it meaning.

To say that CG effects have become coextensive with filmmaking is not to dismiss contemporary film as digital simulacrum but to embrace both “digital effects” and “film” as intricate, multilayered, describable, theorizable processes. To insist on the big-screened, passively immersed experience of special effects as their defining mode of reception is to ignore all the ways in which small screens, replays, and paratextual encounters open out this aspect of film culture, both as diegetic and technological engagement. To insist that special effects are mere denizens of the finished film frame is to ignore all the other phases in which they exist. And to associate them only with the optical regime of the cinematic apparatus (expressed through the hypnotic undecidable of real/false, analog/digital) is to ignore the ways in which they spread to and among other media.

The argument I have outlined in this essay suggests a more comprehensive way of conceptualizing special effects in the digital era, seeing them not just as enhancements of a mystificatory apparatus but as active agents in a busy, brightly-lit, fully conscious mediascape. In this positivist approach, digital effects contribute to the stabilizing and growth of massive fantastic-media franchises and the generation of new texts (indeed, of the concept of “new” itself). In all of these respects, digital special effects go beyond the moment of the screen that has been their primary focus of study, to become something more than meets the eye.

Conferencing

Big academic conferences have a strange energy — which is to say, they have an energy that is palpable and powerful but exceeds my ability to understand or, more importantly, locate myself within it. It is, in part, a concentration of brain power, the collected expertise of a scholarly discipline (in this case, cinema and media studies) brought together for five days and four nights in a Boston hotel. I experience this first aspect as a kind of floating cerebral x-ray of whatever room I’m in, the heads around me overlaid with imagined networks of knowledge like 3D pop-up maps of signal strength in competing cell-phone ads.

But there is another, related dimension, and that is the sheer social density of such gatherings. The skills we develop as students and scholars are honed for the most part in isolation: regardless of the population of the campuses where we work, the bulk of our scholarly labor transpires in the relative silence of the office, the quiet arena of the desktop, the soft skritch of pencil against paper or gentle clicking of computer keyboards still a million times louder than the galaxies of thought whirling through our minds. (Libraries are a good metaphors for what I’m talking about here: quiet spaces jammed with unvocalized cacophanies of text, physical volumes side by side but never communicating with each other save for their entangled intimacies of footnotes and citations.)

Bring us all together for a conference and instantly the silence of our long internal apprenticeships, our walkabouts of research, converts to a thousand overlapping conversations, like a thunderstorm pouring from supersaturated clouds. We’re hungry for company, most of us, and the sudden toggle from solitary to social can be daunting.

When we arrived, the hotel’s computers were down, and the lobby was jammed with people waiting to check in, dragging their suitcases like travelers waiting to board an airplane. A set of clocks over the reception desk read out times from across the world — San Francisco, London, Tokyo — in cruel chronological contrast to the state of stasis that gripped us. Amid the digital work stoppage, I met a colleague’s ten-year-old son, who proudly showed me a bow and arrow he had fashioned from a twig and a taut willow branch found outside in the city’s public gardens. Plucking the bowstring like a musical instrument, he modestly estimated the range of his makeshift weapon (“about six feet”), but all I could do was marvel at his ingenuity in putting wood to work while electronic technologies ground to a halt, stranding all of us brainy adults in long and weary lines. Maybe the whole conference would run better if we swapped our iPads and phones and laptops for more primitive but reliable hand-fashioned instruments; but then, just as our scholarship can’t proceed in a social vacuum, maybe we need the network.

Radii, resets, regressions

We were out walking Zachary in his stroller this afternoon when a woman we ran into — herself a parent by adoption — gave us some good advice: “Don’t follow the advice in parenting magazines.” My wife and I laughed in agreement, and I added, “Or the advice in parenting books.” It’s not the first time someone has gifted us with this particular piece of meta-wisdom, this one-hand-clapping of zen no-advice. Back in July, before we’d even left the hospital, a wise nurse (and they’re all wise, I believe fervently), assured us we’d be hit left and right by people eager to share their parenting wisdom. “Don’t listen to them,” the nurse said. “Use your common sense.”

