Lesson Plan: Harun Farocki’s Parallels I–IV

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Parallel II (Harun Farocki, 2014)

Ian here—

So, a disclaimer: This is not a lesson plan, not precisely. I did in fact teach Harun Farocki’s Parallels series for the final class session for my SAIC writing seminar “Moving Images and Arguments.” But since it was the final class, and since we were in a phase of the course in which my top priority was guiding students during revisions of their final essays, our discussion of the videos wasn’t nearly as detailed and rich as what you see reflected here.

Really, these are notes toward a future lesson, delivered under ideal circumstances. Although it was outside of the scope of my “Moving Images and Arguments” course, what I am most interested in about the Parallels videos are the connections Farocki draws between the videogames’ imperfect simulations of reality and the problem of philosophical skepticism. Although present to some extent in Parallel I (2012), the specter of skepticism is most pronounced in Parallel II (2014) and Parallel III (2014). I was deep in the midst of writing my dissertation in 2014, and didn’t end up seeing IIIII, and IV until 2016. This was a shame, because problems of skepticism actually play a large role in the first chapter of my dissertation, and it turns out that I missed the chance to incorporate an analysis of these videos into that discussion. Parallel II and Parallel III form the main inspiration for this post, as a way of making up for that lost opportunity.

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The Emergence of the First-Person Body

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Ian here—

What follows is my talk from the Society for Phenomenology and Media’s 2015 annual conference in San Diego, CA.

Let us begin by cautiously approaching a looming term within the history of film theory: identification. It is a massive concept, one that has gained criticism over the past few decades due to this massiveness, weathering the charge that it is so all encompassing as to be irretrievably vague.

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Special Effectivities: On the Intersection of Spatial Knowledge and Bodily Skill

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Ian here—

The following is the spoken presentation version of my talk from the 2013 Philosophy of Computer Games conference in Bergen, Norway. The full paper, as drafted up for the conference’s proceedings, is available here. You can follow along with the visual presentation for this spoken version here.

Over the past decade, the term “affordances” has nestled itself into a firm and comfortable position within the vocabulary of videogame theory, having found widespread adoption among both academic videogame theorists and practicing videogame designers. Exact definitions of the term vary, but within a fairly predictable range. So, for a few examples, we have:

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