This panel of the 2020 NeMLA convention (Boston, March 5-8) welcomes reflections on the process of adapting texts / films / graphic novels into video games, being open to theoretical analyses as well as to case studies (for example, of the narrative ecosystem of franchises). It seeks to bring together the most popular approaches to studying the medium -- narratological and ludological perspectives, as well as reflections on the translation of cinematic adaptation theory to the medium of video games – in order to ensure a rich conversation.
humanities computing and the internet
International Congress on Medieval Studies (ICMS), Kalamazoo 2020
Cross-platform video games are now so popular as to constitute a financial threat to Netflix and other digital content services. One feature of many of these games is the ludic outlaw figure—found, for example, in the 2016 multiplayer Overwatch—that works to resist oppression within the game world. Because they signify popular definitions of justice and communal welfare, modern digital outlaws frequently evoke medieval outlaw representations, such as Robin Hood. In what specific ways do enduring medieval outlaw tropes function as model responses to oppression in modern games?
Queer Media and the Digital
Digital technology has altered all aspects of media cultures, including questions of identity that can affect everything from the production of texts, their content, their distribution, their reception, and more. At the same time, popular and academic understandings of queerness have evolved to incorporate expanding ideas of gender, sexuality, race, disability, ethnicity, and other identity categories. Not only has digital technology altered the ways in which queerness can be articulated, but queer media has also shaped the form and reception of digital texts. Understanding queerness in the digital age requires us to account for the changes in both queer studies and digital studies.
CFP (SCMS 2020) Screening Ourselves: Mediation, Exemplars of Difference, and Cultural Transformation
Digital media proliferates, in part, because it allows individuals to adopt, inhabit, revise, and project their ways of being. Liking, saving, and sharing digital objects shapes our personal and social lives, and has transformed what it means to see and be seen, to garner and wield cultural influence. By self-reflexively mediating ourselves in cultural artifacts, what political claims are we adopting about how the world is, or should be? Which lives are screenable, or screened?
Session Title: Performing Medieval Drama in the 21st Century (A Panel Discussion) at the International Congress on Medieval Studies, Western Michigan University (2020)
Organizer: Kyle A. Thomas (Missouri State University)
Sponsered by the Medieval and Renaissance Drama Society (MRDS)
Call for Panelists: The Unreproducible
The tension between the visible city and the invisible city produces an increasingly marginalized society. The end of the Fordist pact constituted a break between the modern and postmodern city, laying the foundations for the most radical paradigm shift that the urban phenomenon has experienced in the last four decades. A specific pervasiveness has influenced different levels of the social structure, and this phenomenon has characterized the advent of the neoliberal new economy.
The dramatic increase of U.S. original scripted TV productions over the last decade has come to be known as “Peak TV.” As Hollywood mega-corporations intensify their investment in streaming platforms to compete with Netflix, new TV offerings will be more ubiquitous — yet more isolated behind exclusive paywalls — than ever. Enter the industry’s latest buzz-phrase: tentpole TV.
Dear colleagues, Proposals are now being accepted for presentations at ‘Digital research across the humanities’, a two-day symposium to be held at the University of Newcastle, Australia on 29 and 30 November 2019. The symposium will be preceded by Newcastle’s first THATCamp on the morning of 28 November 2019, a free, open meeting of humanists and technologists at all levels, and it will officially begin with a Stylo workshop by Jan Rybicki on the same day.
Proposals may address any topic related to digital humanities, broadly defined, and may take the form of traditional paper sessions, roundtables, demonstrations, and workshops.
Papers and panels are invited for an interdisciplinary conference ‘Affects and Their Vicissitudes in The Postdigital Age’, which will take place in Warsaw, 24-25 October 2019. The conference is organized by the Faculty of Artes Liberales at the University of Warsaw (Poland) and is a part of the project Technology and Socialization.
Confirmed keynote speakers include:
EWA MAZIERSKA (School of Humanities and Social Sciences, University of Central Lancashire, UK)
ADAM NOCEK (School of Arts, Media, and Engineering and the Design School, Arizona State University)
TOM TYLER (Lecturer in Digital Culture, School of Media and Communication, University of Leeds, UK)