All this is by way of saying that I have some advice of my own to share, based on our experiences raising Z so far, but you are welcome to ignore it. I have no idea if these are universal principles; they’re just what I’ve doped out so far as a father to an eight-month-old boy whose development seems day by day to increase on a logarithmic scale, an accelerating trajectory whose skybound momentum is by turns exhilarating and terrifying.

Radii

A day before his six-month birthday, Z began crawling. It was a makeshift and ungainly thing, this crawl, a neuromuscular kludge in which, belly-down, he basically pulled himself around using only his arms. We called it the army crawl. Since then he’s graduated to a more classical four-point configuration, hands and knees in a busy scramble (and a neat trick where he tucks a leg under and tripods into a buddha sit).

Regardless of his mode of locomotion, the instant effect of the crawl was to convert Z into a free agent, newly untethered and agential, and in the same moment remap our house into a space of vectors and targets, reachable spots and desirable destinations. In short, our little boy now exists at the center of a constantly shifting circle of possibility, forcing us to adopt his perspective a la the cybernetic visual overlay of the Terminator: we look to see where he might go, where he is going right now, and move to intercept him. He exists in a radius of opportunity, and we exist in an overlapping Venn diagram of protective, even prophylatic parental anxiety, meeting him in a quantum space of superpositions, half-realized outcomes, probabalistic perils. A similar principle compels us, when sitting him at a table, to instantly sweep all graspable objects out of reach. Countering our countermeasures, he swings his stuffed green bean in wide arcs of influence, extending his zone of collision. The radii keep shifting, his hopeful, ours horrified, and in this way our home becomes a battlefield: not a real one, but the simulated space of a tabletop wargame.

Resets

As a result, the reset was invented. Resets involve picking Z up and putting him down somewhere else — nothing more, nothing less — a gentle interruptive teleportation that (so far) he fortunately seems to experience as a kind of game rather than as what it really is, a thwarting of his will. Using resets, I have successfully washed a sinkful of dishes while Z two-points and four-points across the kitchen floor. He’s headed for the cat-food dishes: reset. He’s pulling himself up on the stairs: reset. He’s about to topple the Cuisinart mixing bowl: reset. The reset is my strategic response to his tactics of the radius, and so far it’s working. As Z’s speed and range increase, all bets are off, a further way in which life as a parent has shifted us inexorably into the realm of the projective and hypothetical. (So much of our talk about Z is about what’s going to happen next, rather than what’s happening right now; it would be nice to live in the moment, but our responsibilities won’t let us.)

Regressions

When Daylight Savings Time kicked in a couple of weeks ago and we set our clocks ahead by an hour, all hell broke loose in Z’s bedtime schedule; what had been a predictable ritual taking us from bath to crib became a contest of wills, the baby monitor bringing us his unhappy cries as we collapsed onto the couch to eat dinner and watch TV, taking us back upstairs to the nursery to pat his butt until he dropped off, only to wake again minutes later. Complacently, we had believed ourselves to be doing pretty well with the sleep thing, and this new wrinkle in Z’s behavior — which we experienced as a kind of un-behavior, a randomizing of his actions that was scary precisely because we lacked a pattern to deal with it — made both K and me worry that, in fact, we didn’t know what we were doing after all. Imagine our relief when we learned about the eight-month sleep regression (which can also kick in at nine months and ten months): as his brain blossoms and skill sets swell, he’s simply got so much going on inside him that he can’t relax in the old way. Of course I am aware that this is a positive spin on a worrisome situation, hence seductive in its reasoning, but I’ll take it — because the truth is, there’s nothing more exciting than witnessing the small explosions of Z’s mind and body churning toward complexity like an internal-combustion engine, and as someone whose own childhood was marked by an overheated imagination and corresponding difficulty getting a good night’s sleep, I think I know where Z is coming from. Or at least where I want him to be coming from.

And that’s the other kind of regression that’s happening here, taking place across all the phenomena I’m writing about: radii and resets are themselves forms of blissful regression for my wife and me, as we try to intuit the world inside our youngster and respond to it compassionately, intelligently, cautiously, caringly. Raising a child, I’m finding, is also an act of re-engaging with the child in oneself, imagining yourself into his skin and senses, building a foundation of empathy with an emergent network of nerves and impulses that builds itself, second by second, minute by minute, day by day, week by week, year by year, into a person.

