2013
DOI: 10.7557/23.6145
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Digital Seriality: On the Serial Aesthetics and Practice of Digital Games

Abstract: In this paper we are concerned to outline a set of perspectives, methods, and theories with which to approach the seriality of digital games and game cultures – i.e. the aesthetic forms and cultural practices of game-related serialization, which we see unfolding against (and, in fact, as a privileged mediator of) the broader background of medial and socio-cultural transformations taking place in the wake of popular media culture’s digitalization. Seriality, we contend, is a central and multifaceted but largely… Show more

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Cited by 21 publications
(12 citation statements)
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“…Five action-themed titles in particular were singled out during the trade show: Halo 3 (Bungie Studios 2007), Call of Duty 4: Modern Warfare (Infinity , Bioshock (Irrational Games and Digital Extremes 2007), and Assassin's Creed (Ubisoft Montreal 2007), all released during the 2007 holiday season, along with Grand Theft Auto IV (Rockstar North), released April 2008. These titles illustrate well how the franchising strategy-that is, the serialization of discrete game titles, or what Denson and Jahn-Sudmann (2013) label "inter-ludic seriality"-dominates video game publishing. Three of these titles are the third and fourth installments in a series, whereas Bioshock and Assassin's Creed are positioned as "franchise starters," launched early in the console cycle to establish new series.…”
Section: Prolonging the Magic: The Political Economy Of The 7th Gener...mentioning
confidence: 85%
See 3 more Smart Citations
“…Five action-themed titles in particular were singled out during the trade show: Halo 3 (Bungie Studios 2007), Call of Duty 4: Modern Warfare (Infinity , Bioshock (Irrational Games and Digital Extremes 2007), and Assassin's Creed (Ubisoft Montreal 2007), all released during the 2007 holiday season, along with Grand Theft Auto IV (Rockstar North), released April 2008. These titles illustrate well how the franchising strategy-that is, the serialization of discrete game titles, or what Denson and Jahn-Sudmann (2013) label "inter-ludic seriality"-dominates video game publishing. Three of these titles are the third and fourth installments in a series, whereas Bioshock and Assassin's Creed are positioned as "franchise starters," launched early in the console cycle to establish new series.…”
Section: Prolonging the Magic: The Political Economy Of The 7th Gener...mentioning
confidence: 85%
“…Rather than discussing seriality vis-à-vis a Triple-A games' "aesthetic-formal" qualities (Denson and Jahn-Sudmann 2013), the Triple-A game will be theorized here as a cultural commodity. I will argue that understanding contemporary console games inherently means investigating game technology as well as realizing that the Triple-A game is always also a cultural product and cannot therefore be fully understood without acknowledging and unpacking its commodity form.…”
Section: Prolonging the Magic: The Political Economy Of The 7th Gener...mentioning
confidence: 99%
See 2 more Smart Citations
“…Denson and Jahn-Sudmann emphasize that because play is a social-cultural practice with its own material history, we should be wary of reducing its study to textual analysis (Denson and Jahn-Sudmann 2013). Unfortunately we have few accounts of how the target audience engaged with serials in the studio era, though reformoriented literature of the late 1920s and early 1930s provides a tantalizing glimpse.…”
Section: Playground Practice and Playing Moviesmentioning
confidence: 99%