Votre recherche
Résultats 198 ressources
-
In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—taking a taxi ride, traversing airport security, sitting on an airplane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.”
-
This article discusses the popular video game Red Dead Redemption 2 (2018) by Rockstar Games, which follows Arthur Morgan, a white outlaw, during the decline of the “Wild West” in 1898 and 1899. Taking up conversations of fugitivity in critical ethnic studies, this article maintains that fugitivity operates as a rhetorical trope that stands in for racial identity where the logic of postracialism denies investments in race. Analyzing the narrative, spatial, and kinesthetic elements of the game, this article argues that Morgan, and by extension the player, is aligned with historically and geographically racialized others through a fugitive relationship to space. While Rockstar, as a video game studio, may not see itself explicitly intervening in a racialized and racializing political imaginary in its fictional worldbuilding, the kinesthetic, narrative, and cartographic strategies the studio employs respond to a set of cultural assumptions rooted in the rhetoric of postracialism. As such, Red Dead Redemption 2 serves as a multifaceted text through which to interrogate the dynamics of that rhetoric as it is mobilized in representations of fugitivity and identity.
-
This article considers the cultural politics of frustrated potential for diverse representation in games by examining developer comments on the 1995 digital game I Have No Mouth, and I Must Scream, adapted from Harlan Ellison’s 1967 science fiction story of the same name. While Ellison’s story featured a gay man named Benny among the protagonists, the game developers adapted Benny without his original sexual identity. In a 2012 Game Informer magazine article, however, the developers reflected on their version of Benny as a “lost opportunity” for exploring gay identity. Rooted in discussion of this frustrated potential for a gay in-game Benny, this article interrogates a logic of lost opportunity for diverse representation present in game-development discourse, which manifests in a longing for more diverse characters that could have been but never came to be. This logic suggests particular ways that developers might conceive of diverse representation as simply a design issue under neoliberal logics of economic opportunity, commercial risk, and fetishized innovation—without meaningful consideration of political significance. Opposing this instrumentalization of frustrated diverse representation, this article draws on queer game studies and speculative design and literature to explore the possible contours and implications of diverse characters that never were more seriously than such comments typically do. Doing so demands more than romanticized longings for lost opportunities for diverse representation that treat this longing as the end in itself.
-
This paper argues that video games expose the presumptions separating “Asian America” and “Asia” in the traditional senses of isolation, origination, and presumed distance. It does so by focusing on the most “Asiatic” genre of video games today, the North American visual novel, which offers a counterdiscourse to normative modes of play and attempts to offer utopic spaces to reflect upon the “real” genres of race and neo–Cold War geopolitics. Using theories of performance from Dorinne Kondo and others, the author shows how queer indie visual novels are primarily aspirational, in that they build queer, utopic, and seemingly anti-racist worlds through the Asiatic space of the visual novel form. In so doing, they also allow players to explore the Asiatic as a means of repairing the traumas and distances of American imperial cultures. The article analyzes four visual novels to make this argument: three by non-racially-identifying North American designers—Doki Doki Literature Club! (2017) by Dan Salvato, Analogue: A Hate Story (2012) by Christine Love, and Heaven Will Be Mine (2018) by Aevee Bee—and Butterfly Soup (2017), a game by the queer Asian/American designer Brianna Lei. If games make the boundaries of Asia and America irrelevant, visual novels explore this irrelevance through Asiatic irreverence.
-
This article addresses the seeming absence of the HIV/AIDS pandemic in video games from the 1980s and 1990s, the height of the US AIDS crisis. As Adrienne Shaw and Christopher Persaud have noted, stories about HIV/AIDS were pervasive across American popular media during this period, which also represented a boom in video game development. However, documentation remains of only a handful of early video games that mention HIV/AIDS. This article argues that, far from being absent from video game history, HIV/AIDS and the US AIDS crisis were actually influential in shaping a number of the design elements and narrative genres that have become important to contemporary video games. Scholars like Cait McKinney have demonstrated how people living with HIV/AIDS in America played a crucial part in the evolution of internet technologies that now form the backbone of video games. Through a comparative reading of two games by C. M. Ralph, Caper in the Castro (1989) and Murder on Main Street (1989), this article demonstrates how HIV/AIDS has also manifested in the content and form of video games, even (and perhaps especially) when it seems absent. Derritt Mason has explained how Caper in the Castro, widely celebrated as the first LGBTQ video game, contains clear echoes of the AIDS crisis. Yet, as this article demonstrates, HIV/AIDS remains a powerful presence even in Murder on Main Street, Ralph’s “straight version” of the game. Together, these games offer a microcosm through which to explore larger tensions between HIV/AIDS and video games, with the AIDS crisis representing a key element of what Cody Mejeur has termed the “present absence of queerness in video games.”