FMST 43: Conspiracy

This course investigates the texts, narratives, and cultures of conspiracy as they are constituted in film, television, digital, and print media. We will concentrate less on the “truth” of any given conspiracy than on its popular and public impact and meaning – what it says, or might be saying, about ourselves, our world, and our times. The subject, then, is both conspiracy theory and theories about conspiracy. As this is a Film and Media Studies course, we will also pay attention to factors such as representation, technology, narrative, audience, and industry, and their relationship to both dominant and resistant ideologies.

Our focus is on the half-century dating from the late 1950s to the present, a period that extends from the Red Scare, the assassination of John F. Kennedy, and the Apollo moon landings to Waco, 9/11, and contemporary controversies about Barack Obama’s citizenship and an all-encompassing New World Order. Confining ourselves to the United States, we will explore the ways in which public perceptions of conspiracies spread and evolve through media practices both inside and outside the mainstream, as a mode of education, entertainment, and political activity. Areas we will explore (moving from specific to general) include:

  • The tropes, recurring patterns, and characteristic forms of conspiracy
  • The role of different media in shaping perceptions and understandings of conspiracies
  • The relationship of conspiracy narratives/theories to other media modes such as journalism and documentary, and genres such as horror, science fiction, and mystery
  • The light shed by conspiracy narratives on the production and legitimization of knowledge
  • The possibilities and limits of “diagnosing” conspiratorial trends in relation to specific historical and cultural moments
  • Conspiracy theory as an element of democratic discourse, grassroots political movements, and ideological critique

Textbooks & Readings 

  • The Rough Guide to Conspiracy Theories. James McConnachie and Robin Tudge. Rough Guides Reference, 2008.
  • Conspiracy Theories: Secrecy and Power in American Culture. Mark Fenster. Revised and Updated Edition. Minneapolis: University of Minnesota Press, 2008.
  • Additional readings marked [PDF] will be distributed via Blackboard under “Course Documents.”

Assignments  

20% Participation. Assessed throughout term; includes discussion board presence and pass-fail participation in two in-class debates (Weeks 4 and 9).

20% Screening responses and discussion leading. Once during the semester, each student will introduce a screening with a brief overview at the end of Tuesday’s class. He or she will then post a short response to that week’s screening, along with discussion prompts. This student will then lead our in-class discussion for that week, starting with a clip. Weeks with two movies will have two respondents.

30% Short papers. Three 3-5 page papers, due by email at the end of weeks 4, 7, and 10.

Together, the first two papers will constitute the midterm.

  • Paper 1 (Week 4): Film Analysis
  • Paper 2 (Week 7): Conspiracy Analysis
  • Paper 3 (Week 10): Conspiracy and Documentary Form

30% Conspiracy wall display and reflection paper. Due the penultimate week of class, this project represents the culmination of your experiences in and thinking about Conspiracy. Working in teams, you will create a public display at McCabe Library, a “conspiracy wall” of texts and images mapping out an existing conspiracy or one of your own design.

You will also turn in a 3-5 page reflection paper that discusses the conspiracy and the presentation you have given it. Further details will be given later in term.

CALENDAR (may change during semester) 

Week 1 (Aug 30-Sept 1): Course Introduction; Types of Knowledge

Read for Thursday: Fenster, “Introduction: We’re All Conspiracy Theorists Now”; Birchall, “Know It All” [PDF], Lisker, “The MADE Manifesto” [PDF]

Screen: Conspiracy Theory (Richard Donner, 1997)

Week 2 (Sept 6-8): Reading and Paranoia

Read for Tuesday: Fenster Ch 3, “Finding the Plot”; Shapiro, “Paranoid Style” [PDF]; for Thursday,  Fenster Ch 4, “Uncovering the Plot” (pp. 118-142); Foucault, “Panopticism”

Screen: The Conversation (Francis Ford Coppola, 1974)

Week 3 (Sept 13-15): Red Scares and Pod People

Read for Tuesday: Fenster, Ch 1, “Theorizing Conspiracy Politics,” Hofstadter, “The Paranoid Style in American Politics” [PDF]; for Thursday, Steffen-Fluhr, “Women and the Inner Game of Don Siegel’s Invasion of the Body Snatchers” [PDF]; Marcus, excerpts from “The Manchurian Candidate” [PDF]

Screen: Invasion of the Body Snatchers (Don Siegel, 1956); The Manchurian Candidate (John Frankenheimer, 1962). NOTE: LONG SCREENING.

