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  • 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.

  • 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.

  • 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 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.

  • 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.

  • Speaking to the 'Missing' Player: Subaltern Poetics in Indian Videogames The degree of interactivity and agency of the player-character in videogames is often a moot question in Games Studies discourses (Atkins 2002 , Juul 2004, Salen and Zimmerman 2001). The assumption is that whether illusory or real, agency is an important element that drives the plot of digital games. To assume this, however, is to argue from a position of privilege and some videogames use their in-game mechanics to emphasise this. The assumption of a selfhood by the player while playing a digital game is the precondition to the experience of agency. Such a precondition is hardcoded into the gameplay on the basis of a default notion of empowerment and entitlement. What happens, however, in the case of the character that does not provide this sense of agency or for the game wherein such an experience of selfhood may not be possible? Using a well-worn but very relevant term from Postcolonial discourses, one could ask what happens where the game is about the Subaltern. Considering videogame studies from non-Western and South-South perspectives, such a default assumption of selfhood or agency may be challenged. Elsewhere (Mukherjee 2017), I have cited examples from the Cameroon, Indonesia and India that begin to address this challenge. Here, I wish to take two games from India as my texts for close-reading (or close-play) and show how a different poetics operates; indeed, my primary objective is to enquire into how the videogame as a narrative medium, which is by default apparently premised on agency, functions for the subaltern.

  • 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.

  • Hitman 2’s Mumbai mission, just like the film Extraction, looks at the oriental space in a similar ‘diseased’ yellow filter which is akin to the Mexico of Breaking Bad. Here, we have the perfect orientalist reduction of a culture. By digitising Mumbai and creating it into a gamic world, it produces a rather lazily translated and racialised appropriation of this particular South Asian space. The essential orientalist gaze thus reinforces the binary between the ‘I’ and the ‘other’: where the ‘I’ is the foreign Agent 47 and the ‘other’ are the yellow dwellers of Mumbai. The NPCs react to Agent 47 in awe as if a white man is a miracle of nature which they have never seen before. Not only that, but they also interact with themselves in a very essentialist way. The tea shops/kiosks are literally written as 'Chaye Dukan' (which is a direct translation for 'Tea Shop'). Not only does this point at a lack of research but also a lazy design. No matter how inferior a place is, no one names their establishment in a direct translation to their colonial/capitalist overlords. It becomes nothing but a city ‘lost in translation’. In this paper, I will read the Mumbai mission of Hitman 2 as a cultural artefact where the game scape becomes a techno-orientalist commodity. Like any other Literary text which fetishizes the ‘other’, Hitman 2 also becomes such a ‘digital/ludic’ text which manages to define the ‘Indian’ in its own myopic way. The discourse propagated thus reinforces the idea of ‘India’ or the ‘Orient’ as the literal plaything of the West. Thus, I will expand by elaborating on how the creators become a part of the greater orientalized theatricality by indulging in a form of ‘identity tourism’ (Nakamura ’96), where the autonomy of creating a cultural space takes the form of an essentialist fetish. About Samya : Samya Brata Roy (He/Him) is currently in the final semester of his M.A in English Literature from The English and Foreign Languages University in Hyderabad. Mainly his interests lie in and around the modalities of Digital Narratives, which he also tries to create at thepenarchist (wordpress.com). He is associated as a SIG facilitator with DHARTI (dhdharti.in), as a transcriber with The Canterbury Tales Project and as database contributor with Electronic Literature Knowledge Base | ELMCIP. He works in the field of Disability Studies by assisting in research. He is also passionate about teaching and inclusion and pursued it by teaching slum kids.

  • Counter-Hegemonic Representations of Japanese Cultural Icons in Sekiro Abstract: Through fictional or non-fictional narratives, media representations of the past communicate specific interpretations, which lets users negotiate the past's prospective meanings. Additionally, these cultural constructions of the past are produced and disseminated in the present. Hence, the existing hegemonic power relations influence the depiction and recognition of cultural communities in the construction of the past. Therefore, the approach to framing cultures in pop-culture representations becomes a preponderating factor in how people perceive such cultures and periods. Sekiro: Shadows Die Twice, at first glance, can be considered as a game that follows the same vein of exploiting the western craze for the ninja archetype, as seen in its predecessors like the Onimusha and Tenchu series. However, it takes a bold stance against the persisting ‘self-Orientalist’ framework by reclaiming the ninja myth from marketized exoticization. Borrowing from Said’s theory of Orientalism, I would first like to analyze the existing self-Orientalism in depicting and marketing Japanese cultural icons. I would then like to highlight how this game is not an exoticized cultural artefact and further discuss the implications of such a portrayal in the contexts of representation and authenticity. I conclude that by undercutting innate stereotypes and using inherently Japanese characters, the game reappropriates the agency to depict Japanese cultural icons, from a non-Oriental, non-exoticized viewpoint. Thus, Sekiro: Shadows Die Twice becomes a stand-out in the video game industry in this respect. Bio: Geoffrey Fernandez is a PhD candidate at the Department of Humanities and Social Sciences at the Birla Institute of Technology and Science Pilani, Pilani campus. His doctoral research examines the use of culture, mythology, and folklore in video games.

