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  • In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people’s game-making in an after-school programme targeting Latin American migrants in London/UK. I will pay special attention to how my subjectivities influenced planning, data generation and analysis of this programme, and to how context, lived experiences, curricular decisions and interpersonal relationships shaped the kinds of knowledge produced through this research. Findings emerging from this experience included relevant dissonances between curricular design/decisions and the use of participatory approaches in game-making, and the limitations of traditional analytical categories within the Social Sciences field (e.g., gender and intersectionality) to understanding subjectivities expressed through game-making. This study offers relevant insights into the place of reflexivity in research on digital media production by young people by highlighting its complexity and by calling for more critical and less homogenising approaches to this type of research.

  • This paper explores a game-making programme for 14 Latin American migrants aged 13-18 in London/UK, carried out between October/2017-January/2018, where I investigated the relationships between game conventions, platforms and personal preferences in the curation of fluid identities through game production. Participants presented varying levels of affinity with games linked both to access issues and to other specific elements (e.g. perception of games in contemporary culture, gender). Questionnaires, observations, unstructured/semistructured interviews and gaming archives were employed to explore this participatory initiative and data was analysed through Multimodal Sociosemiotics. Findings remarked how shared understandings about digital games can find their way into platforms and act as “cultural-technical gatekeepers”, supporting or hindering the engagement with game-making of those often perceived as outsiders to gaming culture. This gatekeeping happens when there are “creative dissonances” between, for example, personal preferences and platforms aligned to normative/mainstream genres. These dissonances, however, can end up fostering subversive designs, contravening gaming conventions and potentially challenging traditional gaming boundaries. This insight is relevant for understanding “cultural-technical constraints” and subversive/non-mainstream game-making, especially in relation to innovation and appropriation of game-making resources/strategies by non-mainstream groups.

  • This article investigates the relationship between young people’s game-making practices and meaning-making in videogames. By exploring two different games produced in a game-making club in London through a multimodal sociosemiotic approach, the author discusses how semiotic resources and modes were recruited by participants to realize different discourses. By employing concepts such as modality truth claims and grammar, he examines how these games help us reflect on the links between intertextuality, hegemonic gaming forms and sign-making through digital games. He also outlines how a broader approach to what has been recently defined as the ‘procedural’ mode by Hawreliak in Multimodal Semiotics and Rhetoric in Videogames (2018) can be relevant for promoting different and more democratic forms of meaning-making through videogames.

  • The present paper discusses questions related to the histories of videogames, more specifically in how we approach videogames in Global South. By using Zeebo, a Brazilian console produced in the late 2000s as an epistemic tool, I discuss the limitations of universalist, mainstream-centric epistemological models for exploring videogames as cultural phenomena. By investigating Zeebo’s discourses about piracy and players in the Global South, I argue that this platform can be seen as a partial decolonial project, destabilising conventional historical narratives about South-North relationships in videogames, but refraining from challenging a mainstream, Global North oriented epistemology. This exploratory work, therefore, elaborates on how a decolonial project of history of videogames, one that is more epistemically just to Global South, could be sought.

  • In the last decades, digital games have moved from niche to mainstream. As more people play, talk about, and engage with these artifacts, they have become an important part of contemporary cultures, giving rise to game literacy—the set of skills needed to meaningfully engage with video games. While the potentials of game literacy have, to some extent, been already discussed in the literature, we have not adequately discussed the need for a game literacy that problematizes the sociocultural dimensions of gaming, including the hegemonic, exclusionary rationales implicitly disseminated through mainstream gaming. In this chapter, I outline a decolonial model for game literacy, remarking how the reflection about the gaming circuits of production and dissemination should be part of any initiative that aims at dealing with critical and creative competences towards gaming, and how these are crucial for any citizen in contemporary societies.