Week 4 (Sept 20-22): JFK

Read for Tuesday: Fenster Ch 4 “Uncovering the Plot” pp. 118-142 (review); Simon, “The Zapruder Film” and “JFK” [PDF]; Hidell, “The Center of the Labyrinth” [PDF]

Screen: JFK (Oliver Stone, 1991)

Thursday: In-class debate 1

Due by Sunday night: Paper 1 (Film Analysis)

Week 5 (Sept 27-29): Watergate and the 1970s

Read for Tuesday: TBA; for Thursday, “Project Mind Kontrol” [PDF]; Simon, “The Parallax View” [PDF]; Jameson, “The Parallax View” [PDF]

Screen: The Parallax View (Alan J. Pakula, 1974)

Week 6 (Oct 4-6): The Plot Against Women

Read for Tuesday; Knight, “The Problem with No Name: Feminism and the Figuration of Conspiracy” [PDF]; for Thursday, Valerius, “Rosemary’s Baby, Gothic Pregnancy, and Fetal Subjects” [PDF]

Screen: Rosemary’s Baby (Roman Polanski, 1968); The Stepford Wives (Bryan Forbes, 1975).

NOTE: LONG SCREENING.

Fall Break 

Week 7 (Oct 18-20): Space Invaders

Read for Tuesday: Fenster Ch 5, “Plotting the Rush”; Kay, “Democratizing Paranoia: How the Web Revolutionized Conspiracism” [PDF]; for Thursday, Bara, “The Secret History of NASA” [PDF]

Screen: A Funny Thing Happened on the Way to the Moon (Bart Sibrel, 2001); Astronauts Gone Wild (Bart Sibrel, 2004).

Due by Sunday night: Paper 2 (Conspiracy Analysis)

Week 8 (Oct 25-27): The 1990s: The Truth is Out There

Read for Tuesday: Fenster Ch 4, “Uncovering the Plot” pp. 143-end; for Thursday, Graham, “Are You Now or Have You Ever Been? Conspiracy Theory and The X-Files” [PDF]; Bell and Bennion-Nixon, “The Popular Culture of Conspiracy/The Conspiracy of Popular Culture” [PDF]; Waco reading TBA

Screen: Episodes of The X-Files TBA; Waco: The Rules of Engagement (William Gazecki, 1997)

Week 9 (Nov 1-3): 9/11

Read for Tuesday: Fenster Ch 7 “A Failure of Imagination”; Helms, “Lingering Questions about 9/11” [PDF]; Meigs, “Afterword: The Conspiracy Industry” [PDF]

Screen: Loose Change (Dylan Avery, 2007)

In-class debate 2

Week 10 (Nov 8-10): The New World Order

Read for Tuesday: Fenster Ch 2, “When the Senator Met the Commander”; Heimbichner, “The Idiot’s Guide to the Cryptocracy” [PDF]; Weidner, “The Culling: A Speculative Look into the Global Apocalypse” [PDF]; Weston, “FEMA: Fascist Entity Manipulating America” [PDF]

Screen: Endgame: Blueprint for Global Enslavement (Alex Jones, 2007)

Due by Sunday night: Paper 3 (Conspiracy and Documentary Form)

Week 11 (Nov 15-17): Birthers, Truthers, and Death Panels

Read: Kay, “Show Me the Birth Certificate: Conspiracism in the Age of Obama” [PDF]; additional readings TBA

Screen: TBA

Week 12: no class (Thanksgiving)

Week 13 (Nov 29-Dec 1): Approaching the End

Read: Fenster Ch 6, “The Prophetic Plot”; Marrs, “What Will Happen in 2012?” [PDF]; Wallace, “Four Horses of the Apocalypse: A Color-Coded Key to the Cryptocracy” [PDF]

Screen: Angels and Demons (Ron Howard, 2009)

Due: Conspiracy Wall displays and reflection papers

Week 14 (Dec 6): Last day of class

Student evaluations

Note: There is no final exam in this course.