-
This article examines Indigenous video games that critique mainstream environmental politics at the level of mechanics. An analysis of video games’ influences on ecological values requires looking beyond the representational to the mechanical relationships between player and software. As a cultural–computational medium, video games are embedded with ethics of interaction that inflect this representational dimension by requiring that players generate the text as participant. With the recent visibility of Indigenous rights movements, developers have embedded Indigenous cultural protocols in the mechanical interactions (or technical protocols) of gameplay. In the context of critique, their integration produces “critical protocols,” configurations of gamic action that encourage players to evaluate their treatment of real-world environments. Critical protocols emerge between the technical and cultural, where scripts for interaction in algorithmic spaces intervene in affirmative game design and work as an analog beyond the game. Indigenous developers call for new ways of computing and critiquing settler digitality through play. These games aim toward representational as well as computational sovereignty.
-
When Rivers Were Trails is a 2D adventure game wherein The Oregon Trail meets Where the Water Tastes Like Wine through an Indigenous lens. The game depicts a myriad of cultures during the player’s journey from Minnesota to California amidst the impact of land allotment in the 1890s. Initiated by the Indian Land Tenure Foundation, the game was developed in collaboration with the Games for Entertainment and Learning Lab at Michigan State University thanks to support from the San Manuel Band of Mission Indians and the many Indigenous creatives who contributed design, art, music, and writing. Uniquely, When Rivers Were Trails is a sovereign game, meaning that it was directed and informed by Indigenous creatives who maintained the role of final decisions during development. Merging design research and close reading methods, this study sets out to describe the game’s design, development process in regards to the game writing, and the resulting themes which emerged as a result of engaging Indigenous writers in self-determined representations.
-
Indigenous peoples and their cultural heritages, their ways of knowing and living, are tied to land. As Mishuana Goeman states,“Land is foundational to people’s cultural practices, and if we define culture as meaning making rather than as differentiation and isolation in a multicultural neoliberal model, thanby thinking through land as a meaning-making process rather than a claimed object, the aspiration of Native people are apparent and clear,” (Goeman, 73).Goeman asserts here that land is not limited to physical space, and that land locates a group of people physically, culturally, spiritually, intellectually,etc. and provides them with both an internal and external locus of understanding for and within broader society. When digital representations of Indigenous peoples are completely removed from any meaningful connection to their land, anerasure of culture occurs. Moreover, the physical removal of Indigenous peoples from the virtual representations of their lands is another form of dispossession and the enactment of digital Manifest Destiny. This paperutilizes a decolonial Indigenous framework to analyze the dispossessions that take place within the digital realm of the video game, why they occur so frequently, and why they are so harmful.
-
The educational video game, When Rivers Were Trails, was launched in 2019. The purpose of the game is to teach players about Indigenous perspectives of history, US federal allotment policies affecting tribal nations, and some of the effects of these policies on Indigenous peoples. This article explores tribal college student experiences playing When Rivers Were Trails in hopes that it provides the basis for further research into how tribal college faculty may be able to teach the game within their own classrooms. Tribal colleges and universities were created by tribal nations to provide for the higher education needs of their citizens. Using phenomenological research methods, seven college students volunteered to participate in a brief study about their experiences playing the video game. Upon transcription and analysis of the interview data, three themes were developed that capture how these students define their experience with When Rivers Were Trails: feelings of representation, histories of land dispossession, and resilience of communities.
-
Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play.
-
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
-
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.
-
Gender and the contemporary audio-visual landscape of Mexico.
-
The high expectations of change caused by the victory of An- drés Manuel López Obrador for the presidency of Mexico have not been translated into any substantive modification in the Mexican media ecosystem or in the communication policies that have led the media-state relations in the country. However, what has been modi- fied/conditioned is the setting of the daily news agenda, since the new president has imposed a political-governmental communica- tion framework by holding morning press conferences, in which, with little opposition from the media, he sets the topics to be dis- cussed on a daily basis. It has created various problems with those media and/or journalists that have questioned the stances he has adopted, his plans and projects. The conflict escalated to such an extent that López Obrador has called his opponents “prensa fifí” (“snob press”), pointing out in a very clear way that these are ac- tors who only seek to defend the privileges lost during his govern- ment by conservative media, or, as he has called them: “la mafia del poder” (“the power mafia”).
-
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.
-
This article examines how “colonial time” is called into question in two short films of the National Film Board of Canada’s series Souvenir, from 2015. The question of time lies at the heart of this series, for which the NFB commissioned contemporary Indigenous filmmakers to take up their archives of visual material on Indigenous peoples. The colonial temporal framework is at work in the vast archives of ethnographic and documentary film and photography on Indigenous peoples dating back to the early twentieth century, in which Indigenous people are often represented as part of “vanishing” cultures. Thus, in this article, I underscore the temporal interruptions that occur when ethnographic visual material of Indigenous peoples is put into the hands of contemporary Indigenous artists. I focus first on what it means to repurpose dehumanizing colonial archives and ask whether visual sovereignty is in fact possible within the archives. By analyzing the reappropriation of archival footage in the short films Mobilize by Caroline Monnet and Etlinisigu’niet (Bleed Down) by Jeff Barnaby, I elucidate how the filmmakers break with modes of colonial time through what I propose to call “reframings” that offer alternative ways of conceiving of time. By rehabilitating ethnographic images, these filmmakers refuse to project the material into the distant past and complicate the readability of Indigenous images in the archives, revealing how the reappropriation of old images can be just as powerful as the production of new ones.