  • Established in 2004, Maori Television has had a major impact on the New Zealand broadcasting landscape. But over the past year or so, the politics of Maori Television have been brought to the foreground of public consciousness, with other media outlets tracking Maori Television's search for a new CEO, allegations of editorial intervention and arguments over news reporting approaches to Te Kohanga Reo National Trust.Based on a Marsden Grant and three years of interviews with key stakeholders – staff, the Board, other media, politicians, funders and viewers – this is a deep account of Maori Television in its first ten years. Jo Smith argues that today's arguments must be understood within a broader context shaped by non-Maori interests. Can a Maori broadcaster follow both tikanga and the Broadcasting Standards Authority? Is it simply telling the news in Maori, or broadcasting the news with a Maori perspective? How can it support te reo Maori at the same time as appeal to all New Zealand? How does it function as the voice of its Maori stakeholders?Offering five frameworks to address the challenges of a Maori organisation working within a wider non-Maori context, this is a solidly researched examination of Maori Television's unique contribution to the media cultures of Aotearoa New Zealand.

  • During the last decade, popular television formats have been replicated across the globe for local or regional consumption as program imports, adaptations, clones or imitations, raising questions on the possible ramifications of such cultural inflows. For Africa the international program flow and the influence of Western media content has been a contentious issue for decades, underlying the cultural imperialism thesis of the 1970s and 1980s, and the centre– periphery paradigms which conceptualized the series of dependency relationships. In African media research concepts like cultural colonialism, media imperialism, neocolonialism, Americanization, homogenization, have been used to denote the unequal flow and influence of Western media products in Africa. Within the framework of media globalization some scholars have even propounded a scenario of the emergency of a global culture mediated by the dominant Western media. The central issues in African media discussions have mainly revolved around the flow of finished media programs and their perceived detriment to local cultures and identities. What is missing in the African research literature is the attention to television formats, a phenomenon described by Keane et al. (2002) as a vehicle for localization, since what is imported is not the content itself, but a recipe for creating a local version. Global reality format shows thus create a new picture.

  • Three seasons of NZ Idol , the New Zealand adaptation of the global Idols format, were aired on public broadcaster TVNZ’s channel TV2 in 2004, 2005 and 2006. The final episode of the first season was the most-watched television programme in New Zealand in 2004, with 1.4 million people, a third of the New Zealand population, tuning in (South Pacific Pictures, 2004). In terms of ratings NZ Idol has been one of the most successful locally made television programmes of the last decade. At first glance, NZ Idol has also been very successful in representing ethnic and cultural diversity. In the auditions phase of the show young New Zealanders of 16 years plus from a range of backgrounds are featured, and in the subsequent phases the audience gets to know a selection of them intimately. The winners of all three seasons (Ben Lummis in season 1, Rosita Vai in season 2, and Matt Sounoa in season 3) have Pacific Island roots, and as a result three young “brown” people were crowned “New Zealand Idols.” This is remarkable, since according to a previous study by Misha Kavka (2004: 231) non-white people have largely been absent from New Zealand reality TV programmes. A closer look suggests, however, that featuring contestants from different cultural backgrounds in NZ Idol generally serves a particular nation building agenda that New Zealand is heavily involved in as a postcolonial society, in which ethnic minorities are subjected to representations that favour the interests of dominant cultural groups. The aim of this nation building agenda is to establish a new and distinct sense of national identity which will set New Zealand apart from Britain, the former colonial power, and other English-speaking nations.

  • In this chapter, we argue that there are several layers of genre, proto-format commercialization of program elements, and current commercially licensed formats. Some genre traditions, like melodrama, tend to be large, over-arching categories that already have a long history before television (Martín-Barbero 1993). Specific genres of television production, like the U.S. soap opera or the Latin American telenovela can develop within that larger tradition. Even more specific genres, like the Brazilian socially engaged or historical telenovelas, versus the romantic Mexican Cinderella story telenovela (Hernandez 2001), develop or emerge over time within those genre traditions. Television formats are now often distinguished as a parallel category which looks at forms of television that are packaged for licensing, transfer across cultures, and localized adaptation or implementation by regional, national or local networks. Specific formats are often imported and adopted. They can feed into genre development, grafted on to older traditions.

