Votre recherche
Résultats 39 ressources
-
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.
-
From gold farmers and ‘100 million brain-damaged online gamers’ to the world’s biggest game company and more players than US citizens, China seems like the cabinet of curiosities for the whole world of digital gaming. This article focuses on news coverage around Chinese gaming and presents three phases of such journalism. China’s emerging games market was most prominently featured between 1999 and 2005, while 2006-2011 focused on extreme play behavior in China. Most recently, a discourse of vast business opportunities and stabilizing markets has been presented by Western news media. In total more than 853 news articles are explored in parallel to the theoretical concept of Sinological-orientalism. This article suggests significant historical changes in the ways in which knowledge of Chinese gaming has been produced in English language news media.
-
Peut-on envisager une autre histoire du jeu vidéo ?
-
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.
-
Analyses the narrative and formal elements of Kim Kyung-mook's "Stateless things" (2011) to argue how it critiques South Korea’s ethnocentrism and homophobic social structures by delineating a queer use of space. Gives recent examples of homoeroticism in commercial and independent South Korean cinema. Argues that Kim's film expand the definition of queer Korean cinema by deconstructing and reconstructing the heteronormative, progress-driven cityscape of Seoul.
-
This chapter contemplates the ethical dimensions of the specific brand of observational cinema found in China. Because there is no popular understanding of independent documentary—and also because filmmakers almost invariably use amateur video cameras and shoot alone—many subjects are oblivious to the fact that their images are being captured for films being screened around the world. It is in this sense that, while their cameras are perfectly visible, they are also hidden. This enables directors to capture “life unawares,” as if people were being shot by a hidden camera. In this context, directors make the films they want, ignoring the ethical implications of shooting people without being upfront about their intentions or asking for consent. The chapter closely examines a set of films to explore the axiographics of the documentary, in other words how ethics is rendered in the time and space of the moving image.
-
Artists and cultural practitioners from Indigenous communities around the world are increasingly in the international spotlight. As museums and curators race to consider the planetary reach of their art collections and exhibitions, this publication draws upon the challenges faced today by cultural workers, Indigenous and non-Indigenous, to engage meaningfully and ethically with the histories, presents and futures of Indigenous cultural practices and world-views. Sixteen Indigenous voices convene to consider some of the most burning questions surrounding this field. How will novel methodologies of word/voice-crafting be constituted to empower the Indigenous discourses of the future? Is it sufficient to expand the Modernist art-historical canon through the politics of inclusion? Is this expansion a new form of colonisation, or does it foster the cosmopolitan thought that Indigenous communities have always inhabited? To whom does the much talked-of 'Indigenous Turn' belong? Does it represent a hegemonic project of introspection and revision in the face of today's ecocidal, genocidal and existential crises?"--Page 4 de la couverture. Autres auteurs/titres:edited by Katya García-Antón ; contributors, Daniel Browning, Kabita Chakma, Megan Cope, Santosh Kumar Das, Hannah Donnelly, Léuli Māzyār Luna'i Eshrāghi, David Garneau, Biung Ismahasan, Kimberley Moulton, Máret Ánne Sara, Venkat Raman Singh Shyam, Irene Snarby, Ánde Somby, Megan Tamati-Quennell, Prashanta Tripura, Sontosh Bikash Tripura.
-
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
-
"Si tous les groupes humains sont touchés par la violence à grande échelle, les femmes la subissent sous des formes spécifiques, comme en témoignent les assassinats systémiques des femmes et des filles autochtones en Amérique du Nord et en Amérique latine, ou encore les nombreux conflits armés (Syrie, Lybie, Birmanie, entre autres) dans lesquels le viol est érigé en arme de guerre. Les deux phénomènes peuvent d'ailleurs se recouper puisque l'un des tout premiers féminicides à avoir été qualifié et documenté comme tel en Amérique est celui ayant été perpétré contre les femmes mayas durant la guerre civile guatémaltèque au début des années 1980. Cependant, les femmes ne sont pas seulement les victimes de la violence de masse, puisqu'elles sont aussi les premières à témoigner et dénoncer pour faire barrage à cette violence. Ce numéro hors-série regroupe des articles et des projets visuels qui décrivent et analysent la violence de masse liée au genre. Il s'agit de réfléchir sur la manière de représenter cette violence et d'en témoigner, d'autant plus qu'elle est bien souvent rendue invisible et inaudible par le patriarcat, le colonialisme, les intérêts politiques en présence ou l'impéritie de l'État."
-
ouble Desire challenges the tendency by critics to perpetuate an aesthetic apartheid between Indigenous and Western art. The double desire explored in this book is that of the divided but also amplified attractions that occur between cultural traditions in places where both indigenous and colonial legacies are strong. The result, it is argued, produces imaginative transcultural practices that resist the assimilation or acculturation of Indigenous perspectives into the dominant Western...