30 days

Today marks one month of blogging every day. It’s a little hard to believe; since starting this blog in August 2007, I racked up something like 100 posts, and if I was in the mood to do the math, it would probably work out to a depressingly low frequency — a far cry from the promise I made myself when I started (two posts a week, I believe, was the goal). Yet in the last 30 days, I’ve added almost a third of that total again.

It’s a small victory, but a victory nonetheless. My method for achieving it, if this earlier post didn’t make it clear, is to consciously lower the threshold for my own writing, making myself OK with contributing less-than-stellar content every time. It’s been a way of knocking the chip off my own shoulder, an exercise in getting over myself, and in that sense quite healthy — if humbling. (Are the humbling experiences of life always the healthiest? Tricky question, given that my phases of self-aggrandizing overconfidence are premised on, and interleaved with, deep insecurity.)

That it has resulted in the regular production of words and ideas in a more modest vein aligns this exercise with a long history of writing and engaging in different forms of writing practice: I’ve kept a diary since 1984, when I was eighteen, and between 1990 and 1991 I made a point of writing every day for a solid year. On nights when I was too wiped out to open one of the black-and-white composition books in which I preferred to write, I would scribe sentences in the air with my finger. Was that writing? Sure, if what counts is only the commitment to the act, a playing-out of internal monologue. But definitely not, if the measure of writing is to record something outside oneself, externalizing a record that thenceforth coexists with you and even splits away to find a new audience.

What I’m talking about is publication, a concept that’s been much on my mind since becoming an academic, and even before. As a kid, I wrote scripts for short science-fiction movies I planned to shoot in Super 8, synched to the vinyl records I listened to in my bedroom: Stravinsky’s Firebird, Saint-Saens’ Danse Macabre, Jerry Goldsmith’s music for Star Trek: The Motion Picture, and just about every film score composed by John Williams between 1977 and 1981. (My all-time favorite, though, was James Horner’s score for Star Trek II: The Wrath of Khan.) These screenplays morphed over time into scripts for plays I envisioned staging at my high school or in college, where for the first years of my undergraduate career I pursued a major in theater. Halfway through the eight years it took me to earn my B.A., I became an English major, and from there my writing ambitions recentered around short stories and novels. I would chase that dream throughout the 1990s, until I abruptly came to the end of the dream in 1997. The next year, I started graduate studies at the University of North Carolina.

Long story short, I’ve always been a writer, always wanted to be one, written a lot of words in pursuit of that dream. For the last six years, as an assistant professor at Swarthmore College, writing has become laden with the pressures and expectations of the tenure track, a challenge to which I’ve risen only sporadically, and often resentfully — as though, deep down, I’m still happier to sketch ideas in the air than commit them to paper.

The blog is yet another space, I understand: not quite a diary, not quite scholarship, but something in between. I struggle to locate myself within it, even as I try to find a magical bridge between the words that come so easily (well, fairly easily) to the screen and those I need to convince an academic press to accept. It’s an ongoing adventure as well as something of a slog. I don’t know if success is out there (or readers, for that matter). But for now I will keep posting — every day.

The Walking Dead

How does the old joke go? “What a terrible restaurant — the food sucks, and such small portions!” That seems to be the way a lot of people feel about AMC’s The Walking Dead: it’s an endless source of disappointment as well as the best damn zombie show on television.

Not that there’s much competition. Contemporary TV horror is a small playing field, nothing like the heyday of the 1970s, when Night GalleryKolchak, Ghost Story, and telefilms like Don’t Be Afraid of the Dark fed home audiences a plentiful stream of dark and disturbing content, “channeling” a boom in horror cinema that began with demonic-possession blockbuster The Exorcist and morphed late in the decade, via Halloween and Friday the 13th, into the slasher genre. The only real competition for TWD is American Horror Story, a series whose unpleasantness is so expertly-wrought that I couldn’t make it past the third episode. Apart from this and an endless supply of genre-debasing quasi-reality shows on SyFy a la Paranormal Witness, there’s simply not a lot to choose from, and for this reason alone, The Walking Dead is far, far better than it needs to be.