  • Recent research has started focusing on the representation of history in videogames. Such representation is almost always of mainstream history and usually presented from a Western perspective. Set in a fictitious Himalayan kingdom in South Asia, Ubisoft’s Far Cry 4 is arguably a crucial example of how history is represented using Western and even colonial frameworks and where the narratives that do not emerge from conventional written history are almost always rendered invisible. Using the frameworks of Subaltern Studies and “border-thinking,” this essay attempts to unpack issues of Orientalism and “colonial difference”; it then engages with postcolonial digital humanities and postcolonial game studies to comment on how history is represented in videogames and how the neglected gaps and silences in the game are important in constructing the historiography in videogames. In the process, the essay engages in a debate with current notions of videogame-historiography.

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

  • "Y la culpa no era mia, ni donde estaba, ni como vestia", chantaient des femmes aux yeux bandés dans différentes villes d'Amérique latine en novembre 2019. Cette performance, créée par le collectif féministe Las Tesis, a fait le tour du monde. Elle montre la force et la vitalité de l'artivisme dans les Amériques. Ce volume porte sur la diversité des théorisations et des mobilisations féministes du continent américain, très dynamiques historiquement et de plus en plus visibles depuis la fin du XXe siècle. Le féminisme des Amériques est pluriel et possède une généalogie propre. Les auteures s'attachent à décliner ses différentes formes : chicano, décolonial, lesbien, queer, entre autres. L'originalité des actions féministes de la région provient de la mobilisation politique de genres artistiques, qu'ils soient musicaux (rap, reggaeton), picturaux ou des arts visuels. Cet artivisme joue ainsi un rôle central dans les formes d'action du continent et ce volume présente leur diversité, leur richesse et leur force créatrice et politique."--Page 4 of cover.

  • This multidisciplinary collection probes ways in which emerging and established scholars perceive and theorize decolonization and resistance in their own fields of work, from education to political and social studies, to psychology, medicine, and beyond

  • The Latinx Research Center's Revista N'oj hosted a round table discussion on Decolonial Aesthetics titled, "Decolonizing Art & Praxis in the Time of Covid-19." The talk included Jesus Barraza, Dr. Guisela Latorre, Dr. Mauricio Barros de Castro, and Dr. Laura E. Pérez. The panel was moderated by Revista N'oj editor, Abraham Ramirez.

  • 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.

  • Playing back to the Empire, in videogames, is rife with tensions. The imperialist sentiment inherent in reverse-colonist discourse featured in most strategy-based videogames like Europa Universalis IV, where the player could conquer Europe playing for the Marathas, has been noted by Souvik Mukherjee (2017) as playing into the colonial logic while futilely trying to challenge it. Studio Oleomingus, an Indian two-man game studio, is one of the few involved in a different experiment. Their mythical game Somewhere, chronicling a postmodernist search for identity and narrative in the forgotten city of Kayamgadh, has generated significant spin-offs into its universe. With attention to one such spin-off, I will focus critical attention on the issue of the postcolonial gaming of the Museum in A Museum of Dubious Splendors. I will examine the New Museological implications of A Museum of Dubious Splendors, keeping in mind Museologist Eilean Hooper-Greenhill’s assertion of museums embodying “the power to name, to represent common sense, to create official versions, to represent the social world, to represent the past” (Hooper-Greenhill 2001: 2). Oleomingus’ own description of A Museum, as an adaptation of edited, mangled, contested short stories by a fictional Urdu writer, Mir Umar Hassan, eschews the linear narrative production of the colonial museum for a game of meanings, where the player enters rooms according to his choice and constructs his/her own “quiet game about prosaic objects and spurious histories.” ("A Museum" 2018) The paper would take this into account and examine the reconceptualization of the museum space with respect to James Clifford’s sense of museums being “contact zones”: A Museum’s lack of any curator, with its curious blend of colonial and native tales and banal objects defamiliarised by “spurious histories” lends itself to questions of playing the Empire back according to a different episteme, through subaltern histories that the colonial museum space silenced. Paying close attention to the question of postcolonial spatiality in this game, I will analyze the historiographical implications of these identity-scatterings and recuperations at constant play in the structure of the game. Keywords: Museum Studies, Thing Theory, Game studies, Marginal identity, Postcolonial Studies

  • 1. Racism and Mainstream Media / Lori Kido Lopez -- 2. Image Analysis and Televisual Latinos / Mary Beltrán -- 3. Visualizing Mixed Race and Genetics / Meshell Sturgis and Ralina L. Joseph -- 4. Listening to Racial Injustice / Dolores Inés Casillas and Jennifer Lynn Stoever -- 5. Branding Athlete Activism / Jason Kido Lopez -- 6. The Burden of Representation in Asian American Television / Peter X. Feng -- 7. Indigenous Video Games / Jacqueline Land -- 8. Applying Latina/o Critical Communication Theory to Anti-Blackness / Mari Castañeda -- 9. Asian American Independent Media / Jun Okada -- 10. Remediating Trans Visuality / Amy Villarejo -- 11. Intersectional Distribution / Aymar Jean Christian -- 12. Podcasting Blackness / Sarah Florini -- 13. Black Twitter as Semi-Enclave / Raven Maragh-Lloyd -- 14. Arab Americans and Participatory Culture / Sulafa Zidani -- 15. Diaspora and Digital Media / Lia Wolock -- 16. Disrupting News Media / Meredith D. Clark -- 17. Latinx Audiences as Mosaic / Jillian M. Báez -- 18. Media Activism in the Red Power Movement / Miranda J. Brady -- 19. Black Gamers' Resistance / Kishonna L. Gray -- 20. Cosmopolitan Fan Activism / Susan Noh.

Dernière mise à jour depuis la base de données : 17/07/2025 13:00 (EDT)