-
Transnational Korean Television: Cultural Storytelling and Digital Audience provides previously absent analyses of Korean TV dramas' transnational influences, peculiar production features, distribution, and consumption to enrich the contextual understanding of Korean TV's transcultural mobility. Even as academic discussions about the Korean Wave have heated up, Korean television studies from transnational viewpoints often lack in-depth analysis and overlook the recently extended flow of Korean television beyond Asia. This book illustrates the ecology of Korean television along with the Korean Wave for the past two decades in order to showcase Korean TV dramas' international mobility and its constant expansion with the different Western television and their audiences. Korean TV dramas' mobility in crossing borders has been seen in both transnational and transcultural flows, and the book opens up the potential to observe the constant flow of Korean television content in new places, peoples, manners, and platforms around the world. Scholars of media studies, communication, cultural studies, and Asian studies will find this book especially useful.
-
Television Drama in Spain and Latin America addresses two major topics within current cultural, media, and television studies: the question of fictional genres and that of transnational circulation. While much research has been carried out on both TV formats and remakes in the English-speaking world, almost nothing has been published on the huge and dynamic Spanish-speaking sector. This book discusses and analyses series since 2000 from Spain (in both Spanish and Catalan), Mexico, Venezuela, and (to a lesser extent) the US, employing both empirical research on production and distribution and textual analysis of content. The three genres examined are horror, biographical series, and sports-themed dramas; the three examples of format remakes are of a period mystery (Spain, Mexico), a romantic comedy (Venezuela, US), and a historical epic (Catalonia, Spain). Paul Julian Smith is Distinguished Professor at the Graduate Center, City University of New York. He was previously Professor of Spanish at the University of Cambridge. He is the author of twenty books and one hundred academic articles.
-
The Turkish television industry has undergone great transformation during the past three decades and enjoyed unprecedented success among national and transnational audiences alike. This chapter reconsiders the rise of Turkish television as a global player and an emerging national industry from a new theoretical perspective by situating Turkish television within the contemporary global developments of international television markets and within its own national history, economic, political, and cultural dynamics. By providing different examples of key turning points in its history, we offer a brief overview of TV production, distribution, and reception in Turkey since the beginning of the industry. We also illustrate how societal debates around television content, such as Turkish TV dramas (dizis), have ignited the question of representation and caused a struggle over official narratives, resulting in the entwining of the industry and production processes with politics. In our introductory chapter, we argue that with the increasing demand for content and the expansion of access to online TV platforms, emerging TV industries play an intricate and complex role in reshaping global television flows. Therefore, the case of the Turkish TV industry constitutes a significant example for understanding the current structural transformations in global television and sheds light on the interplay between national and transnational production, distribution, and reception processes.
-
"The Routledge International Handbook of Perpetrator Studies provides the first comprehensive overview of this emerging interdisciplinary field in the humanities and social sciences. Featuring contributions by scholars from a wide variety of fields and disciplines, the Handbook charts the growth and development, foundations, key debates, core concerns, and frontiers of Perpetrator Studies. Focusing on genocide, terrorism, and other forms of political mass violence, this Handbook addresses questions of guilt and responsibility, definition, terminology, typology, motivations, group dynamics, memory, trauma, representation, and pedagogy. Offering a thematic and conceptual approach that facilitates a comparative analysis across historical, geographic, and disciplinary lines, the Handbook allows different disciplinary perspectives to confront one another. In so doing, this foundational volume presents contemporary perspectives on longstanding debates whilst also providing new contributions to the field. Written with an interdisciplinary readership in mind, the chapters provide an overview of existing work on a specific topic or issue, delineate current developments within the respective discipline or field, and make suggestions for further research. As such, the book will appeal to scholars across a range of disciplines, including history, sociology, anthropology, criminology, law, philosophy, memory studies, psychology, political science, literary studies, film studies, cultural studies, art history, and education"-- Provided by publisher.
Explorer
1. Approches
- Étude des représentations
- Analyses formalistes (15)
- Approches sociologiques (96)
- Épistémologies autochtones (21)
- Étude de la réception (30)
- Étude des industries culturelles (69)
- Genre et sexualité (94)
- Histoire/historiographie critique (47)
- Humanités numériques (15)
- Méthodologie de recherche décoloniale (17)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (10)
- Auteur.rice autochtone (6)
- Auteur.rice LGBTQ+ (8)
- Auteur.rice noir.e (43)
- Auteur.rice PANDC (78)
- Autrice (100)
- Créateur.rice autochtone (17)
- Créateur.rice LGBTQ+ (15)
- Créateur.rice noir.e (15)
- Créateur.rice PANDC (16)
- Créatrice (18)
- Identités diasporiques (17)
4. Corpus analysé
- Afrique (3)
- Amérique centrale (8)
- Amérique du Nord (115)
- Amérique du Sud (11)
- Asie (36)
- Europe (22)
- Océanie (1)
4. Lieu de production du savoir
- Amérique du Nord
- Amérique centrale (2)
- Amérique du Sud (4)
- Asie (8)
- Europe (18)
- Océanie (5)