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First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we talk with Poornima Seetharaman. She is the first Indian to be inducted in the Women in Games (WIGJ) Hall of Fame and is also the lead game designer at Zynga. Hear as we talk about her foray in the world of gaming.
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This book examines the phenomenon of prime time soap operas on Indian television. An anthropological insight into social issues and practices of contemporary India through the television, this volume analyzes the production of soaps within India’s cultural fabric. It deconstructs themes and issues surrounding the "everyday" and the "middle class" through the fiction of the "popular". In its second edition, this still remains the only book to examine prime time soap operas on Indian television. Without in any way changing the central arguments of the first edition, it adds an essential introductory chapter tracking the tectonic shifts in the Indian "mediascape" over the past decade – including how the explosion of regional language channels and an era of multiple screens have changed soap viewing forever. Meticulously researched and persuasively argued, the book traces how prime time soaps in India still grab the maximum eyeballs and remain the biggest earners for TV channels. The book will be of interest to students of anthropology and sociology, media and cultural studies, visual culture studies, gender and family studies, and also Asian studies in general. It is also an important resource for media producers, both in content production and television channels, as well as for the general reader.
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This chapter traces the evolution of the Turkish Public Service Broadcaster with a focus on its transnationalization. Drawing parallels between the changing dynamics in politics, culture, and media in Turkey; contemporary cosmopolitan media cultures; and the continuities and changes in Turkish Radio and Television Corporation’s (henceforth TRT) identity as a public service broadcaster, I shed light on the ways in which TRT has been engaging in transnational broadcasts since the beginning of 1990s. For this I elaborate on the ways in which transnational broadcasting processes in Turkey have been influenced by media transnationalization around the world. I discuss two different incentives behind TRT’s transnational endeavors. First, I elaborate on TRT’s attempts at engaging with the Turkish diaspora around the world; later, I articulate how, in more recent years, TRT sets out to exert a Turkish cultural presence in the Middle East and North Africa (MENA) region. The chapter aims to draw a general portrait of the concept of transnational broadcasting in Turkey with a specific focus on the country’s public service broadcaster, TRT.
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This book examines the process of transnationalization of Latin American television industries. Drawing upon six representative case studies spanning the subcontinent’s vast and diverse geo-political and cultural landscape, the book offers a unique exploration of the ongoing formation of interrelated cultural, technological, and political landscapes, from the mid-1980s to the present. The chapters analyse the international circulation of the genres and formats of entertainment television across the subcontinent to explore the main driving forces propelling the production and consumption of television contents in the region, and what we can learn about the cultural and social identities of Latin American audiences following the journey of genres, formats, and media personalities beyond their own national borders. Taking a contemporary interdisciplinary approach to the study of transnational television industries, this book will be of significant interest to scholars and students of television and film studies, communication studies, Latin American studies, global media studies, and media and cultural industries.
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This book examines the role of 24/7 television news channels in Bangladesh. By using a multi-sited ethnography of television news media, it showcases the socio-political undercurrents of media practices and the everydayness of TV news in Bangladesh. It discusses a wide gamut of issues such as news making; localised public sphere; audience reaction and viewing culture; impact of rumours and fake news; socio-political conditions; protest mobilization; newsroom politics and perspectives from the ground. An important intervention in the subject, this book will be useful to scholars and researchers of media studies, journalism and mass communication, anthropology, cultural studies, political sociology, political science, sociology, South Asian studies, as well as television professionals, journalists, civil society activists, and those interested in the study of Bangladesh.
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In contrast with radio broadcasting, which began in 1927, television started remarkably late in Turkey. When the country’s sole public service broadcaster, Turkish Radio and Television Corporation (TRT), was established in 1964 and all of the radio transmitters were transferred to the Corporation, even radio broadcasting was not successfully institutionalized to catch up with its Western counterparts. For a very young Republic like Turkey, radio was an integral part of the modernization and nation-building agenda of the early ruling elite and therefore it institutionalized as a part of the machinery of the state, under very strict state control. Much known indispensable merits of autonomy and independence attributed to the historical public service broadcasting model in Europe were hardly appreciated and supported in Turkey. Television broadcasting also had its share from this negative perception and had to face similar obstructions as radio from the beginning. This chapter traces the history of content regulation in television broadcasting by situating the political controversies at the center at different times from the 1960s until today. Unfortunately, as the saying goes, there is nothing new under the sun, not in Turkey.
