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Eludamos: Journal for Computer Game Culture
The essay argues that repetition, variation, and continuation shape games across franchises, level structures, transmedia narratives, and hardware generations.
Digital Seriality argues that seriality, the logic of repetition, variation, and continuation, is a central yet neglected dimension of digital games. The authors contend that games appear serially across franchises, level structures, transmedia narratives, and hardware generations, and that digitization and media convergence are reshaping pre-digital serial temporality, enabling non-linear forms of consumption such as binge play and on-demand access. Their thesis is that digital seriality is both a continuation of modern media history and a partial rupture from it, and that games offer a privileged site for studying this tension.
The work proposes a three-level framework of intra-ludic, inter-ludic, and para-ludic seriality, along with analytical approaches of media-aesthetic "serial interfacing" and cultural-historical "collective serialization." Using examples such as Super Mario Bros., Batman, and Pokémon, the authors maintain that in game series, mechanics and repetition-and-variation structures often take precedence over narrative, reflecting the open processuality of digital media. They argue that existing game studies, including the ludology and narratology debate, have underexplored temporality, since ergodic gameplay complicates the distinction between story time, plot time, and reception time.
A central case study concerns "bullet time" in games such as Max Payne, which the authors read as making algorithmic microtemporality perceptible as "relational duration." Their analysis extends to collective, para-ludic practices, including YouTube compilations and imagined communities of players, linking micro-level interface experience to broader negotiations of identity. Historical examples such as the BASIC game Super Star Trek (1978) illustrate a collaborative lineage of modification and porting, shaped by the slow, labor-intensive realities of early computing and producing what the authors call an operational aesthetic in which patience, not reflex, governed play.
The essay is theoretical and programmatic rather than empirical, offering no quantitative industry data. Its contribution lies in calling for comparative, historically attuned, and socially contextualized research, and in arguing that even seamlessly sealed contemporary games rest on deep histories of serial practice.
Eludamos: Journal for Computer Game Culture · 2026