1 free read left. Create a free account for unlimited reading + AI research.
Create free accountArticle
Eludamos: Journal for Computer Game Culture
Hollywood sound serials were youth-oriented chapter plays produced from the 1930s to the mid-1950s. The study treats them as a pre-history of digital gaming.
Scott Higgins's "Seriality's Ludic Promise" argues that Hollywood sound serials, the youth-oriented chapter plays produced from the 1930s to the mid-1950s, constitute a pre-history of digital gaming. The central claim is that serials' formulaic cliffhangers and arbitrary "take outs" operate less like causal story logic than like game rules, so that viewers engage with them through a form of play. Drawing on Henry Jenkins's notion of narrative architecture, the study positions the serial as a ludic problem space rather than merely a sequence of plot events, and it situates this form within the early twentieth-century Playground Movement and the para-ludic merchandising that accompanied serial releases.
The argument is supported by substantial production data, including more than 200 serials produced between 1930 and 1956, most running twelve to fifteen chapters. This evidence anchors a broader case about how serial temporality, with its week-long gaps between installments, invites viewers to rehearse alternative outcomes in their imaginations. Cliffhangers are framed as "ludic ruptures," and the modular, rule-based worlds of serials are shown to be projected onto playground games in ways comparable to the way Juul describes early home video games. Evidence from Herbert Blumer's 1933 Payne Fund study and first-person recollections indicates that serial narratives spilled into children's backyard play, with "cowboys and Indians" and "cops and robbers" games mirroring serial plots.
The analysis extends to the embodied dimension of serial viewing, which the author describes as a "muscular empathy" through which viewers rehearse spatial mastery. Using Daredevils of the Red Circle as a case study, the discussion shows how physical navigation of urban space, drawn from unstructured play traditions, links serials to the physical and ludic dimensions of later games. The conclusion holds that serials are not games themselves but "shadow and assist play," and that their redundancy and incoherence, qualities at odds with classical Hollywood cinema, actually support playable narrative architecture. Comparisons to ABC's Lost and its transmedia alternate reality game extensions reinforce the claim that seriality makes stories playable, and the study urges scholars of pre-digital media to take ludology seriously.
Comments