Dissertation



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Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium
Dissertation
Presented in partial fulfillment of the requirement for the Degree Doctor of Philosophy in the Graduate School of Ohio State University
Alexandra Mary Jenkins, M.A.

Graduate Program in English


The Ohio State University

2014
Dissertation Committee:

Jared Gardner, Advisor

Sean O’Sullivan

Robyn Warhol

Copyright by

Alexandra Mary Jenkins

2014

Abstract
Feminist activism in the United States and Europe during the 1960s and 1970s harnessed radical social thought and used innovative expressive forms in order to disrupt the “grand perspective” espoused by men in every field (Adorno 206). Feminist student activists often put their own female bodies on display to disrupt the disembodied “objective” thinking that still seemed to dominate the academy. The philosopher Theodor Adorno responded to one such action, the “bared breasts incident,” carried out by his radical students in Germany in 1969, in an essay, “Marginalia to Theory and Praxis.” In that essay, he defends himself against the students’ claim that he proved his lack of relevance to contemporary students when he failed to respond to the spectacle of their liberated bodies. He acknowledged that the protest movements seemed to offer thoughtful people a way “out of their self-isolation,” but ultimately, to replace philosophy with bodily spectacle would mean to miss the “infinitely progressive aspect of the separation of theory and praxis” (259, 266). Lisa Yun Lee argues that this separation continues to animate contemporary feminist debates, and that it is worth returning to Adorno’s reasoning, if we wish to understand women’s particular modes of theoretical insight in conversation with “grand perspectives” on cultural theory in the Twenty-First Century. I argue that the separation between theory and praxis becomes visible in the history of women’s experimental autobiography across media, in which the boundary between self and subculture can be delineated.

In this project, I look at a contemporary transmedia storyworld that animates this conversation. In Felicia Day’s comedy Web series The Guild, six introverted gamers collaboratively navigate both the complex storyworld of a massively multiplayer online role-playing game and daily life in suburban Los Angeles. The Web series is complemented by a series of comic books, which transform the forward-moving, third-person storytelling of the show into open-ended first-person accounts of life as a member of the guild. I argue that these comics represent the characters’ capacity for theoretical insight, and, following Adorno’s concept of the sedimented history embedded in contemporary art, I read The Guild comics as a series of invitations into the history of women’s writing since the 1960s. By excavating this history, I find a range of women writers who enact what Adorno calls “think[ing] bodily” without succumbing to the fallacies of essentialism (Lee 7).

In my first chapter, I place underground comix legend Aline Kominsky-Crumb in conversation with The Guild: Codex, which uses the logic of autobiographical comics to offer an experimental künstlerroman for the digital era.

In my second chapter, I place Audre Lorde’s 1982 biomythography Zami: A New Spelling of My Name in conversation with The Guild: Tink, which shows how a woman of color uses her in-game avatar to behave as a pop-culture savvy trickster in a complex media landscape.

In my third chapter, I place Alison Bechdel’s 2012 graphic memoir Are You My Mother? in conversation with The Guild: Zaboo in order to examine the contemporary genre of the “boutique bildungsroman.”

Acknowledgments


I would like to express my deepest thanks to the individuals who made this dissertation project possible. First and foremost, I must thank my advisor, Jared Gardner, who, since 2008, has devoted endless amounts of time and energy to supporting my unconventional path through Ohio State’s doctoral program in English. He sent me to the Billy Ireland Cartoon Library and Museum during my second summer in Columbus, and it was there that I fell in love with underground comix, and found the archive that would shape my dissertation research. I am doomed to underappreciate him, because wherever his discerning collector’s finger points, I find something I needed. Sean O’Sullivan has spent more hours than I can count listening to me talk about my evolving views on serial and transmedia storytelling, ethics and anti-foundationalism, and Six Feet Under’s Olivier Castro-Staal. Without his generosity, patience, and kindness, I would have abandoned this project long ago. In a single thirty-minute conversation, Robyn Warhol can tell me exactly what I need to hear to transform observations into arguments. Her encyclopedic knowledge of feminist theory and her nuanced writing feedback have been invaluable to me.