  • In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—taking a taxi ride, traversing airport security, sitting on an airplane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.”

  • This paper argues that video games expose the presumptions separating “Asian America” and “Asia” in the traditional senses of isolation, origination, and presumed distance. It does so by focusing on the most “Asiatic” genre of video games today, the North American visual novel, which offers a counterdiscourse to normative modes of play and attempts to offer utopic spaces to reflect upon the “real” genres of race and neo–Cold War geopolitics. Using theories of performance from Dorinne Kondo and others, the author shows how queer indie visual novels are primarily aspirational, in that they build queer, utopic, and seemingly anti-racist worlds through the Asiatic space of the visual novel form. In so doing, they also allow players to explore the Asiatic as a means of repairing the traumas and distances of American imperial cultures. The article analyzes four visual novels to make this argument: three by non-racially-identifying North American designers—Doki Doki Literature Club! (2017) by Dan Salvato, Analogue: A Hate Story (2012) by Christine Love, and Heaven Will Be Mine (2018) by Aevee Bee—and Butterfly Soup (2017), a game by the queer Asian/American designer Brianna Lei. If games make the boundaries of Asia and America irrelevant, visual novels explore this irrelevance through Asiatic irreverence.

  • From the 1967 live satellite program "Our World" to MTV music videos in Indonesia, from French television in Senegal to the global syndication of African American sitcoms, and from representations of terrorism on German television to the international Teletubbies phenomenon, TV lies at the nexus of globalization and transnational culture. Planet TV provides an overview of the rapidly changing landscape of global television, combining previously published essays by pioneers of the study of television with new work by cutting-edge television scholars who refine and extend intellectual debates in the field. Organized thematically, the volume explores such issues as cultural imperialism, nationalism, postcolonialism, transnationalism, ethnicity and cultural hybridity. These themes are illuminated by concrete examples and case studies derived from empirical work on global television industries, programs, and audiences in diverse social, historical, and cultural contexts. Developing a new critical framework for exploring the political, economic, sociological and technological dimensions of television cultures, and countering the assumption that global television is merely a result of the current dominance of the West in world affairs, Planet TV demonstrates that the global dimensions of television were imagined into existence very early on in its contentious history. Parks and Kumar have assembled the critical moments in television's past in order to understand its present and future. Contributors include Ien Ang, Arjun Appadurai, Jose B. Capino, Michael Curtin, Jo Ellen Fair, John Fiske, Faye Ginsburg, R. Harindranath, Timothy Havens, Edward S. Herman, Michele Hilmes, Olaf Hoerschelmann, Shanti Kumar, Moya Luckett, Robert McChesney, Divya C. McMillin, Nicholas Mirzoeff, David Morley, Hamid Naficy, Lisa Parks, James Schwoch, John Sinclair, R. Anderson Sutton, Serra Tinic, John Tomlinson, and Mimi White.

  • This text provides readers with useful summaries and evaluations of key arguments relating to the development of television as an industry across the globe and its potential cultural impact. There is a continual insistence in the book on the need to connect issues of industry with those of culture.

  • In the late 1990s and 2000s, a number of calls were made by scholars to “internationalize” or “dewesternize” the field of media and communication studies. I argue that these approaches have indirectly silenced a much longer disciplinary history outside “the West” that has not only produced empirical knowledge but has also actively challenged Western epistemologies. This article seeks to reinscribe the epistemological and historical foundations of media and communication studies in Africa. By framing the research of African media and communication scholars within the changing nature of knowledge production, shifting power relations between African nations, and the evolving role of African universities, I demonstrate how academic knowledge production is frequently driven and constrained by particular dominant social, political, and economic interests.