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Since the1980s, the television (TV) drama has proved to be one of the most dominant formats on Turkish TV channels and occupied major slots on primetime throughout the 1990s and 2000s. As Internet penetration grew, on-demand services transformed audiences’ expectations of TV series. Internet series first became a trend on YouTube in 2013, and Netflix began broadcasting in Turkey at the beginning of 2016. Its entry to the sector triggered video-on-demand suppliers like Blu TV and Puhu TV which are digital enterprises of Doğan and Doğusṃ Holdings. Blu TV announced their first original project in 2017, Masum (Innocent), which was a big-budget series that included famous actors. In the same year, Puhu TV released their first original, Fi (Phi). Finally, Netflix launched their first original production in Turkey, Hakan: The Protector, in 2018. This chapter focuses on the implications of convergence for the production and distribution of TV dramas and considers the changes in the sector as television broadcasting shifted to new media platforms in Turkey.
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This chapter provides an overview and analysis of emerging alternatives in the context of Arab television production, programming, and distribution. Media convergence and the access to digital technologies have accentuated the fragmentation of audiences, revenue streams, and forced alliances and competitions between previously discrete sectors of the media business. Yet, alternative practices are closely associated with changing political, economic, and cultural vectors in the Arab region and the increasing integration of its television industries in global media. The chapter argues that these alternatives constitute a set of continuities with the history of Arab television. Taken together, they also demonstrate some level of transformation in production practices, programming strategies, and distribution operations.
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The chapter traces the evolution of Chinese television since 1958 from a state propaganda organ to a profit-generating media juggernaut, with China Central Television (CCTV) as the only network TV responding to both market principles and party directives. Commercialization and marketization played a major role in the rapid development of the Chinese television industry. In recent years China’s TV industry has witnessed the rise of private media companies and the rapid expansion of digital media and the proliferation of over the top (OTT) content. The chapter further provides an overview of China’s overall TV structures and teases out the relationship between CCTV and local stations. The most popular genre on Chinese TV is serial drama, which developed from predominantly single-episode anthology dramas in the 1980s to chiefly multi-episode serial dramas. Talk shows and reality TV became fashionable since the late 1990s.
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Chinese Television and Soft Power Communication in Australia discusses China’s soft power communication approach and investigates information handling between China and its targeted audiences in the eyes of key influencers – intermediate elites (public diplomacy policy elites in particular) in China and Australia. It explores CGTN (with staff from several professional cultures) and conducts a systemic test of how successful/unsuccessful China’s soft power message projection is in terms of congruence between projected and received frames as a pivotal factor of its power status. The analysis is based on a case study of frames in the messaging on Chinese international TV about China’s Belt and Road Initiative and in the minds of Australian public diplomacy policy elites. The question raised is whether and how Australia is listening.
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From its humble beginnings as a video game launched in the mid-90s, Pokémon has become a global entertainment franchise, even reaching into the world via "augmented reality" with the mobile game Pokémon GO. In the work, Nakazawa Shinichi argues that the Pokémon worldview is the best contemporary example of Claude Lévi-Strauss's "savage mind" (la pensée sauvage), suggesting that computer games can often be viewed as attempts to reconnect the human unconscious with the true, hidden essence of nature.
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Fist-fights in television studios, dwindling media autonomy, sensationalism, fake news, religious hate, abusive trolls, political spin ... How did we get here? Three decades ago, before economic liberalization, came the expansion and privatization of Indian television. Technological innovation and easing of government controls offered the prospect of journalistic independence, artistic creativity and an empowered citizenry. This was rendered illusory by runaway growth and untrammelled commercialization. In that thwarted promise of the late 20th century lie the seeds of Indian democracy's current crisis. Telly-Guillotined: How Television Changed India tells the story of how technology was usurped, first by propagandists, then by the market. Going behind the scenes of the world′s greatest media explosion, this book describes the impact of consumerism on the newsroom, the shaping of a new cultural politics and the rise of a new politics of seduction. In a landscape of technological innovation, blurred boundaries and sensory overload, Amrita Shah paints a picture of the Fourth Estate′s challenging future.
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From #Gamergate to the daily experiences of marginalization among gamers, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from the latest research and from popular games such as World of warcraft and Tomb raider, Woke gaming examines resistance to spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays identify strategies to detox gaming culture and orient players toward progressive ends, illustrating the power and potential of video games to become catalysts for social justice
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An introduction is presented in which the editor discusses various reports within the issue on topics including where and how queerness is produced, the use of paratexts to expand and stop queer readings of films, and queers' non-reliance on mainstream media to produce queer stories.
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The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-a-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
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Film and Television Culture in China gives a provocative analysis of film and television culture in China. The author first gives a panoramic picture of Chinese culture in which film and television was born and shaped. He then delineates the definition, composition, and basic relations in film and television culture. Also discussed are the two traditions in Chinese film and television culture--the worldly spirit and the poetic style. The two traditions are deeply rooted in Chinese Confucianism and Taoism, and have influenced Chinese film and television from the start. The author provides in-depth and original readings of the phenomena in Chinese film and television culture, such as: the reform films and the reflection films; the character and mission of television documentary; and a dialogue between the mainland and Taiwan. Film and Television Culture in China will be an essential guide to understand the film and television culture in China, from early screen to the present day.