But it’s still a frustrating show: like its zombies, slow-moving and unsure of its goals. (The guys at Penny Arcade, it should be pointed out, hold the opposite interpretation.) Following a phenomenal pilot episode that ended on one of the best cliffhangers I’ve seen since the closing shot of Best of Both Worlds, Part 1, the first season burned through four tense episodes, only to close with an implausible, shoehorned finale set in CDC control center. Season two, at twice the length, has moved at half the speed, and while I enjoyed the thoughtful pace of life at Herschel’s farm, I grew impatient — like many — with plots that seemed to circle compulsively around the same issues week after week, played out in arguments that reduced a formidable cast of characters (and likeable actors) into tiresomely broken records. (The death of Dale [Jeffrey DeMunn] in the antepenultimate episode came as a relief, signaling that the series was fed up with its own moral center.)

Too, there is simply a feeling that more should be happening on a show about the zombie apocalypse; events should play out on a larger scale, balancing the conflicts among characters with action sequences on the level of the firebombing of Atlanta that opens “Chupacabra.” Part of the problem, I suspect, is that the ZA has been visualized so thoroughly in the decades since George A. Romero’s Night of the Living Dead; books like Max Brooks’s Zombie Survival Guide and World War Z, not to mention the many sequels, remakes, and ripoffs of Romero’s 1968 breakthrough, have fleshed out the undead plague on a planetary scale. The blessing of this most fecund of horror genres (second only, perhaps, to vampires) is also its curse: too much has been said, too many bottoms of barrels scraped, too many expectations raised. When the Centers for Disease Control put out preparedness warnings, it’s a safe bet the ante has been upped.

Of course, the most proximate source of raised expectations is the comic book and graphic novel series that originated The Walking Dead; Robert Kirkman, Tony Moore, and Charlie Adlard captured lightning in a bottle with their brisk yet methodical storytelling, whose black-and-white panels powerfully recall Romero’s foundational film, and whose pacing — in monthly bites of thirty pages — lends itself to a measured unfolding that has so far eluded the TV version. I’m less interested in discrepancies between the comic and the show than in the formal (indeed, ontological) problems of adaptation they illustrate: like Zack Snyder’s Watchmen movie, some fundamental, insurmountable obstruction seems to exist between the two forms of visual storytelling that otherwise seem so suited to mutual transcoding.

On a surface level, what works in the comic — the mise-en-scene of an emptied world, a uniquely American literalization of existential crisis through the metaphor of reanimated, cannibalistic corpses — works beautifully on screen. And person by person, the show brings the characters of the page to life (an artful act of reanimation itself, I suppose). But what it hasn’t done, and maybe never can do, is recreate the comic’s particular style of punctuation, doling out panels that closely attend to nuances of expression and shifts in lighting, then interleaving those orderly moments of psychological observation with big, raw shocks of splash pages that bring home the sickening spectacle of existence as eventual prey.

I’ll tune in tonight for the finale, and without question I will be there to devour season three. Furthermore, I’ll defend The Walking Dead — in both its incarnations — as some of the best horror that’s currently out there. But I’ll be watching the show out of a certain duty to the genre, whereas the comic, which I’m saving up to read in blocks of 10 and 12 issues at a go, I’ll savor as such stories are meant to be savored: late at night, alone in the quiet house, by a lamp whose glow might as well be the last light left in a world gone dark.

TWC: special issue on fan/remix video

Thrilled to spread word of this new issue, co-edited by two friends and featuring an interview by an old pal from IU, Brett Boessen! A call for my own guest-edited issue, on materiality and object-oriented fandom, can be found here.

Transformative Works and Cultures Vol 9 (2012)

“Fan/Remix Video,” special issue of TWC guest edited by Francesca Coppa, Muhlenberg College, and Julie Levin Russo, Brown University

Table of Contents

Editorial
“Fan/remix video (a remix)” by  Julie Levin Russo and Francesca Coppa

 

Theory
“Mashup as temporal amalgam: Time, taste, and textuality,” by Paul J. Booth
“Toward an ecology of vidding,” by Tisha Turk and Joshua Johnson
“The rhetoric of remix,” by Virginia Kuhn
“Remix video and the crisis of the humanities,” by Kim Middleton

 

Praxis
“Vidding and the perversity of critical pleasure: Sex, violence, and voyeurism in ‘Closer’ and ‘On the Prowl,'”by Sarah Fiona Winters
“Spreading the cult body on YouTube: A case study of ‘Telephone’ derivative videos,” by Agnese Vellar
“Fake and fan film trailers as incarnations of audience anticipation and desire,” by Kathleen Amy Williams

