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This chapter historicises and contextualises the evolution, production, and development of key Mexican screen melodramas over fifty-two years to understand and mediate Mexico’s ambivalence around socioeconomic background, ranother. Perhaps if Televisa had allowed its various ace and religion, gender and worth, family and duty. The chapter demonstrates the importance of localised scholarly inquiry into Mexican audiovisual media that considers not only narrative discourses, content and textual analyses, but also industrial records and practices, marketing campaigns and press releases, archival research and interviews, multimedia synergy, and comparative analysis. For some time, research on Mexican melodrama has had a strong social focus, with several writings about audience engagement, but it is imperative to have more close readings of the texts themselves to understand their cultural context and industrial histories. This research exposes societal changes within Mexico by utilising one of its most omnipresent forms of popular culture and provides a deeper understanding of Mexico’s primary media productions through the use of genre and remake theory. The representations of young women yield a multitude of tensions and ambiguities placed upon Mexican women, which reveal volumes about wider sociocultural expectations.
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The transition to digital television referred to as the Digital Switchover (DSO) process or Digital Migration is an agreement of member countries of the International Telecommunications Union (ITU) at the Geneva Conference in 2006. The agreement requires changes to national spectrum allocation and redefines national participation in the global digital television and mobile telephony market. While the decision of most African states to embark on the digital migration programme remains independent, the policies and approach to the implementation were influenced by two dominant economic orthodoxies, the neoliberal free market (Becchio and Leghissa 2016; Johnson 2011; Overbeek and Apeldoorn 2012; Peters 2011) which promotes a media environment mainly driven by market imperatives and the Chinese State capitalism (Bremmer 2008; Gu et al. 2016; Lyons 2007; Szamosszegi and Kyle 2011; Xing and Shaw 2013) which is the economic ideology that drives the interventions of the Chinese government in the region’s digital migration.
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Haerenga Wairua / Spiritual Journeys explore le cinéma maori en tant que 4e cinéma, dans son articulation de la spiritualité maorie comme un ensemble de croyances et de pratiques vivantes et d’une grande pertinence pour ce XXIe siècle. Après une brève description des termes et croyances clés, l’auteure analyse deux longs-métrages de fiction récents, The Strength of Water (Armagan Ballantyne, scr Briar Grace-Smith, NZ & Allemagne 2009) et The Pā Boys (Himiona Grace, NZ, 2014) comme emblématiques des pratiques cinématographiques autochtones, en ce qu’ils mettent fortement en avant différents niveaux et expériences de transformation spirituelle, via divers voyages au propre comme au figuré : voyages réels, voyages psychologiques ET expériences après la mort, donc voyages spirituels. Positionnant ces films dans le contexte des traditions spirituelles de narration littéraire et cinématographique, l’auteure explore les diverses techniques filmiques et cinématographiques mises en œuvre pour rendre l’expérience spirituelle, via le son et l’image, en mettant en évidence les liens avec la Terre, l’Eau et l’environnement naturel en tant qu’éléments spirituels et souvent surnaturels. Alors que ces derniers sont généralement interprétés par les critiques et chercheurs allochtones comme étant de l’ordre du fantastique, dans le discours établi du réalisme magique, l’auteure avance plutôt que les représentations autochtones ne peuvent être ni expliquées ni contenues de manière adéquate par ce terme, et propose à sa place celui de « réalisme spirituel autochtone ». L’auteure conclut en soulignant la pertinence de voix autochtones comme celles-là, qui expriment une spiritualité enracinée dans l’interdépendance de tous êtres et de toutes choses : force de guérison dans notre planète meurtrie.
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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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Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women's resistance to the norms of games culture, as well as women's play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.
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This book examines the development of television broadcasting in Japan, Hong Kong and South Korea. It explores the policy regimes guiding the development of television broadcasting as a powerful institution and the extent to which new forms of television have become part of each country’s contemporary media mix. It analyses the interests involved in key policy decisions, the institutional dynamics promoting or inhibiting new media markets, and the relative importance in the different countries of cable, satellite, digital broadcasting, and the use of the Internet for purposes associated with television broadcasting. The nature of television regimes in each of the three countries is very different, and the contrasting situations provide great insights into how television is developing, and how it could develop further, both in East Asia and worldwide.
