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  • Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

  • What are the implications of freedom and agency when a player exercises agency to prevent another player or a non-player character fromacting freely? Such a scenario, taken to an extreme, would be that of slavery and in turn, would raise questions about the nature of freedom itself. Video games have recently begun to address questions of slavery in earnest although academic discussions on games have not yet caught up: the presence of slavers in Fallout 3, the portrayal of racism in Bioshock Infinite (Irrational Games 2014) and the direct depiction of the Caribbean slave trade in Assassin’s Creed: Freedom Cry (Ubisoft 2013) are extremely appropriate cases in point. This article compares the representation of slavery in video games to that of slave narratives in earlier media in order to examine how effectively digital games are able to convey the horrors of slavery as a human condition and what they can teach about the notion of human freedom and agency per se.

  • Transformation and the decolonization of the curriculum, modes of teaching, and classroomare key concerns in South African Higher Education. In game design education this need is exacerbatedby the slow pace of diversification in both academia and the industry.This paper presents a close analysis of interventions undertaken into an introductory game design course to address the difficultiesof diversification across racial, genderand economic divides. The results of the interventions are assessed, and recommendations for future adjustments to the course in aid curricular decolonization is are made.

  • This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play

  • In this article, I argue that digital games hold the potential to influence processes of cultural memory related to past and contemporary forms of marginalization. By bringing cultural memory studies into dialogue with game studies, I account for the ways through which digital games and practices of play might influence historical discourses and memory politics pertaining to marginalized identities. In order to demonstrate this, I conduct an analysis of Assassin’s Creed: Freedom Cry, a digital game which includes representation of the eighteenth-century transatlantic slave trade and its racist systems. This analysis is then contrasted with statements by two critics, Evan Narcisse and Justin Clark, about how Freedom Cry highlights specific marginalized identities and represents the past through the game form. These statements, coupled with my game analysis, make the case for a concept that I term ‘counter-hegemonic commemorative play’. This makes visible a form of potentially cathartic power fantasy within a historical struggle, alongside emphasizing a form of designed recognition of marginalized identities within contemporary historical discourses and memory politics.

  • Seeking to address the general question, ‘Where is Digital Asia?’, this paper explores the various ways in which the digital and virtual realm interacts with the problematic and contested category of Asia. Beginning with a discussion of the relationship between Asia and Digital Asia, as both cartographic and ideological sites, it moves on to connect Digital Asia with the discourse of techno-Orientalism. Using the example of the videogame as an instance of a digital location that can be visited and explored, this article suggests that the gamic quality of interactivity adds a new, experiential dimension to the ideological structure of (techno-)Orientalism, hence positing the utility of a new form of ‘Gamic Orientalism’. Focussing on the ‘digital dōjō’ as the site of Gamic Orientalism and Digital Asia par excellence, this paper concludes with a discussion of the ways in which gamers represent their engagement with this site in a manner that echoes the way martial artists talk about the significance of their art as self-cultivation. Illustrated with texts from the bushidō canon and interviews with gamers, this playful and experimental piece posits the possibility of ‘virtual bushidō’ as the ultimate expression of Gamic Orientalism, suggesting that Digital Asia is finally located in an ideologically conditioned mode of engagement with the digital medium rather than in any cartographically defined space.

  • As in historical accounts, empire in video games too is concerned with the acquisition of geographical space. Like the splash of red marking the stretch of the British Empire on Victorian world maps, video games that let one play at empire are also obsessed with stamping the imperialist authority of ‘your’ nation on their in-game maps. Video game empires too work on the necessary logic of spatial expansion connected with which is the necessity to remove the ‘fog’ which prevents the player’s ‘line of sight’ from accessing information about surrounding areas. The focus on cartography and surveying in British Raj India is a useful comparison. Although much scholarship exists around the representations of the spatiality of Empire in more traditional media, there is little that addresses the video game representations of Empire. This article is about the representation and experience of space in conceptions of Empire vis-à-vis in empire-building video games, as understood in terms of both cartography and the lived experience of space. It argues that although empire-building video games are largely framed within the western imperialist discourses, the very nature of gameplay itself challenges these set notions – in a way remediating the ambiguity and anxieties of the representations of empire and its spatial constructs in earlier media.

  • Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

  • Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

  • Darkest Africa, the imagining of colonial fantasy, in many ways still lives on. Popular cultural representations of Africa often draw from the rich imagery of the un-charted, un-knowable ‘other’ that Africa represents, fraught with post-colonial tensions. When Capcom made the decision to set the latest instalment of its Resident Evil series in an imagined African country, it was merely looking for a new, unexplored setting, and they were therefore surprised at the controversy that surrounded its release. The 2009 game Resident Evil 5 was accused of racially stereotyping the black zombies and the white protagonist. These allegations have largely been put to rest, as this was never the intention of Capcom in developing the game or selecting the setting. However, the underlying questions remain: How is Africa represented in the game? How does the figure of the zombie resonate within that representation? And why does this matter?

  • This article focuses on questioning and theorizing the visual and discursive disappearance of blackness from virtual fantasy worlds. Using EverQuest, EverQuest II, and World of Warcraft as illustrative of a timeline of character creation design trends, this article argues that the disappearance of blackness is a gradual erasure facilitated by multicultural design strategies and regressive racial logics. Contemporary fantasy massively multiplayer online role-playing games (MMORPGs) privilege whiteness and contextualize it as the default selection, rendering any alterations in coloration or racial selection exotic stylistic deviations. Given the Eurocentrism inherent in the fantasy genre and embraced by MMORPGs, in conjunction with commonsense conceptions of Blacks as hyper-masculine and ghettoized in the gamer imaginary, players and designers do not see blackness as appropriate for the discourse of heroic fantasy. As a result, reductive racial stereotypes and representations proliferate while productive and politically disruptive racial differences are ejected or neutralized through fantastical proxies.

