Well, now that the “Heaven Is a Place” screening is over and done with (and what a screening it was! my hat goes off to all fellow filmmakers & artists), it’s on to the next announcement.
It’s that time of year again: the annual conference of the Society for Cinema and Media Studies. This year, I forwent presenting a paper myself, and instead opted to act as an organizer for a special event. The event in question is “Unlimited Animation: A Tribute to Hannah Frank,” a celebration of the life and scholarship of one of film studies’ most promising young scholars. It’s scheduled for 7:00 PM on the evening of the first night of the conference, Wednesday, March 14. If you find yourself in Toronto then, I invite you to come.
This is the website of Collegiate Starleague, a league for competitive, professional-level videogaming, or eSports, on college campuses. Collegiate Starleague holds tournaments for college players of games such as League of Legends (Riot Games, 2009) and Dota 2 (Valve, 2013), two enormously popular games in the Multiplayer Online Battle Arena genre, which has dominated eSports in recent years, as well as the first-person shooters Overwatch (Blizzard, 2016) and Couter-Strike: Global Offensive (Valve, 2012), and the digital collectable card game Hearthstone (Blizzard, 2014).
I am very happy to announce that the panel I organized, “Gaming’s Midway Point: Games and Game Culture in Chicago,” has been accepted into the Society for Cinema and Media Studies’ 2017 annual conference in Chicago, IL. The panel includes papers by Chris Carloy, Julianne Grasso, and Daniel Johnson. Abstract below the fold:
The moving image and the graphical user interface: they are often regarded as two separate forms, with their own unique histories, and with resulting divergent aesthetics. Recent years, however, have seen this division beginning to break down, as the GUI has gradually invaded moving-image storytelling.
Representations of the graphical user interface have a long history in science-fiction, from the augmented reality elements that clutter the cyborg’s point-of-view to the fantastic potentials of human-machine interfaces. Continue reading →