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Since the late 1990s, there has been a crucial and substantial transformation in China’s television system involving institutional, structural and regulatory changes. Unravelling the implications of these changes is vital for understanding the politics of Chinese media policy-making and regulation, and thus a comprehensive study of this history has never been more essential. This book studies the transformation of the policy and regulation of the Chinese television sector within a national political and economic context from 1996 to the present day. Taking a historical and sociological approach, it engages in the theoretical debates over the nature of the transformation of media in the authoritarian Chinese state; the implications of the ruling party’s political legitimacy and China’s central-local conflicts upon television policy-making and market structure; and the nature of the media modernisation process in a developing country. Its case studies include broadcasting systems in Shanghai and Guangdong, which demonstrate that varied polices and development strategies have been adopted by television stations, reflecting different local circumstances and needs. Arguing that rather than being a homogenous entity, China has demonstrated substantial local diversity and complex interactions between local, national and global media, this book will be of interest to students and scholars of Chinese media, politics and policy, and international communications.
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Every form has its own structure. Technically, though there is a difference between computer games and literature, but structurally both reflect same modes of the presentation which is carried out by certain codes. The present paper looks into the structural analysis of computer games with technical aspect as well as literature aspect with special reference to Far Cry 3, a first person action adventure computer game which received several awards and critically acclaimed for its graphics, story line, features etc. Besides this paper relocate Vladimir Propp’s theory of narrative function in Far Cry 3 and decode how the computer game with the help of certain binary opposition and codes have become one of the fundamental tools of getting entertained in the popular imagination.
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This paper will look at the convergence of the interactive free flow of video games and the questioning and revisioning of historical continuity using the example of the Assassin's Creed series by Ubisoft. With a story that exists simultaneously in the modern day and the 15th century, the games allow the player to take control of characters and alter, or make possible, events recognisable as historical fact. It plays with both history and memory and history as memory, as the life of the primary player character is being relived through the genetic memories of one of his descendants. Being highly narrative-bound, the Assassin's Creed games use, via the medium of the screen, the rift between history and memory as a central element of narrative, theme, and game design, which this paper will explore. Furthermore, using theories of convergence this paper will examine how video games provide a new, interactive mode of storytelling that is rapidly becoming representative of our age.
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In 1980, Hong Kong’s commercial Television Broadcast Limited (TVB) television drama The Bund ( 上海滩 ) was popularly received in the city as well as in South-East Asia and the broader Chinese diaspora. Set in the cosmopolitan treaty port of Shanghai in the 1920s, The Bund revolves around the violent ascent of a coolie (Ray Lui) and a disillusioned student activist (Chow Yun-Fat) to become prominent mobsters. Not only were two sequels made within that year, but this historical gangster drama has been repeatedly resurrected in television dramas and fi lms, including Chow’s redux, The Last Tycoon ( 大上海 ), three decades later in 2012. From karaoke lounges to social media sites, theme songs of The Bund remain popular more than three decades after the dramas were screened . With music composed by Joseph Koo, lyrics by Wong Jim and sung by Frances Yip, the main and supplementary theme songs refl ected the intimate role of the Hong Kong-based contemporary Cantonese popular music, or Canto-pop, in cultivating a more memorable and enduring televisual culture. With the smooth synchronization of Koo’s classical music with the undulating pitch of Yip, the song articulates the unpredictable tribulations of the changing fortunes in the treaty-port of Shanghai in the interwar years. To a certain extent, it is also a narrative that reminds viewers in Hong Kong and beyond of similar socio-political and historical predicaments.
Explorer
1. Approches
- Théorie(s) et épistémologies des médias
- Analyses formalistes (5)
- Approches sociologiques (26)
- Épistémologies autochtones (1)
- Étude de la réception (6)
- Étude des industries culturelles (33)
- Étude des représentations (12)
- Genre et sexualité (9)
- Histoire/historiographie critique (15)
- Humanités numériques (2)
- Méthodologie de recherche décoloniale (1)
- Théories postcoloniales et décoloniales (4)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (3)
- Auteur.rice noir.e (1)
- Auteur.rice PANDC (35)
- Autrice (13)
- Créateur.rice PANDC (3)
- Créatrice (1)
- Identités diasporiques (1)
4. Corpus analysé
- Amérique du Nord (4)
- Amérique du Sud (1)
- Asie (34)
- Europe (5)
- Océanie (1)
4. Lieu de production du savoir
- Asie
- Amérique du Nord (4)
- Europe (6)
- Océanie (3)
5. Pratiques médiatiques
- Études cinématographiques (1)
- Études du jeu vidéo (10)
- Études télévisuelles (29)