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Indigenous Art New Media and the Digital convenes leading scholars, curators, and artists from the Indigenous territories in Canada, the United States of America, Australia, and Aotearoa (New Zealand). It brings forth urgent conversations about resistance to colonial modernism, and highlights the historic and ongoing use of technology by Indigenous communities and artists as vehicles of resilience and cultural continuity. This issue ignites productive dialogue around the definitions of new and digital media art and practice-based work within the framework of Indigenous art and theory
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This article explores the ways game adaptations engage with existing popular culture constructions of race within the framework of commercial franchises. Its focus is on games which are part of the so-called “Frodo Franchise” based on Peter Jackson’s Lord of the Rings and The Hobbit films. It considers the role played by licensing agreements, the conventions, and ludic elements of different game genres, the need for new characters and narratives to keep audiences engaged with an existing world, and the opportunity games offer for interactive exploration of a digital world, to illuminate both the challenges to and the opportunities for disrupting conventional representations of race and difference.
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The kingdom of Bhutan drew the international spotlight in 1999 when it became the last nation on earth to introduce broadcast television. It was a deliberate and strategic move by a country that for centuries had chosen to isolate itself from the rest of the world, turning inward to nurture its own culture. The small Himalayan country, whose population in 2013 was estimated at just 733,000, 1 sits uneasily between two feisty behemoths – China and India – each with over a billion people and an ongoing history of border disputes. Bhutan has long been wary of being swamped, either politically or culturally, by these larger neighbours, as well as the world beyond (Penjore 2004 ).
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Incisive analyses of mass media - including such forms as talk shows, MTV, the Internet, soap operas, television sitcoms, dramatic series, pornography, and advertising-enable this provocative third edition of Gender, Race and Class in Media to engage students in critical mass media scholarship. Issues of power related to gender, race, and class are integrated into a wide range of articles examining the economic and cultural implications of mass media as institutions, including the political economy of media production, textual analysis, and media consumption. Throughout, Gender, Race and Class in Media examines the mass media as economic and cultural institutions that shape our social identities, especially in regard to gender, race, and class.
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On 19 September 2006, the fi rst indication many people in Thailand received that the country was undergoing another military coup d’ é tat, the eighteenth such putsch since 1932, was when the nation’s six free-to-air television networks suddenly suspended regular programming and, channel by channel, started to broadcast a generic mix of royal news and light entertainment (Connors and Hewison 2008). Final confi rmation came again via television later that evening in the form of an offi cial announcement, broadcast at regular intervals across all stations from a central feed, in which the armed commanders in chief behind the coup – the awkwardly titled ‘Administrative Reform Group under the Democratic System with the King as the Head of State’ – explained apologetically that they had temporarily taken control of the nation’s airwaves, as indeed of the nation, exhorting viewers to remain calm and reassuring them that normalcy would soon be restored, at which point broadcasting reverted to the same steady flow of innocuous entertainment programming. For all its exceptional gravity, the 2006 coup’s strategic blend of direct state interventionist control of broadcasting combined with a more indirect use of escapist entertainment as populist pacifi er is arguably a structural characteristic of Thai television history writ large.
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Korea was the fifteenth country in the world to start television broadcasting when it first launched in Seoul in 1956. Since then, the structure, content and policies concerning Korean television have continuously transformed, due largely to changing contextual circumstances such as wide-ranging socio-political democratization and the rise of the neoliberal global economic system and digital technologies. Up until the 1980s, the oligopolistic structure of the two public broadcasting networks – Korean Broadcasting System (KBS) and Munhwa Broadcasting Corporation (MBC) – dominated the broadcasting market. However the landscape has dramatically changed since the early 1990s, with 11 newly launched commercial terrestrial broadcasting channels (including Seoul Broadcasting System (SBS) in December 1991) and 153 cable channels when the multichannel television era began (Jin 2005 : 1). A digital satellite television system called Skylife was launched in March 2002, and airs 176 channels at the time of writing. Such changes stem from the shift in the domestic political climate where liberalization and privatization were promoted in assertively practiced neoliberal reform movement in the early 1980s, as well as changes in the global cultural industry environments based largely on globalization and the development of digital technologies. This chapter explores democratization, transnationalization and digitalization, three active factors within Korean television broadcasting by analysing changes and shifts in popular music programmes.