 

Symposium
“The two-source illusion: How vidding practices changed Jonathan McIntosh’s political remix videos,” by Martin Leduc
“Abridged series and fandom remix culture,” by Zephra Doerr
“The Star Wars franchise, fan edits, and Lucasfilm,” by Forrest Phillips

 

Interview
“Documenting the vidders: A conversation with Bradcpu,” by Counteragent
“Interview with Eric Faden and Nina Paley,” by Brett Boessen
“Desiree D’Alessandro and Diran Lyons bear arms: Weapons of mass transformation,” by Desiree D’Alessandro and Diran Lyons

 

Multimedia
“Fred rant,” by Alexandra Juhasz
“Queer video remix and LGBTQ online communities,” by Elisa Kreisinger
“Genesis of the digital anime music video scene, 1990–2001,” by Ian Roberts
“A history of subversive remix video before YouTube: Thirty political video mashups made between World War II and 2005”, by Jonathan McIntosh

 

Review
“Television and new media: Must-click TV,” by Jennifer Gillan, reviewed by Lindsay Giggey

 

FMST 86: Theory and History of Video Games

Course Description and Goals

By any measure – industrial scale and profitability, cultural pervasiveness, size of audience, range of genres and aesthetics, and influence on and intersection with other media – video games have become one of the dominant entertainment forms of our time. This course investigates the video game medium in both its theoretical and historical dimensions, drawing on a variety of texts and perspectives as well as on play and analysis of video games themselves to build a portrait, not just of games, gamers, and gaming, but of a unique moment in the evolution of contemporary media.

The first half of the term will establish a basic conceptual vocabulary for thinking, speaking, and writing about video games, emphasizing the formal and aesthetic principles that distinguish them as a medium, and articulating these principles to a historical account of video game development. In the second half of the term, we will shift our attention to the broader contexts and cultural functions of video gaming – examining them as commercial and transmedia entities; as spaces for the forging of identity and sociality; as objects of fandom and instruments of ideology – culminating in interpretive and creative practices that push the definition of video games and gaming to, and past, their limits.

Throughout the semester, we will take pains to situate video games in specific contexts, distributing our attention among their technological, formal, and cultural aspects. Students are encouraged to bring their own interests and backgrounds to bear, illuminating video games with the insights of literary theory, film studies, philosophy, psychology, performance, economics, feminism, and any other rubric that enriches the object of study.

Texts

  • Egenfeldt-Nielsen, Simon, Jonas Heide Smith, and Susana Pajares Tosca. Understanding Video Games: The Essential Introduction. New York: Routledge, 2008.
  • Galloway, Alexander. Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press, 2006.
  • Levy, Steven. Hackers: Heroes of the Computer Revolution. New York: Penguin Books, 2001.
  • Recommended: Donovan, Tristan. Replay: The History of Video Games. East Sussex: Yellow Ant, 2010.
  • All other readings available as PDFs on Blackboard under “Course Documents.”

Assignments

Detailed instructions will be given throughout term. I am always available to discuss
particulars, suggest approaches, and negotiate alternatives.

  • 15% Participation
  • 35% Short Papers
  • 5% Ludology/Narratology Debate Week 6; pass/fail
  • 15% Team Presentation Weeks 7-11; schedule with me
  • 30% Final Project

CALENDAR
Readings and assignments are subject to change

Week 1 (8/30 & 9/1): Overture
T Introductions and course overview
Th Framing videogames as objects of study
UVG Ch. 1, “Studying Video Games” & Ch. 6, “Video Game Culture”

Week 2 (9/6 & 9/8): Basic Categories
T Theorizing games and play
UVG Ch. 3, “What Is A Game?”; Galloway, “Gamic Action, Four
Moments”
** Due: 1-page self-introduction
Th Thinking in (and about) genres
Foucault, “The Order of Things”
Excerpts from Wolf, The Video Game Explosion

Week 3 (9/13 & 9/15): History I
T Roots of video gaming
UVG Ch. 4, “History” (pp. 45-67)
Levy, Hackers

