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  • "By bringing together a provocative selection of essays and images, Only Skin Deep: Changing Visions of the American Self addresses the issues of nation, race, and selfhood and how they are depicted in ways that are challenging and informative, prompting readers to consider the impact of photography on our everyday lives." "If photographs are chiefly responsible for perpetuating myths of American identity, can a different reading of these representations break down distorting stereotypes? This is the central question posed by Only Skin Deep. The authors in this book forcefully argue that race and nation - and, indeed, photography itself - are fictions, cultural constructions that shape our social interactions. Even as symbols, these photographic depictions of ethnic difference and cultural superiority have very real consequences. This collection of works and essays addresses, for example, the lingering consequences of American colonial expansion; the conflict between public and private visualizations of individuals; the role of commercial imagery in shaping gender roles; the impact of fantasy in ethnic or ethnographic photography; and the uses of science to provide justification for politicized depictions of "race."" "Accompanying a major exhibition of the same name, Only Skin Deep offers a critical rereading of the archive of the history of photography. This applies to the works of famous photographers - such as Dorothea Lange, Walker Evans, Ansel Adams, and Edward Steichen - as well as lesser-known historical figures, including Charles Eisenmann, Frances Benjamin Johnston, Will Soule, and Toyo Miyatake. A substantial part of the book is devoted to contemporary artists and photographers who have moved beyond the multicultural approach to representations of "race" and have made an investigation of the semiotics of cultural identity a prevalent theme over the past decade. Among the recent photographers included are: Nancy Burson, Nikki S. Lee, Glenn Ligon, Paul Pfeiffer, Hulleah Tsinhnahjinnie, Cindy Sherman, Lorna Simpson, and Andres Serrano."--(BOOK JACKET)

  • Samella Lewis has brought African American Art and Artists fully up to date in this revised and expanded edition. The book now looks at the works and lives of artists from the eighteenth century to the present, including new work in traditional media as well as in installation art, mixed media, and digital/computer art. Generously and handsomely illustrated, the book continues to reveal the rich legacy of work by African American artists.

  • This landmark work of history and theory challenges every accepted notion about the nature of black women’s lives. Ain’t I A Woman examines the impact of sexism on black women during slavery, the historic devaluation of black womanhood, black male sexism, racism within the recent women’s movement, and black women’s involvement with feminism. hooks refutes the antifeminist claim that black women are not victims of sexist oppression nor in need of an autonomous women’s movement. She pushes feminist dialogue to new limits by claiming that all progressive struggles are significant only when they take place within a broadly defined feminist movement which takes as its starting point that race, class, and sex are immutable facts of human existence. bell hooks’ insight as a black woman and a feminist extends the scope of feminist theory and practice for us all, and marks the emergence of a revitalized feminism in the 1980s.

  • "In the critical essays collected in Black Looks, bell hooks interrogates old narratives and argues for alternative ways to look at blackness, black subjectivity, and whiteness. Her focus is on spectatorship--in particular, the way blackness and black people are experienced in literature, music, television, and especially film--and her aim is to create a radical intervention into the way we talk about race and representation. As she describes: 'The essays in Black Looks are meant to challenge and unsettle, to disrupt and subvert.' As students, scholars, activists, intellectuals, and any other readers who have engaged with the book since its original release in 1992 can attest, that's exactly what these pieces do"(Provided by publisher)

  • For the first time, a major exhibition examines the impact of African culture on black artists, both trained and self-taught, in a stunning range of 157 works which are variously bold, witty, historical, and mysterious. 49 biographical outlines; 320 illustrations, 170 in full color.

  • Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. Source: Publisher

  • Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

  • Indigenous peoples and their cultural heritages, their ways of knowing and living, are tied to land. As Mishuana Goeman states,“Land is foundational to people’s cultural practices, and if we define culture as meaning making rather than as differentiation and isolation in a multicultural neoliberal model, thanby thinking through land as a meaning-making process rather than a claimed object, the aspiration of Native people are apparent and clear,” (Goeman, 73).Goeman asserts here that land is not limited to physical space, and that land locates a group of people physically, culturally, spiritually, intellectually,etc. and provides them with both an internal and external locus of understanding for and within broader society. When digital representations of Indigenous peoples are completely removed from any meaningful connection to their land, anerasure of culture occurs. Moreover, the physical removal of Indigenous peoples from the virtual representations of their lands is another form of dispossession and the enactment of digital Manifest Destiny. This paperutilizes a decolonial Indigenous framework to analyze the dispossessions that take place within the digital realm of the video game, why they occur so frequently, and why they are so harmful.