-
Ce survol de l'art contemporain indigène, qui connut un succès retentissant dès son ouverture en novembre 2019, a été prolongé jusqu'au 4 octobre au Musée des beaux-arts du Canada. Àbadakone permet de découvrir des œuvres de plus de 70 artistes qui revendiquent leur appartenance à quelque 40 nations, ethnies et tribus de 16 pays, dont le Canada. Traitant des thèmes de la continuité, de l'activation et de l'interdépendance, Àbadakone explore la créativité, les préoccupations et la vitalité qui marquent l'art indigène de presque tous les continents. L'exposition est organisée par les conservateurs du Musée des beaux-arts du Canada Greg A. Hill, Christine Lalonde et Rachelle Dickenson, conseillés par les commissaires Candice Hopkins, Ariel Smith et Carla Taunton, ainsi que par une équipe d'experts du monde entier. .
-
Avec Alex Wilson, Jeffrey McNeil, Teddy Syrette, May Ela and Ahmed Maswadeh.
-
El espesor de este libro es propio de este tiempo. Cuerpos que se desplazan en masivas inmigraciones huyendo de todo tipo de violencias alcanzan a más de sesenta millones de personas, la mayor cifra de refugiados desde la segunda guerra mundial. El mundo experimenta una crisis humanitaria sobrecogedora ante la cual las potencias apelan a los mismos discursos que ya Aimé Césaire o Fanon condenaran. Dramatismo del exilio de este nomadismo a escala planetaria, al cual Stuart Hall calificaría como “amensia imperial”. Genealogías críticas de la colonialidad en América Latina, África, Oriente es un libro que deja al descubierto la piel del mundo contemporáneo. Un hecho cultural disruptivo que, anudado a una genealogía latinoamericana abierta a sí misma y hacia Otros Sures se interroga sobre los intrincados modos de narrar y silenciar los pasados coloniales.
-
A groundbreaking critique of the West's historical, cultural, and political perceptions of the East that is—three decades after its first publication—one of the most important books written about our divided world. "Intellectual history on a high order ... and very exciting." —The New York Times In this wide-ranging, intellectually vigorous study, Said traces the origins of "orientalism" to the centuries-long period during which Europe dominated the Middle and Near East and, from its position of power, defined "the orient" simply as "other than" the occident. This entrenched view continues to dominate western ideas and, because it does not allow the East to represent itself, prevents true understanding. Source: Publisher
-
Resident Evil 5is a zombie game made by Capcom, featuring a White Americanprotagonist and set in Africa. This article argues that approaching this as a Japanesegame reveals aspects of a Japanese racial and colonial social imaginary that are missedif this context of production is ignored. In terms of race, the game presents hybridracial subjectivities that can be related to Japanese perspectives of Blackness andWhiteness, where these terms are two poles of difference and identity throughwhich an essentialized Japanese identity is constructed in what Iwabuchi calls“strategic hybridism.” In terms of colonialism, the game echoes structures of Japa-nese colonialism through which Japanese colonialism is obliquely memorialized and a“normal” Japanese global subjectivity can be performed.
-
In this essay I examine one particular feature of the films, the song-and-dance sequences, as they draw attention to the fractious nature of the postcolonial nation while simultaneously attempting to construct a space for the articulation of a consolidated national identity.
-
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
Explorer
1. Approches
- Théories postcoloniales et décoloniales
- Analyses formalistes (3)
- Approches sociologiques (9)
- Épistémologies autochtones (7)
- Étude de la réception (4)
- Étude des industries culturelles (10)
- Étude des représentations (24)
- Genre et sexualité (12)
- Histoire/historiographie critique (14)
- Humanités numériques (6)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (3)
- Auteur.rice autochtone (4)
- Auteur.rice LGBTQ+ (2)
- Auteur.rice noir.e (3)
- Auteur.rice PANDC (18)
- Autrice (17)
- Créateur.rice autochtone (6)
- Créateur.rice LGBTQ+ (2)
- Créateur.rice noir.e (1)
- Créateur.rice PANDC (5)
- Créatrice (8)
- Identités diasporiques (6)
4. Corpus analysé
- Asie
- Afrique (11)
- Amérique centrale (9)
- Amérique du Nord (21)
- Amérique du Sud (8)
- Europe (15)
- Océanie (5)
4. Lieu de production du savoir
- Afrique (3)
- Amérique centrale (2)
- Amérique du Nord (18)
- Amérique du Sud (2)
- Asie (12)
- Europe (13)
- Océanie (4)