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"Though the television industry in China is enormous, fewer people are watching television screens. In this groundbreaking study, Michael Keene shows how television content is changing, how the Chinese government is responding to the challenges presented by digital media, and how businesses are brokering alliances in both traditional and new media sectors. Keane outlines the process of making content in China, focusing on regulatory institutions, ownership, censorship, programmes and channels, copygright, formats and the role of media bases. Spanning a wide variety of genres, the book examines four models of content internationalisation: licensing of programmes, formats, co-productions and online media. Written in an accessible style by one of the world's leading experts on China's media, this book explores how streamed online content is impacting on the state's control of ideas and management of the traditional broadcasting sector. This is the authoritative text for scholars, students, businesses and policy makers wanting to understand how the rapid evolution of Chinese media aligns with the nation's soft power initiatives"--Back cover.
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One may argue that Chinese television has already received more than its fair share of attention in the study of Chinese media. As compared with radio and cinema, which developed in the socialist era (1949-78), television has been seen as the dominant medium in the decades of marketization and economic reforms since the late 1970s (Zhu and Berry 2008 ). Television has been studied as a metonym for the ongoing tension and complicity between the Chinese state and the market (e.g., Zhao 1998 ; 2008a) and as a metaphor for the contradictions between a legacy of socialist rhetoric and ethos and a neoliberal market agenda. It is precisely these contradictions that make up what is often referred to as the ‘Chinese characteristics’ (Zhao 2008a; Sun and Zhao 2009 ) of China’s television culture.
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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.
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Livre : For decades, television scholars have viewed global television through the lens of cultural imperialism, focusing primarily on programs produced in the US and UK markets and exported to foreign markets. This book explores how, thanks to recent technological innovation and globalization, television is now finally becoming truly global. Global Television Formats aims to revise the place of the global in television studies. The essays gathered here explore the diversity of global programming and approaches, and ask how to theorize contemporary
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The changing relationship between cricket and satellite television in thecontext of the Indian sub-continent has been a subject of considerablescholarly inquiry. That one nourishes the other is well known. However,what is relatively little known is the degree to which this interdependence hasgrown in recent times. So much so that cricket tournaments, or ratherdesignated TV tournaments, are being planned with alacrity by the Board ofControl for Cricket in India (BCCI). Television rights for these overseastournaments/matches spread over the next 4 years had initially generated $219.5 million for the BCCI.1 On the other hand, satellite channels too havestarted planning cricket programming around these tournaments, program-ming expected to generate millions in advertising revenue.2 While theorganization of such big-money events well encapsulates the symbiotic rela-tionship between cricket and satellite television within a burgeoning Indianeconomy, other local/regional dimensions of this relationship are often noless fascinating. Tele-visual hype generated on the occasion of a regionalcricket body election in July 2006 in West Bengal, especially by the multiple 24-hour Bengali news channels, drew attention to the local variant of thestory involving big-money television and even bigger-money sport. Thischapter, on the basis of two distinct case studies – the implications of the tri-nation 1-day series played in Malaysia in September 2006 involving Aus-tralia, West Indies and India, and Television coverage of the Cricket Asso-ciation of Bengal Elections in July 2006 – will comment on the complex andever-changing relationship between cricket and television in India. At thesame time it will attempt to question the rationale behind this growing interdependence and probe what this means for the Indian nation at large.
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This volume is divided into three parts: 'Adaptation and Local Production in East Asia', 'Formats, Clones, and Generic Variations' and 'New Television'.
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This volume presents a series of papers concerned with the interrelations between the postmodern and the present state of art and design education. Spanning a range of thematic concerns, the book reflects upon existing practice and articulates revolutionary prospects potentially viable through a shift in educative thinking.
Explorer
1. Approches
- Théorie(s) et épistémologies des médias
- Analyses formalistes (4)
- Approches sociologiques (16)
- Épistémologies autochtones (4)
- Étude de la réception (2)
- Étude des industries culturelles (24)
- Étude des représentations (9)
- Genre et sexualité (6)
- Histoire/historiographie critique (9)
- Humanités numériques (1)
- Méthodologie de recherche décoloniale (1)
- Théories postcoloniales et décoloniales (8)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (2)
- Auteur.rice autochtone (2)
- Auteur.rice noir.e (3)
- Auteur.rice PANDC (12)
- Autrice (12)
- Créateur.rice autochtone (3)
- Créatrice (3)
- Identités diasporiques (1)
4. Corpus analysé
- Afrique (1)
- Amérique du Nord (7)
- Amérique du Sud (1)
- Asie (18)
- Europe (3)
- Océanie (3)
4. Lieu de production du savoir
- Océanie
- Amérique du Nord (6)
- Amérique du Sud (1)
- Asie (3)
- Europe (5)