Others in the Ohio State English Department have given me crucial guidance and support, as well, especially Brenda Brueggemann, Joe Ponce, Ethan Knapp, Koritha Mitchell, Galey Modan and Frederick Aldama. Leila Ben Nasr deserves recognition for her absolute selflessness and commitment to her fellow graduate students’ successes, especially mine. Anne Langendorfer and Anne Jansen have shared their wisdom with me at crucial points during the dissertation writing process. As anyone who knows her will testify, Kathleen Griffin is the woman who makes all Ohio State English dissertations possible, and mine is no exception.

I am also indebted to academic mentors from previous institutions, especially Marco Abel. In many ways, this dissertation is a direct result of my first popular culture studies course, which I took with him at Penn State in the summer of 2002. It is because of him that I have been reading Adorno for twelve years, and I cannot imagine a better anchor for my critical archive. The late Nicholas P. Spencer was instrumental in historicizing my Adorno obsession, and connecting it with a long genealogy of Marxist, anarchist and utopian thought. Barbara DiBernard and Amelia Maria de la Luz Montes introduced me to lesbian critical paradigms articulated by writers like Emma Pérez and Adrienne Rich, who changed my thinking indelibly.

One of the central ideas of contemporary philosophy is friendship in thought, and, in that spirit, I must thank those who have offered me no more and no less than their genuine friendship. To Chris Lewis, Jenn and Piper Russ, Emily Strouse, Andrea Crow, Didi Ray, and Michael LaBant, I offer my sincerest gratitude. I should also thank my circle of virtual friends, who offer me stability and a sense of belonging. For sharing my joy in experimental self-fashioning, and for teaching me so much about critical reading and conscious living, I thank all of you. I am not exaggerating when I say that the Glen Echo Bird Club was instrumental in helping me to finish my dissertation. The gift of connecting with the most beautiful features of one’s local environment is precious, and the generosity and knowledge the club represents to me are unparalleled.

Finally, I would like to thank my family for their unwavering support throughout this long process. My parents have always prioritized my education over everything else, instilling in me the belief that there is no greater gift than free thought. My sister has shared her home, her life, and her friends with me, offering me both beautiful writing retreats in the Berkeley Hills, and invigorating conversations with science geeks. The San Francisco Bay Area is a special place for anyone invested in the intertwined history of counterculture and digital culture, and I feel blessed to have spent my time there feeling at home.

Vita
May 2006……………….…..B.A. in English and German, Pennsylvania State University

May 2008……………………….…M.A. in English from University of Nebraska-Lincoln

2008-2013…Graduate Teaching Associate, Department of English, Ohio State University


Fields of Study
Major Field: English

Table of Contents

Abstract……………………………………………………………………………………ii

Acknowledgments…………………………………………………………………………v

Vita………………………………………………………………………………………..vi

Introduction………………………………………………………………………………..1

Chapter 1: The Afterlife of Counterculture in Women's Autobiography……………..…70

Chapter 2: The Alternative Literary Cultures of the 1980s and 1990s: Black Feminism, Girls’ Lives and Queer Comics…………………………………………………………163

Chapter 3: The Twenty-First Century Boutique Memoir of Intellectual Development..252

Conclusion……………………………………………………………………………...347

References………………………………………………………………………………361

Introduction


[P]opular culture is no longer confined to certain forms such as novels or dance music, but has seized all media of artistic expression. The structure and meaning of these forms show an amazing parallelism, even when they appear to have little in common on the surface (such as jazz and the novel).

- Theodor Adorno, “How to Look at Television” (160)


Reading across the media sustains a depth of experience that motivates more consumption. In a world with many media options, consumers are choosing to invest deeply in a limited number of franchises rather than dip shallowly into a larger number. Increasingly, gamers spend most of their time and money within a single genre, often a single franchise. We can see the same pattern in other media-films (high success for certain franchises, overall declines in revenue), television (shorter spans for most series, longer runs for a few), or comics (incredibly long runs for a limited number of superhero icons). Redundancy between media burns up fan interest and causes franchises to fail. Offering new levels of insight and experience refreshes the franchise and sustains consumer loyalty.

