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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 article looks at videogames about politics within the theoretical framework of Giorgio Agamben’s states of exception and argues that while videogames can reveal political issues by implementing rules into the gameplay, they simultaneously render the in-game rules and consequences inoperative in regard to real-world politics, which can be described as states of exception in Agamben’s sense. Agamben distinguishes between the fictitious and the real state of exception, and this distinction leads to his proposal of a politics of pure means in which he considers play as a means of profanation that renders what has been played with inoperative and free. Drawing on this discussion, the article looks at the parallel between the rules in videogames and the laws in states of exception and re-examines the concepts of game rules and play under the rubric of Agamben’s political philosophy. In so doing, it explores how playing with rules in videogames about politics can turn these games into states of exception to talk about and reflect on various political issues.
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1. Racism and Mainstream Media / Lori Kido Lopez -- 2. Image Analysis and Televisual Latinos / Mary Beltrán -- 3. Visualizing Mixed Race and Genetics / Meshell Sturgis and Ralina L. Joseph -- 4. Listening to Racial Injustice / Dolores Inés Casillas and Jennifer Lynn Stoever -- 5. Branding Athlete Activism / Jason Kido Lopez -- 6. The Burden of Representation in Asian American Television / Peter X. Feng -- 7. Indigenous Video Games / Jacqueline Land -- 8. Applying Latina/o Critical Communication Theory to Anti-Blackness / Mari Castañeda -- 9. Asian American Independent Media / Jun Okada -- 10. Remediating Trans Visuality / Amy Villarejo -- 11. Intersectional Distribution / Aymar Jean Christian -- 12. Podcasting Blackness / Sarah Florini -- 13. Black Twitter as Semi-Enclave / Raven Maragh-Lloyd -- 14. Arab Americans and Participatory Culture / Sulafa Zidani -- 15. Diaspora and Digital Media / Lia Wolock -- 16. Disrupting News Media / Meredith D. Clark -- 17. Latinx Audiences as Mosaic / Jillian M. Báez -- 18. Media Activism in the Red Power Movement / Miranda J. Brady -- 19. Black Gamers' Resistance / Kishonna L. Gray -- 20. Cosmopolitan Fan Activism / Susan Noh.
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Where do computer games "happen"? The articles collected in this pioneering volume explore the categories of "space", "place" and "territory" featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.
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Qualifié parfois de « dixième art », après que les jeux de rôles sur table (comme Donjons & Dragons) eurent commencé à céder du terrain dans les loisirs de la jeunesse à partir du mil…
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Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
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"Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how Japan' has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally."-- Provided by publisher.
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Age is not alone in shaping real and imagined differences in Internet use. Racial and gender-based stereotypes abound and need to be empirically challenged. This chapter explores the relationships between race, gender, sexuality, and digital cultures in one increasingly significant digital domain—gaming. With a review of previous scholarship on race, gender, and gaming, the author shows that we see few signs of a “post-racial” society being brought into being. In fact, gaming is a digital activity where racism and sexism are commonplace. The chapter thus leaves us with questions about why, when the Internet is a potentially powerful leveling tool in the quest for democracy and fairness, does it continue to be defined by egregious sexism and racism?
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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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While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like 'Mass Effect' or 'Dragon Age', Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. 'Video Games Have Always Been Queer' argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D.A. Miller can bring to the popular 2007 video game 'Portal', or what Eve Sedgwick offers 'Pong', Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in 'Octodad' or explore the pleasure of failure in 'Burnout: Revenge', Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.
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"Afterlives of Indigenous Archives offers a compelling critique of Western archives and their use in the development of “digital humanities.” The essays collected here present the work of an international and interdisciplinary group of indigenous scholars; researchers in the field of indigenous studies and early American studies; and librarians, curators, activists, and storytellers. The contributors examine various digital projects and outline their relevance to the lives and interests of tribal people and communities, along with the transformative power that access to online materials affords. The authors aim to empower native people to re-envision the Western archive as a site of community-based practices for cultural preservation, one that can offer indigenous perspectives and new technological applications for the imaginative reconstruction of the tribal past, the repatriation of the tribal memories, and a powerful vision for an indigenous future."
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Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.
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This article considers larger methodological questions of what political work is undertaken when scholars engage in postcolonial critiques of video games within academic intellectual frameworks. What is postcolonial game studies, and what is its purpose, within the context of larger issues of inclusion, representation, diversity, and the challenging of hegemonic power structures? After surveying some of the key literature in postcolonial game studies, the author provides critical frameworks for understanding the means by which these approaches have largely been excluded from video game studies, and their crucial function in operating against the grain of profit and innovation-driven discourses in games. This work is the extension of a larger discussion of inclusion, diversity, and tolerance discourse within the liberal academy, and particularly the functions of postcolonial, postmodern and other critical cultural scholarly interventions. In this article, the author argues for a postcolonial approach to game studies, but one that refuses to be reduced to an institutional cultural labor of due diligence, or according to Slavoj Žižek’s term, a ‘culturalization of politics’. Through the work of Stuart Hall and Sara Ahmed on intellectual diversity work within the context of large systems and academic institutions, this article asserts that the perception that critical theorizations (like postcolonial game studies) exert pressure on efficiency and innovation is greatly outweighed by the rich toolkits they bring to video games as maturing cultural forms.