  • This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

  • This article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been flattened out and reconstructed into a series of social typologies operating within a broader framework of terrorism and hostility. It then contrasts these broader trends in western digital representation with selected video games produced in the Arab world, whose authors have knowingly subverted and refashioned these stereotypes in two unique and quite different fashions. In conclusion, it considers the significance of western attempts to transcend simplified patterns of representation that have dominated the video game industry by offering what are known as 'serious' games.

  • Today’s media are vast in both form and influence; however, few cultural studies scholars ad-dress the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.

  • It's about the role that music, film, visual art, and Indigenous cultural practices play in and beyond Canada's Truth and Reconciliation Commission on Indian Residential Schools. The essays question the ways in which components of the reconciliation, such as apology and witnessing, have social and political effects for residential-schools survivors, intergenerational survivors, and settler publics."-- Provided by publisher

  • This book develops a nuanced decolonial critique that calls for the decolonization of media and communication studies in Africa and the Global South. Last Moyo argues that the academic project in African Media Studies and other non-Western regions continues to be shaped by Western modernity’s histories of imperialism, colonialism, and the ideologies of Eurocentrism and neoliberalism. While Africa and the Global South dismantled the physical empire of colonialism after independence, the metaphysical empire of epistemic and academic colonialism is still intact and entrenched in the postcolonial university’s academic programmes like media and communication studies. To address these problems, Moyo argues for the development of a Southern theory that is not only premised on the decolonization imperative, but also informed by the cultures, geographies, and histories of the Global South. The author recasts media studies within a radical cultural and epistemic turn that locates future projects of theory building within a decolonial multiculturalism that is informed by trans-cultural and trans- epistemic dialogue between Southern and Northern epistemologies.

  • A history of a past phenomenon - racial art - which has ramifications for the present.

  • La presencia del arte contemporáneo latinoamericano en el mundo contemporáneo, es concebida y movilizada a través de la existencia de una diáspora que ha perdido toda clase de arraigo en sus lugares territoriales definitorios. Los lenguajes que éstas muestran tienden ha consolidar un gusto por la simultaneidad, por la complejidad, por lo marginal, por lo oculto, y por las relativizaciones de una realidad que se pregunta constantemente por el sentido de su ser. Las diásporas artísticas ubican sus propuestas en medio de una serie de posicionamientos, para tratar de narrar las historias y las situaciones, que comenzaron ha emerger, en el momento en el cual se establece una dominante epocal, observadora y tolerante de la diversidad de los márgenes. El arte de las diásporas parecía configurar un nuevo espacio de representación, digno de ser atrapado o explicado dentro de nuevas posiciones teóricas, que manifestarán el por qué de unas de estas expresiones, muchas veces imposibles de traducir ante la pérdida del sentido del monopolio cultural occidental en el campo de las artes. De allí que, se hallan confeccionado en el mundo contemporáneo tardocapitalista y posindustrial, posiciones teóricas que incluyentes y estudiosas de la alteridad, de las diferencias, de la otredad, de la subalternidad. Para partir de los enunciados fragmentarios y múltiples mostrados por las teorías multiculturalistas y por la Crítica Poscolonial. Un intento de dotar de sentido a una realidad global, que ha perdido las fronteras. En este sentido, el espectro teórico que estudia a la diversidad observa a las culturas, a sus contaminaciones y desplazamientos desde diversas perspectivas, las cuales han incido en el mundo del arte contemporáneo en la formulación de un Nuevo Internacionalismo incluyente de las representaciones de los otros. El arte latinoamericano en este contexto se encuentra convocado, invitado, para legitimar la puesta en escena de unas realidades que pretenden ser cercanas, y a su vez alejadas, por las tensiones producidas por las propuestas discursivas del multiculturalismo y del poscolonialismo, en sus lecturas sobre las culturas como opuestas y no como parte integrante de una metacultura global. Las diásporas se ubican a partir de la deconstrucción de los postulados mayores de estas nuevas tendencias teóricas, para evidenciar su localidad desde la particularidad de sus legados e historias. Espacio en el cual, los artistas pertenecientes a la diáspora contemporánea, han demostrado responder con presteza a la cantidad de situaciones presentadas en medio de una realidad interconectada desde tiempos anteriores, y que en la actualidad manifiesta la exacerbación de las relaciones con lo que se pretende diferente.

  • En el presente trabajo nos proponemos reflexionar sobre el surgimiento de la categoría Fotografía Latinoamericana hacia fines de la década del setenta. Una reflexión sobre las prácticas fotográficas que refleja un intento de descolonizar las definiciones y categorías sobre la fotografía realizada en América Latina.Desde aquel momento, se estableció un concepto que englobaba bajo una misma rúbrica la fotografía latinoamericana y la representación del Ser latinoamericano, su identidad y su historia compartida en las diferentes naciones de la región. Una definición que cambia en los años noventa donde puede observarse una renovación de los modos de representación que complejizan las miradas sobre el pasado colonial y la heterogeneidad de nuestras identidades.Tras el análisis general de la búsqueda de definir una práctica cultural desde una perspectiva poscolonial de la fotografía latinoamericana, buscaremos centrarnos en el caso de la fotografía brasileña en dicho período.

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