  • Henry Jenkins, “Transmedia Storytelling” (3)

When I was a kid, my Mom thought if I got into Dungeons and Dragons I would become a Satanist and commit suicide. She wasn’t even religious. Well finally, in my 20′s, it’s happened. The Dungeons and Dragons part, not the Satanist or suicide.



Yes, I accepted an invitation to a pen and paper D&D game on Sunday, and I HAD A BLAST! TAKE THAT MOM! It was so frikkin’ fun! Anyone who knows me, knows I was a World of Warcraft addict for almost 2 years. I quit cold turkey for my soul last fall, but the pull of RPG video games is strong…I had no idea what I was getting into, I didn’t even know people still did this, but it was such a great social outlet, I can’t wait to do it again! I have a whole back story I wrote for my character, a high charisma and comeliness score (the most important part :D), I’m tracking down the perfect figurine for a redheaded sorceress who worships a fire goddess, I’m totally into it!

  • Felicia Day, “Oh no, I’m an official nerd now! And I love it!”

Felicia Day is a contemporary actress, musician, writer, gamer, and entrepreneur, who is best known for her role as a redheaded sorceress who worships at the altar of popular culture. In 2007, she created the Web series The Guild, which, over the next six years, became a sprawling transmedia storytelling enterprise that would constitute a map of contemporary culture, from the perspective of a woman who lives in it. As Cornel Sandvoss points out in his 2005 book, Fans: The Mirror of Consumption, “there is no equivalent to satellite and aerial photography when we draw maps of society and culture; we can never step outside the system and look upon it from above. It is therefore all the more important to acknowledge one’s own perspective (4-5).” The Guild’s map, built from six seasons of the Web series, three music videos, and nine comic books, begins with a story borrowed from Day’s life, namely, that of her time spent as an active World of Warcraft addict. The Guild tells the story of how Day’s character, Cyd Sherman, came to live most of her hours as Codex, the name of her in-game avatar. In the first episode of the Web series, Codex and five other gamers have long been part of the Knights of Good guild, and developed a complex virtual social environment for themselves within the confines of the massively-multiplayer online role-playing game they simply call The Game.1 Their lives are devoted to the game, and, although, offline, they lack social skills and a “real-life social support system,” within their shared virtual environment, they live lives much like those of any sitcom ensemble.

The Guild was written for an insider audience, not necessarily of gamers, but of viewers familiar with Internet-based reading practices and subcultures. The series depicts a kind of socialization familiar not just from gaming, but from any online fan cultures, which thrive on long-arc social relationships, forged across a range of media platforms. Although Day originally pitched the show to mainstream television networks, she was repeatedly turned away, both because the show was ahead of its time in depicting the penetration of digital technology into our social worlds, and because the networks feared its audience would be too small (Ohanessian 1). After all, in 2007, Facebook had only just been made available to users without an e-mail address indicating their affiliation with an educational institution (Philips 1). YouTube was still relatively young, and hosted mostly amateur content—that is, home videos, goofy comedy challenges, and “vlogs,” or video blogs (Wesch 1). The Guild recalls this moment by beginning each episode with an amateur-style webcam monologue, by Codex, and then transitioning, via the theme song, into a sitcom, with group scenes, music, and, at the end of each season, special effects. When Codex speaks to her webcam, it is her diary and space for introspection, but, during the action of each episode, when characters speak into their webcams, it is simply their communications technology.

The visual quality of the Web series increased with every season, and, as The Guild’s audience grew, Day began to expand her vision to include other media, first in 2009, with the widely-circulated music video “(Do You Wanna Date My) Avatar,” and then with the comics, which expand The Guild’s storyworld significantly. Whereas “(Do You Wanna Date My) Avatar” showcased The Guild cast dressed as their in-game avatars, singing about gaming together, the music video was more of a clever self-parody than an installment in an expanding storyworld. The lyrics to the song joke about the sexism of virtual culture, following the titular line with “she’s hotter than reality by far.” Thus, they poke fun at the male gaze of stereotypical gamers, who expect to experience titillation rather than identification from female avatars.

