Votre recherche
Résultats 365 ressources
-
"This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book continues with a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming"--Provided by publisher.
-
What could a history of game studies be from the perspective of a queer Chickasaw feminist scholar? Should this be a disciplining manifesto, a polemical call to arms for radical transformation, a survey of the existing scholarship that has thus far framed games ludologically as fun, as sportsmanship, as design, or as epic struggles for political power where the player rather ominously wins or dies? I’m a bit of an interloper as a recent arrival from Indigenous studies to video-game studies, a field that represents both the end of history and the ahistoricity of pop-culturally–oriented archives that are presentist at best, and at worst, complicit with an industry derived from settler militaristic technologies and platforms and compelled by niche markets to innovate faster and faster to saturate more and more households at the structural level of occupation. And then there is the problem of what the history of game studies has been: Greco-Roman, European, cis white male, heterosexual, orientalist, algorithmic, and code driven with the techno-optimism of Silicon Valley alongside Jane McGonigal’s fundamental belief that games have and will save the world once they unite the collective brain power of all the gamers and bend them to a single task—and if not all that, then peak 1980s geekery with a hint of liberal multiculturalism thrown in, if Ernest Cline’s Ready Player One is anything to go by. It is as if the history of game studies has only ever been an imperial read-only memory to be mined, played, and spatialized within the conscriptions of conquistador archives already known and yet to be discovered.
-
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.
-
In Slave Revolt on Screen: The Haitian Revolution in Film and Video Games author Alyssa Goldstein Sepinwall analyzes how films and video games from around the world have depicted slave revolt, focusing on the Haitian Revolution (1791–1804). This event, the first successful revolution by enslaved people in modern history, sent shock waves throughout the Atlantic World. Regardless of its historical significance however, this revolution has become less well-known—and appears less often on screen—than most other revolutions; its story, involving enslaved Africans liberating themselves through violence, does not match the suffering-slaves-waiting-for-a-white-hero genre that pervades Hollywood treatments of Black history. Despite Hollywood’s near-silence on this event, some films on the Revolution do exist—from directors in Haiti, the US, France, and elsewhere. Slave Revolt on Screen offers the first-ever comprehensive analysis of Haitian Revolution cinema, including completed films and planned projects that were never made. In addition to studying cinema, this book also breaks ground in examining video games, a pop-culture form long neglected by historians. Sepinwall scrutinizes video game depictions of Haitian slave revolt that appear in games like the Assassin’s Creed series that have reached millions more players than comparable films. In analyzing films and games on the revolution, Slave Revolt on Screen calls attention to the ways that economic legacies of slavery and colonialism warp pop-culture portrayals of the past and leave audiences with distorted understandings.
-
Parution dans la revue Diogène d’un article co-écrit avec James Berclaz-Lewis. En dépit de la publication de travaux importants depuis les années 1990, le champ disciplinaire des études ciném…
-
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.
-
Michelle Browder’s “The Mothers of Gynecology” remembers Black women who endured surgeries without anesthesia, or consent.
-
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.
-
Le lieu de la rupture, ici, se voit déplacé : s'il faut rompre, en cinéma autochtone, ce n'est pas avec ses propres prédécesseurs, comme l'ont fait Jean-Luc Godard, François Truffaut et Agnes Varda. Des cinéastes tels Barnaby, Freeland et Grace peuvent ainsi s'appuyer sur le travail d'ouvreurs de sentiers tels le réalisateur māori Lee Tamahori (Once Were Warriors, en traduction française, Nous étions guerriers, 1994), le réalisateur cheyenne et arapaho Chris Eyre (Smoke Signals, 1998) , ainsi que des précurseurs incontournables tels Barclay, en Aotearoa, Nouvelle-Zélande, et la documentariste abénaquise Alanis Obomsawin, figure de proue du cinéma autochtone au Canada. Dans un récent document interne sur le cinéma autochtone en son sein, l'Office national du film (ONF), cet important producteur et diffuseur public d'œuvres audiovisuelles au Canada, explique que pour « comprendre la situation actuelle des cinéastes autochtones a l'ONF », il faut l'envisager a partir des « anciennes politiques gouvernementales visant explicitement a éliminer toute culture autochtone de la société canadienne ». Elle est également sous-tendue par le désir de proposer un storytelling, un art de raconter, issu des peuples autochtones, déterminé par ces derniers tant au niveau de la forme et du contenu cinématographique que dans le processus de production, de réalisation et de diffusion de ces œuvres.
-
The history of gay and lesbian cinema is a storied one, and became that much larger with the recent success of Brokeback Mountain. But the history of gay and lesbian filmmakers is its own story. In The View From Here, queer directors and screenwriters speak passionately about the medium, in particular their personal experiences navi-gating the often cynical and cruel film industry. All of them offer fascinating anecdotes and ideas about cinema, and speak candidly about their attempts to combat studio apathy and demands of “the market” to create films that are entertaining, engaging, and truthful.
-
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.