  • This article examines Indigenous video games that critique mainstream environmental politics at the level of mechanics. An analysis of video games’ influences on ecological values requires looking beyond the representational to the mechanical relationships between player and software. As a cultural–computational medium, video games are embedded with ethics of interaction that inflect this representational dimension by requiring that players generate the text as participant. With the recent visibility of Indigenous rights movements, developers have embedded Indigenous cultural protocols in the mechanical interactions (or technical protocols) of gameplay. In the context of critique, their integration produces “critical protocols,” configurations of gamic action that encourage players to evaluate their treatment of real-world environments. Critical protocols emerge between the technical and cultural, where scripts for interaction in algorithmic spaces intervene in affirmative game design and work as an analog beyond the game. Indigenous developers call for new ways of computing and critiquing settler digitality through play. These games aim toward representational as well as computational sovereignty.

  • Questions of nation and identity not only concern multiple aspects of video games, their production, and their consumption, but also require further and manifold discussion from different perspectives. In an effort to bring together voices from different fields that engage with video games and gaming practices from various perspectives, this virtual round table discussion attempts to open up the conversation beyond the realms of academia. Kathrin Trattner and Lisa Kienzl talked to Megan Condis, Marijam Didzgalvyt , Georg Hobmeier and Souvik Mukherjee about how concepts such as nation(alism) and identity impact video game representations, the gaming industry, and online gaming cultures in numerous ways.

  • This project examines the critical play of a variety of games about immigrant and refugee experience. These border games take place within fictional or actual borderlands and follow characters either in transit or trapped in detainment centers between nations. Spanning a range of genres, each deals differently with the major problem posed by their content - how to create a sensitive procedural rhetoric around migration. Drawing from Flanagan's conceptualization of critical play and Mukherjee's work on the ambivalence of postcolonial playing back, I explore the possibilities of critically playing border games and the extent to which each game's design (dis)allows for certain forms of play and protest. I focus on three paired case studies, Escape from Woomera (2003) and Smuggle Truck (2012); Papers, Please (2013) and Liberty Belle's Immigration Nation (2014); and Bury Me, My Love (2017) and The Waiting Game (2018). By considering both the design of these border games and the metagaming practices that have developed around them, I show how postcolonial misplay of fictional games draw more effective critical attention to injustice than the most well-intentioned and serious educational game

  • This article paves way for a materialist analysis of the games industry as 21st century imperialism that is economically and culturally structured to cultivate anti-democratic norms that lead to fascist movements against those who question or seek to change the status quo. While much research has studied the politics of reactionary movements in gaming cultures, few have paid attention to the relation between the games industry as part of an imperialist economic system, the chauvinistic ideals symptomized in their cultural products, and the reactionist consumer audiences they attract and cultivate. As I argue, the economic structure of the industry as 21st century imperialism leads to perpetual anti-democratic crises that are maintained by reactionary forces that cultivate, attract, and form fascist grassroots organization. To conceptualize this dynamic, I invoke the labor aristocracy theory as suggested by Friedrich Engels and V.I. Lenin. This theory helps highlight the material basis from which consumers of digital games are bribed to become ideologically aligned with the chauvinism that the imperialist nature of the games industry is justified by. I also invoke W.E.B. Du Bois’ concept of a public and psychological wage to highlight the chauvinistic tendencies that the games industry cultivates via their products and marketing, in which the lack of democratic and equitable representation provides the reactionary consumers a sense of superiority. Together, these approaches account for the economic and cultural bases of both the games industry and its reactionary consumers. By anchoring my analysis in critical theories on imperialism and race, the article identifies the root causes of organized harassment and chauvinism in game cultures, as well as how the industry as 21st century imperialism benefits from and is protected by these forces of reaction.