The second music video, the Bollywood-themed “Game On!” also takes on sexism as the source of its comedy. The plot of the music video is that Codex and Zaboo, played by Sandeep Parikh, are sitting on a bed together, and Codex is worrying that she plays the game too much. Zaboo responds in song, insisting that she play because they’ve got “keyboard chemistry.” Day was inspired to create “Game On!” after seeing the success of “(Do You Wanna Date My) Avatar,” which received one million views in two days. “Game On” premiered at Comic Con in 2010, and, like the first video, went number one worldwide (Aronowitz 1). The video captured the spirit of the Western craze for Bollywood movies, which became more widely available given the advent of streaming video technology and the increased presence of South Asians in U.S. and U.K. popular culture. Patrick Colm Hogan describes the appeal of Bollywood to Westerners in his 2008 book, Understanding Indian Movies: Culture, Cognition, and Cinematic Imagination. One aspect of Bollywood’s appeal to Westerners is that, as U.S. popular culture increasingly embraced lewdness and pornography, as we can see in the simple comedy of “(Do You Wanna Date My) Avatar,” Bollywood films represent a serious engagement with romance plots that do not foreground sex. And so, Codex and Zaboo, who are not a romantic couple in the series, can enact a courtship scene in this video, but it is a courtship to convince Codex to rejoin the group in the game, rather than one in which sex is situated as the final goal. The goal of this music video is the pleasure of the elaborate scenery, costumes, dancing, and mash-up of musical styles, which come together to represent the world of the game as multicultural, multimedia, and constantly stimulating.

By contrast to the music videos, the comics represent a different kind of expansion into a new medium. In my interpretation, the comics are where The Guild shifts from poking fun at the false promises of virtual life, to an exploration of contemporary contemplation, that is, a reflection on the inner lives of the characters, and the personal archives of material and bodily knowledge they bring to the virtual social world of the game. The comics translate the creative experiment of the Web series into print, shift the focus from the group to the individual, and shift the spreadability of the music videos to a focus on telling highly “drillable” backstories about each of the main characters. Henry Jenkins describes spreadability as “the capacity of the public to engage actively in the circulation of media content through social networks and in the process expand its economic value and cultural worth” (Jenkins 1). The Guild comics, by contrast, demonstrate drillability, that is, in Jason Mittell’s terms, they “create magnets for engagement” and invite “a vertical descent into a text’s complexities” (qtd in Jenkins 1).

The first comic, which was the first installment of the three-part backstory of the character Codex, was released in March 2010. The comics were available digitally and in print, and were designed to promote a slower serial reading practice than the endlessly rewatchable music videos. The first comic sets up the story of Cyd Sherman’s life before she creates Codex and becomes a gamer; she is depressed, bored, and lonely in a bad relationship. Because the Codex we know from the Web series is completely committed to gaming, and to her set of in-game friends, it is alienating to see her try to “make it” in the real world. The next two issues of her backstory were released in April and May of that year, and the three were compiled into a volume, to be sold as a graphic novel. In 2011, a one-shot backstory comic was released for each of the five other members of the Knights of Good guild, all authored by Day, with the help of an incredibly diverse set of collaborators, including a few of her fellow cast members. None of the others depict the character’s initial decision to enter the game, but rather, they focus on a variety of social and intellectual concerns that inform each character’s behavior and personality. The final comic, which offers the story of rival guild leader Fawkes, played by geeky celebrity Wil Wheaton, who also co-authored the comic, was released in May 2012. The Guild: Fawkes serves as a fitting ending to The Guild comics because, as Andrew Harrison notes,

If you had to choose the dominant political symbol of the 21st century – a single ideogram to rank alongside the hammer and sickle, the CND peace sign or the anarchist circled A – you’d probably opt for the V for Vendetta Guy Fawkes mask. (1)

In the comic, the male anarchist falls in love with healer Codex, forging an alliance between the masculine and feminine creative energies that animate the contemporary digital landscape.