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As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshalabala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what mechanisms are at work in the enjoyment of empire-themed play experiences. To explore this question, this article develops the concept of ‘casual empire’, suggesting that the wish to play games as a casual pastime expedites the incidental circulation of imperialist ideology. Three examples – Resident Evil V (2009), The Conquest: Colonization (2015) and Playing History: Slave Trade (2013) – are used to demonstrate the production and consumption of casual empire across multiple platforms, genres and player bases. Following a brief contextualisation of postcolonial (game) studies, this article addresses casual design, by which I understand game designers’ casual reproduction of inferential racism (Hall, 1995) for the sake of entertainment. I then look at casual play, and players’ attitudes to games as rational commodities continuing a history of commodity racism (McClintock, 1995). Finally, the article investigates the casual involvement of formalist game studies in the construction of imperial values. These three dimensions of the casual – design, play and academia – make up the three pillars of the casual empire that must be challenged to undermine video games’ neocolonialist praxis.
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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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"Queerness in Play examines the many ways queerness of all kinds - from queer as 'LGBT' to other, less well-covered aspects of the queer spectrum - intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games - as a culture, an industry, and a medium - help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games."--Provided by publisher.
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In this article, I examine the Machinima film Finding Fanon II, by London-based artists Larry Achiampong and David Blandy, for what it can tell us about the relationship between video gaming and the postcolonial. Evoking Frantz Fanon, one of the most piercing voices of the decolonisation movement of the 1950s and 1960s, in the context of Grand Theft Auto (GTA), one of the most technologically advanced and, at the same time, scandalous video game series of the 21st century, Finding Fanon II amounts to a scathing critique of both the game series’ depiction of race and academic scholarship that has been defending the series on the grounds of its use of humour and irony. Shot in the in-game video editor of GTA V, Finding Fanon II lets this critique emerge from inside the game and as an effect of the artists’ engagement with it. By suspending the game’s mechanisms and programmed forms of interaction, the artwork brings their racialised logic to the fore, pointing towards the ways in which GTA V commodifies black men for the consumption of white players. This commodification has the effect of normalising and naturalising the precarious position of black people in Western society. What the artwork adds to this argument through its facilitation of a Fanonian perspective is a reminder that it is not only the gaming experience of white players that is framed in this way. Players with ethnic minority backgrounds might also accept the white gaze of the game as a given. Acts of self-commodification along the lines of a white Western rationality must thus be seen as a plausible new form of cultural imperialism promoted by the GTA series.
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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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How have video games evolved to now create meaningful stories about race and sports? This essay examines how Spike Lee's film-within-a-game, Livin' Da Dream (2015), reproduces some existing procedural and racial logics that reflect the desire to constantly manage and contain the centrality of black athletic greatness in mainstream sports and video game culture. While Lee's long-form cinematic model for turning sports video games into narrative games has been emulated across the medium as a whole, fans and gamers continually discuss the film as an evidently "broken" part of the popular NBA 2K video game series. As I argue here, however, the film-within-a-game productively insists on a default blackness when it functions as what I call "procedural cinema" (a rules and process based narrative). Ultimately, in functioning procedurally, Lee's otherwise conservative melodramatic story serves as a particularly instructive example of how computational blackness may, in systematically subverting the rules of the game, signify disruptively both within and against the machine.
Explorer
1. Approches
- Théorie(s) et épistémologies des médias
- Analyses formalistes (7)
- Approches sociologiques (14)
- Épistémologies autochtones (3)
- Étude de la réception (8)
- Étude des industries culturelles (18)
- Étude des représentations (26)
- Genre et sexualité (14)
- Histoire/historiographie critique (14)
- Humanités numériques (5)
- Méthodologie de recherche décoloniale (7)
- Théories postcoloniales et décoloniales (21)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice autochtone (1)
- Auteur.rice LGBTQ+ (2)
- Auteur.rice noir.e (4)
- Auteur.rice PANDC (23)
- Autrice (26)
- Créateur.rice autochtone (1)
- Créateur.rice LGBTQ+ (1)
- Créateur.rice PANDC (1)
- Créatrice (3)
- Identités diasporiques (1)
4. Corpus analysé
- Amérique centrale (1)
- Amérique du Nord (22)
- Asie (15)
- Europe (9)
4. Lieu de production du savoir
- Amérique du Nord (24)
- Amérique du Sud (1)
- Asie (10)
- Europe (17)
- Océanie (5)