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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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Peut-on envisager une autre histoire du jeu vidéo ?

  • Aucune étude n’a jamais démontré que les formes médiatiques disposeraient d’un pouvoir direct de transformation des réalités sociales. Une approche critique un peu sérieuse préférera ainsi appréhender le jeu vidéo comme le site d’un ensemble de rapports de pouvoir opérant au sein de la culture dominante, traversé, à l’instar d’autres formes culturelles, par des contradictions, des résistances et des réappropriations – autrement dit par des circulations dans la production de sens, les formes et les affects, qui viennent renforcer, nuancer ou déstabiliser les normes de l’hégémonie culturelle. Depuis le début des années 2010 et en particulier la polémique du #GamerGate en 2014, la communauté vidéoludique ne peut plus ignorer le sexisme. Les féministes n’ont pourtant pas attendu si longtemps pour se manifester. Mais c’est peut-être l’année 2012 qui marqua un réel tournant, lorsque Anita Sarkeesian lança une campagne de crowdfunding pour une série de vidéos sur sa chaîne YouTube feministfrequency. Sa démarche déclencha une vague de cyberharcèlement qui alla des insultes aux menaces de mort et jusqu’à la publication de données personnelles. Ce modèle de violence sexiste s’est reproduit à de multiples reprises, notamment en France en 2013 à l’encontre de la créatrice de jeu et féministe Mar_Lard, attaquée pour sa critique argumentée du sexisme dans la culture geek. Elle revenait en particulier sur des propos plus que complaisants d’un journaliste à propos d’une séquence où le personnage de Lara Croft, héroïne du mythique je…

  • En 2007, le monde du jeu vidéo est secoué par une violente polémique au sujet du jeu vidéo Resident Evil 5. Ce dernier est accusé de faire commerce du racisme, en invitant à se glisser dans la peau d'un américain blanc body-buildé, missionné dans une région africaine anonyme, et tuant des dizaines d'hommes et de femmes noires présentées comme de dangereux zombies infectés du virus T. Depuis, la communauté des joueurs et joueuses de jeux vidéo interpelle régulièrement les créateurs et créatrices des jeux sur les questions du racisme et du sexisme.Dans son ouvrage, Mehdi Derfoufi analyse les rapports de force qui structurent l'industrie du jeu vidéo, dévoilant comment le racisme se niche parfois insidieusement au cœur de scénarios de jeux vidéo à succès. Il nous invite à nous questionner. Quels sont les pays qui pèsent sur les milliards d'euros du marché mondial du jeu vidéo ? Qui sont les game designers et auteurs des jeux ? Comment les représentations racistes sont-elles véhiculées à travers les personnageset les imaginaires vidéoludiques ? L'auteur nous dévoile avec brio les logiques racialisantes à l’œuvre au sein d’un marché économique très concurrentiel où des stéréotypes exotisants servent régulièrement à faire vendre un jeu. Il nous montre aussi comment la division internationale du travail et la hiérarchie économico-politique Nord/Sud pèse sur le marché du jeu vidéo et ralentit l’émergence de nouvelles représentations. Pourtant, de nombreux espoirs, notamment dans les pays du Sud participent au renouvellement de la culture geek : face aux violences racistes, la riposte s’organise.

  • In several cities in the Southwest and Midwest with sizable enclaves of Chicanos, there are to be found considerable numbers of images that have become leitmotifs of Chicano art. In their ubiquity, these motifs demonstrate that the Chicano phase of Mexican-American art (from 1965 to the 1980s) was nationally dispersed, shared certain common philosophies, and established a network that promoted a hitherto nonexistent cohesion. In other words, it was a movement, not just an individual assembly of Mexican-descent artists. In what follows, Chicano art is examined as statements of a conquered and oppressed people countering oppression and determining their own destiny, though not all the producers of these images necessarily saw their production in the political way they are framed below. Examples have been chosen specifically to show how, in response to exploitation, artists have taken an affirmative stance celebrating race, ethnicity, and class.

  • Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play.

  • This book uncovers popular games' key role in the cultural construction of modern racial fictions. It argues that gaming provides the lens, language, and logic - in short, the authority - behind racial boundary making, reinforcing and at times subverting beliefs about where people racially and spatially belong. It focuses specifically on the experience of Asian Americans and the longer history of ludo-Orientalism, wherein play, the creation of games, and the use of game theory shape how East-West relations are imagined and reinforce notions of foreignness and perceptions of racial difference.

  • What does it mean to be white? This remains the question at large in the continued effort to examine how white racial identity is constructed and how systems of white privilege operate in everyday life. White Out brings together the original work of leading scholars across the disciplines of sociology, philosophy, history, and anthropology to give readers an important and cutting-edge study of ""whiteness""

  • El diálogo arte-tecnología en América Latina pone en foco litigios recurrentes: ¿tecnologías sustentadas por los discursos legitimantes de la modernidad o paradigmas diferentes y periféricos en la asunción e ideación de tecnologías en el contexto del arte? ¿Qué sucede con las prácticas que incorporan elementos biológicos, habitualmente uniformizadas bajo la categoría de “bioarte”? Las prácticas artísticas tecnológicas en Argentina en los últimos diez años alumbran zonas de pensamiento y praxis que ameritan ser revisadas: el diálogo arte/naturaleza desde perspectivas no-antropocéntricas, la configuración de discursos en los que subyacen representaciones, miradas y prácticas que se apartan de cánones normalizados y, por último, operaciones disruptivas en lo que respecta a los algo usuales criterios de funcionalidad, utilitarismo y efectismo tecnológico.

  • Comme naguère Jean-Jacques Rousseau dénonçait le scandale d'une société fondée sur l'inégalité, avec la même clarté, et un bonheur d'écriture que seule peut inspirer la passion du juste, Aimé Césaire prend ses distance par rapport au monde occidental et le juge. Ce discours est un acte d'accusation et de libération. Sont assignés quelques ténors de la civilisation blanche et de son idéologie mystifiante, l'Humanisme formel et froid. En pleine lumière sont exposées d'horribles réalités : la barbarie du colonisateur et le malheur du colonisé, le fait même de la colonisation qui n'est qu'une machine exploiteuse d'hommes et déshumanisante, une machine à détruire des civilisations qui étaient belles, dignes et fraternelles. C'est la première fois qu'avec cette force est proclamée, face à l'Occident, la valeur des cultures nègres. Mais la violence de la pureté du cri sont à la mesure d'une grande exigence, ce texte chaud, à chaque instant, témoigne du souci des hommes, d'une authentique universalité humaine. Il s'inscrit dans la lignée de ces textes majeurs qui ne cessent de réveiller en chacun de nous la générosité de la lucidité révolutionnaires. Le Discours sur le colonialisme est suivi du Discours sur la Négritude, qu'Aimé Césaire a prononcé à l'Université Internationale de Floride (Miami), en 1987.

  • Depuis quelques décennies, certains artistes colombiens cherchent à repenser ce que peut être aujourd’hui l’identité colombienne, et plus concrètement celle de l’artiste. Au-delà du stéréotype de ce qu’est le « Colombien » vu de l’extérieur, au-delà d’une histoire coloniale – et toutes ses problématiques – commune aux pays d’Amérique latine, ainsi que d’une histoire récente plus particulière connue pour son extrême violence, nous pouvons affirmer que l’identité colombienne est le résultat d’identités multiples, diverses et variées. Par ailleurs, il existe un dénominateur commun qui peut la définir car elle s’est construite durant ces deux derniers siècles à partir d’un concept : celui de « l’hybridité ».

Dernière mise à jour depuis la base de données : 02/11/2025 13:00 (EST)