-
De-Westernizing Film Studies aims to consider what form a challenge to the enduring vision of film as a medium - and film studies as a discipline - modelled on ‘Western’ ideologies, theoretical and historical frameworks, critical perspectives as well as institutional and artistic practices, might take today. The book combines a range of scholarly writing with critical reflection from filmmakers, artists & industry professionals, comprising experience and knowledge from a wide range of geographical areas, film cultures and (trans-)national perspectives. In their own ways, the contributors to this volume problematize a binary mode of thinking that continues to promote an idea of ‘the West and the rest’ in relation to questions of production, distribution, reception and representation within an artistic medium (cinema) that, as part of contemporary moving image culture, is more globalized and diversified than at any time in its history. In so doing, De-Westernizing Film Studies complicates and/or re-thinks how local, national and regional film cultures ‘connect’ globally, seeking polycentric, multi-directional, non-essentialized alternatives to Eurocentric theoretical and historical perspectives found in film as both an artistic medium and an academic field of study. The book combines a series of chapters considering a range of responses to the idea of 'de-westernizing' film studies with a series of in-depth interviews with filmmakers, scholars and critics. Contributors: Nathan Abrams, John Akomfrah, Saër Maty Bâ, Mohammed Bakrim, Olivier Barlet, Yifen Beus, Farida Benlyazid, Kuljit Bhamra, William Brown, Campbell, Jonnie Clementi-Smith, Shahab Esfandiary, Coco Fusco, Patti Gaal-Holmes, Edward George, Will Higbee, Katharina Lindner, Daniel Lindvall, Teddy E. Mattera, Sheila Petty, Anna Piva, Deborah Shaw, Rod Stoneman, Kate E. Taylor-Jones
-
Conservative discourses remain powerful in contemporary life. These demonise the notion of sexual transgressiveness without helping to give a clear, value neutral definition of what ‘transgressive’ is. Screenwriters attempting to write it into characters are therefore likely to rely on psychiatric epistemologies for sexual ‘perversion’ as framings for subjectivity. Unfortunately, Freudian epistemologies of ‘perversion’ render the psychical subject as invisible through built-in determining comparative reference to heteropatriarchal norms and through distinctions between ‘non-pathological’ and ‘pathological’ definitions. This chapter explores the Freudian constructs that entrench this, together with post-structuralist foundations that might revise the constitution and role of the individual subject (and therefore of filmic characters as facsimiles of real people) as he/she relates to the material world as a physical entity, and as he/she manipulates the discourses to which he/she is subject.
-
"African American Cinema through Black Lives Consciousness uses critical race theory to discuss American films that embrace contemporary issues of race, sexuality, class, and gender. Its linear history chronicles black-oriented narrative film from post-World War II through the presidential administration of Barack Obama. Editor Mark A. Reid has assembled a stellar list of contributors who approach their film analyses as an intersectional practice that combines queer theory, feminism/womanism, and class analytical strategies alongside conventional film history and theory. Taken together, the essays invigorate a "Black Lives Consciousness," which speaks to the value of black bodies that might be traumatized and those bodies that are coming into being-ness through intersectional theoretical analysis and everyday activism. The volume includes essays such as Gerald R. Butters's, "Blaxploitation Film," which charts the genre and its uses of violence, sex, and misogyny to provoke a realization of other philosophical and sociopolitical themes that concern intersectional praxis. Dan Flory's "African-American Film Noir" explains the intertextual-fictional and socio-ecological-dynamics of black action films. Melba J. Boyd's essay, "'Who's that Nigga on that Nag?': Django Unchained and the Return of the Blaxploitation Hero," argues that the film provides cultural and historical insight, "signifies" on blackface stereotypes, and chastises Hollywood cinema's misrepresentation of slavery. African American Cinema through Black Lives Consciousness embraces varied social experiences within a cinematic Black Lives Consciousness intersectionality. The interdisciplinary quality of the anthology makes it approachable to students and scholars of fields ranging from film to culture to African American studies alike."
-
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""
Explorer
1. Approches
- Théories postcoloniales et décoloniales
- Analyses formalistes (12)
- Approches sociologiques (62)
- Épistémologies autochtones (137)
- Étude de la réception (20)
- Étude des industries culturelles (39)
- Étude des représentations (101)
- Genre et sexualité (93)
- Histoire/historiographie critique (122)
- Humanités numériques (30)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (44)
- Auteur.rice autochtone (79)
- Auteur.rice LGBTQ+ (6)
- Auteur.rice noir.e (31)
- Auteur.rice PANDC (92)
- Autrice (141)
- Créateur.rice autochtone (134)
- Créateur.rice LGBTQ+ (7)
- Créateur.rice noir.e (17)
- Créateur.rice PANDC (40)
- Créatrice (106)
- Identités diasporiques (22)
4. Corpus analysé
- Afrique (29)
- Amérique centrale (35)
- Amérique du Nord (214)
- Amérique du Sud (89)
- Asie (39)
- Europe (36)
- Océanie (20)
4. Lieu de production du savoir
- Afrique (8)
- Amérique centrale (7)
- Amérique du Nord (232)
- Amérique du Sud (56)
- Asie (20)
- Europe (65)
- Océanie (24)