Th The arcade era

Hilbert, “Flying Off the Screen: Observations from the Golden Age of the
American Video Game Arcade”
Rouse, “Game Analysis: Centipede”
Fiske, “Video Pleasures”
** View on own time: The King of Kong (Seth Gordon, 2007)

Week 4 (9/20 & 9/22): History II
T Console and PC gaming
UVG Ch. 4, “History” (pp. 67-96)
** Due: Spacewar/Adventure Comparison
Th Mobile and casual games
Juul, excerpt from A Casual Revolution
Chien, “This Is Not a Dance”
Scott and Ruggill, “Simulation or Simulacrum? The Promise of Sports
Games”

Week 5 (9/27 & 9/29): Principles of Form
T Rules and representation
UVG Ch. 5, “Video Game Aesthetics”
Sudnow, “Eyeball and Cathexis”
Th Closeup: First-Person Shooters
Galloway, “Origins of the First-Person Shooter”
** Due: Midterm (between now and week 10)

Week 6 (10/4 & 10/6): Ludology & Narratology
T Ludology & narratology
UVG Ch. 8, “Narrative”
Aarseth, “Genre Trouble: Narrativism and the Art of Simulation”
Jenkins, “Game Design as Narrative Architecture”
Frasca, “Simulation versus Narrative: Introduction to Ludology”
Th In-class debate

Fall Break

Week 7 (10/18 & 10/20): Business and Industry
** Start of team presentations
T Gamemakers
UVG Chapter 2, “The Game Industry”
Birdwell, “The Cabal: Valve’s Design Process for Creating Half-Life”
Th Adaptations and transmedia
Excerpt from Brookey, Hollywood GamersTheory and History of Videogames / 4

Week 8 (10/25 & 10/27): Social Effects
T Reclaiming gaming
Johnson, excerpt from Everything Bad Is Good for You
McGonigal, excerpt from Reality Is Broken
Th Video game fandom
Rehak, “Mapping the Bit Girl”; additional reading(s) TBA

Week 9 (11/1 & 11/3): Multiplayer
T Game communities
UVG Ch. 7, “Player Culture”
Dibbell, “A Rape in Cyberspace”
Th Multiplayer
Bartle, “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS”
Pearce and Artemesia, excerpt from Communities of Play
** View on own time: Second Skin (Juan Carlos Pineiro-Escoriaza, 2008)

Week 10 (11/8 & 11/10): Identity
T Gender
Kafai, Heeter et al, excerpt from Beyond Barbie and Mortal Kombat
Burrill, excerpt from Die Tryin’: Videogames, Masculinity, Culture
Th Race
always_black, “Bow, N****r”
Nakamura, “Race In/For Cyberspace: Identity Tourism and Racial Passing on
the Internet”

Week 11 (11/15 & 11/17): Gaming the Game
T Mods, cheating, and machinima
Galloway, “Countergaming”
Consalvo, excerpt from Cheating
Th Serious games
UVG Ch. 9, “Serious Games”
Galloway, “Social Realism”
Bogost, excerpt from Persuasive Games

Week 12 – Thanksgiving (class does not meet)

Week 13 (11/29 & 12/1): Colloquium
T Student presentations
Th Student presentations

Week 14 (12/6)
T Wrap up; course evaluations
** Final papers due 12/13

NBC’s pleasant surprise

For fans of NBC sitcoms, the return of Community is surely the week’s big news — but thanks to a packed DVR and a baby pushing the boundaries of his bedtime following a daylight-savings shakeup, I haven’t yet watched it. Instead, another and somewhat lesser show caught me by happy surprise. Whitney, still in its first season, featured an episode in which one of the side characters comes out of the closet. Neal — played by Jack’s former assistant on the increasingly moribund 30 Rock — finds himself confusedly but unerringly attracted to another man, and as the news travels around his circle of friends, I braced for stupidity, or worse, a conservative return to the status quo by story’s end. But none of this happened; Neal was allowed his realization, and his pals, usually a reliable generator of quippy sarcasm, took the announcement in stride. Not the most earth-shaking development, perhaps, but a victory nonetheless: a small bit of sanity and compassion amid an overheated political season and a television programming block otherwise prone to doofusy dismissals of difference and a disdain for the messiness of actual life. Bravo, Whitney, for doing something right.