  • Many games touch upon issues that are related to the postcolonial culture we live in. Be it in the shape of referring to how it has generated ethnic differences, subscribing to (post) capitalist values of winning and gaining, or by employing militarist strategies that have been partly shaped our colonial histories, cultural notions that are related to our colonial past are often resonant in games. However, one particular strand of strategy games takes the notions of colonialism as its most central focus. Games like Age Of Empires (AOE), Civilization and Rise of Nations, may differ greatly in certain ludological aspects, but all share a strong fascination with colonial history. Through employing colonial techniques of domination like exploring, trading, map-making and military manoeuvring, players create their personal colonial pasts and futures. Even though it is evident that such games share an explicit fascination with colonial history, it remains less clear in what way they may be called postcolonial. In this article I will shed light on why and how such games can be called postcolonial and should even be conceived as one of the most significant arenas to express the tensions and frictions that are part of the postcolonial culture we live in. As postcolonial playgrounds they offer the perfect means to play with and make sense of how colonial spatial practices have shaped contemporary culture. I will argue that the very character of digital games as well as the specific game mechanisms of historical strategy games makes them postcolonial playgrounds par excellence.

  • The widespread popularity of sandbox games, and Minecraft in particular, may be a recent phenomenon, but their appeal may be much older. Rather than representing a wholly new development in gaming, these games may participate in a larger media ecology that flatters a neoliberal worldview. This research calls for greater attention to the coercive economic assumptions encoded in gamemechanics. Drawing on scholarship in ludology, postcolonial studies, and phenomenology, it suggests that sandbox games like Minecraft habituate players to myths of empire and capital that rationalize political and economic inequality. More than simply offering a blank slate for player creation, Minecraft rewards players for assuming their entitlement to the world’s resources and thus their superiority over other inhabitants of the game world.

  • This article coins the term gamescape to offer a way of thinking about the implications of the way in which landscape in video games is actively constructed within a particular ideological framework. The author examines the spatial practices used to construct the gamescape in Tropico and their attendant dangers. The author concludes with a discussion of the theming of this gamescape, and the way in which the trope of tropicalization is used to stabilize Tropico as an “Othered” space.

  • Games like Myst, Civilisation and Anno 1602 are centred around the virtual travelling of the gamer through unknown worlds. The voyage s/he undertakes often hinges on notions of colonialist exploration, turning the gamer into a traveller who surveys and masters unknown domains and learns to control techno-scientific principles along the way. Since such games are related to a mentality of colonialism, questions should be asked about how such games can be located in its discursive formation. This paper will shed light on these questions by analysing Civilization III and my experiences of playing this game.

  • 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.

  • Considers the video game as a distinct cultural form that demands a unique interpretive framework. This book analyzes video games as something to be played rather than as texts to be read, and traces how the "algorithmic culture" created by video games intersects with theories of visuality, realism, allegory, and the avant-garde.

  • "Les bandes dessinées, chansons, films, jeux vidéos, musées, reconstitutions, romans, séries télévisées et voyages occupent de plus en plus de place dans la vie des élèves. Comment exploiter en classe ces biens, loisirs et services culturels d'histoire pour que les élèves posent de mieux en mieux certains actes mentaux que les historiennes et historiens doivent effectuer lorsqu'elles et ils adoptent leur pratique? Pour répondre à cette question, les auteures et auteurs de cet ouvrage explorent les usages scolaires possibles et souhaitables des produits qui ne sont pas associés à l'histoire savante et sur l'exploitation didactique de ce que la Loi québécoise sur les biens culturels désigne comme "?une oeuvre d'art, un bien historique, un monument ou un site historique ... une oeuvre cinématographique, audiovisuelle, photographique, radiophonique ou télévisuelle?". Les auteures et auteurs s'intéressent à des oeuvres qui ne sont pas créées pour l'école, mais qui peuvent néanmoins servir aux enseignantes et enseignants pour faire apprendre l'histoire aux élèves."--Résumé de l'éditeur.

Dernière mise à jour depuis la base de données : 04/11/2025 05:00 (EST)