My task in this dissertation is to guide the reader through the gendered landscape of contemporary popular culture, using the transmedia storyworld of The Guild as an entry point. Drawing inspiration from Adorno’s concept of “sedimented history,” that is, an aesthetic and political historiography that can be drawn out from contemporary artworks, I traverse the terrain mapped by The Guild, asking its inhabitants to show me what to look for, and how to play. Examining their self-fashioning practices, depicted in The Guild comics, I find that their ability to thrive in contemporary culture is intimately related to their ability to manage the archive of popular culture texts they have assembled since childhood as a set of tools. Their reading practices are their greatest asset. In order to progress in game and in life, they must creatively, if not always consciously, combine skills acquired in previous worlds, and older media landscapes to face new challenges in the present. A character may be aware that, since the days of Tetris, computer games have calmed her anxiety, but she may be less aware that, by using new technologies to engage in self-reflection, she is taking part in a long tradition of women’s experimental autobiography across media. Another is well aware that she appropriates emotionally powerful scenes from classic literature in order to capture the attention of her friends, but she may be less conscious, and, for the time being, less interested in the history of the racialized female trickster, in which she is taking part. By forging connections between The Guild comics and a variety of works of women’s experimental autobiography across media, from the 1960s to the present, I model a contemporary feminist reading practice that forges novel, queer connections between women living in different worlds.



Across multiple media, The Guild represents an invitation to the reader into a world at once apparently shallow and prohibitively complex. Its world is shallow because the Web series is, in many ways, a formulaic situation comedy; its content is shallow because the participants in the storyworld are unemployed slackers who devote their lives to a computer game. Lack of worldly ambition aside, the characters speak in the contemporary vernacular of insiders in the online gaming subculture, which is often incorrectly assumed to represent a reductive version of Standard English, rather than a combination of creative slang and jargon required for in-game participation. By jargon I am referring to the spoken lines of dialogue that not only reference in-game phenomena without contextualization, but also the bleeding of these references into the characters’ descriptions of their real lives. To take an example from the first episode of the series, in Codex’s opening webcam monologue, before she even tells us that she is a gamer, she laments that “there’s a gnome warlock sleeping on [her] couch.” Because we assume that we are in a realist storyworld, the reader has no suspicion that the gnome warlock is an actual fantasy figure, and because her opening monologue is otherwise lucid, we don’t assume Codex is actually delusional. Therefore, the gnome warlock must represent a set of attributes held by the person on her couch. The line translates into a more familiar context if we read her as saying something like “there’s a quarterback sleeping on my couch,” although, in that context, the implications to the new reader of the nature of the story would be quite different.

The Guild is about a contemporary phenomenon, that of gaming, which seems familiar, but actually represents a complex web of interconnected subcultural histories, and thus a particularly fruitful starting point from which to examine contemporary popular culture. In this way, its storyworld is highly complex. Understanding this complexity requires a generous reading practice, one which views the characters not as consumer “dupes” who have internalized the language of a product rather than of the broader society, but rather as media-savvy interpreters of their world, whose arrested development on some counts enables their creative potential on others. Online gaming itself represents an intersection between the postwar history of digital technology, the history of digital subcultures, from the multi-user dungeons of the 1970s and 1980s to Western media fandom since Star Trek, science fiction and fantasy storytelling across media, and, of course, the history of tabletop games, especially Dungeons & Dragons. Like the game it depicts, The Guild is representative of the complex set of influences that inform Twenty-First-Century popular culture. And, like the game it depicts, discrete installments in The Guild storyworld bear close relationships to subcultural phenomena that have animated our popular imagination since the mid-century. The fifth season of the Web series provides a useful example of this phenomenon, because it is set at a fan convention, and depicts interactions between the members of The Guild and representatives of older subcultures; two of the many prominent cameo appearances are given by the legendary comics creator Stan Lee and Richard Hatch, from the original Battlestar Galactica series.

Thus, in order to analyze The Guild in this project, one must take on the position of the Knights of Good, and situate oneself in a position to encounter cultural figures like Stan Lee, when they should appear, without bending to their status as masters. Instead, one must actively reimagine their ongoing role in contemporary culture, and take stock of what their works mean now. The mid-century thinker Theodor Adorno offers some guidance here. Although he is routinely misunderstood as a despiser of popular culture and its relation to infantile subjectivity, he is actually the thinker who most rigorously theorized the relationship between past and present as it emerges in the sustained criticism of contemporary works of art. In Aesthetic Theory, he argues:



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