  • The call for the “De-Westernization” (Curran & Park, 2000) of media studies hasattracted much attention in recent years. It is generally associated with the need to giveserious considerations to media systems outside the West. This paper critically reviewsthe meaning of “de-Westernization,” and argues that the main challenge is not simply to broaden the geographic scope by considering cases from the global South. The inclusionof non-Western cases could lead to the consolidation of “area studies”, a balkanizedresearch that may not contribute to a common set of questions and unifying theories.Instead, it is necessary to approach de-Westernization in order to promote cosmopolitanscholarship, an analytical approach that is open to the globalization of problems andacademic production. Rather than being constrained by geographical divisions, de-Westernization should help to expand analytical perspectives and brings theoretical andcomparative questions to the forefront of media studies.

  • How should one think about popular media in the African context? Should we attempt to understand and analyse the increasing proliferation of tabloids, reality television shows, pop music, websites and mobile communications through the analytical frameworks constructed by scholars in the Global North, or does Africa pose unique research questions? Is there a danger of either essentializing Africa by treating her as ‘different’, or by ignoring her specificity by approaching her media via Western theoretical constructs? The scholar wishing to understand the interface between popular media, development and democracy in contemporary African societies is faced with a complex double bind. Elsewhere (Nyamnjoh 2005: 2-3) I have argued that African worldviews and cultural values are doubly excluded from global media discourses, first by the ideology of hierarchies and boundedness of cultures, and second by cultural industries more interested in profits than the promotion of creative diversity and cultural plurality. Little attention is accorded to how Africans negotiate and navigate the various identity margins and cultural influences in their lives, in ways that are not easily reducible to simple options or straightforward choices. The consequence of rigid dichotomies or stubborn prescriptiveness based on externally induced expectations of social transformation is an idea of democracy hardly informed by popular articulations of personhood and agency in Africa, and media whose professional values and content are not in tune with the expectations of those they purport to serve. The predicament of media practitioners in such a situation, as well as those wishing to understand African media practice through media theory, is obvious: to be of real service to liberal democracy and its expectations of modernity, they must ignore alternative ideas of personhood and agency in the cultural communities within which such practices take place and of which such practitioners and, often, scholars form part. Attending to the interests of particular cultural groups as strategically essential entities risks contradicting the principles of liberal democracy and its emphasis on civic citizenship and the autonomous individual, which media practitioners in African societies are being held accountable to.

  • Globalized communication flows transcend and transform national borders. Transnational media outlets targeting audiences around the globe, issues of global concern are subjected to border-crossing public debates, media events receive transnational attention, and public diplomacy efforts succeed—and fail—in characteristic patterns around the world. In response to these phenomena the article shows how the study of transnational communication can benefit from combining 3 theoretical perspectives that are rarely studied together: communication as deliberation, as ritual, and as strategy. Particularly in explaining the failures of transnational communication, explanatory potential often seems to lie just outside the limited vision of each of the 3 perspectives—and outside the scope of empirical analyses that are limited to Western contexts.

  • This article analyzes the term ‘citizen journalism’ against the backdrop of the Arab uprisings in order to show how it overlooks the local context of digital media practices. The first part examines videos emanating from Syria to illustrate how they blur the lines between acts of witnessing, reporting, and lobbying, as well as between professional and amateur productions, and civic and violent intentions. The second part highlights the genealogies of citizenship and journalism in an Arab context and cautions against assumptions about their universality. The article argues that the oscillation of Western narratives between hopes about digital media's role in democratization in the Arab World and fears about their use in terrorism circumscribe the theorization of digital media practices.

  • Back in 2009, Critical Distance was founded to answer the question: “Where is all the good writing about games?” Our goal for the last 10 years has always been to facilitate dialogue. Through roundups, roundtables, podcasts, and critical compilations, we provide one place where all the most important discourse is collected together. We aim to build a foundation for ongoing conversations between developers, critics, educators and enthusiasts about critical issues in games culture. We are a compendium of the most incisive, thought-provoking, and remarkable discussion in and around games, keeping it archived for years to come. Our work has helped new writers to find their voice, educators to find resources to help their students develop critical thinking, and developers to become more reflective in their design practice.

Dernière mise à jour depuis la base de données : 30/10/2025 13:00 (EDT)