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This chapter explores the ways in which the portrayal of children in Palestinian screen content compares with the positioning of children in leading pan-Arab children’s channels. Using critical discourse analysis, it compares the definition and representation of childhood in three Arabic language texts (two magazine shows and one animation), and examines the ways in which the texts construct narratives of childhood and whether they reproduce or challenge hegemonic definitions of childhood. The chapter analyses the language used to address the child audience and the ways in which adult–child relations are depicted. The chapter concludes that while there are some characteristics unique to Palestinian programming, the positioning of children and the “modes of address” are similar in all three programmes, and there are common assumptions and idealizations of childhood. However, there is some evidence that the Emirati animation analysed challenges dominant (adult-generated) definitions of childhood present in Arab societies by presenting childhood as a dynamic space of empowerment
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Animation allows for the creation of mediatic spaces that strengthen prevailing ideologies of masculinity and femininity. Manhood seems to operate as a key point of reference in the creation of televised animation across Latin America, especially by elevating certain heroic cultural narratives. Through a review of 21 television series, produced between 2008 and 2018, this chapter examines the portrayals of femininity and masculinity in some of the most widely broadcast animated series from the region. As a norm, Latin American illustrators adhere to the tradition of depicting female figures as secondary characters, as leading characters with a certain degree of autonomy, or as subaltern, considerate, and supportive figures. By contrast, male figures are portrayed as strong, daring, independent, and primary characters, often destined to lead their families and communities, and save their weaker friends that are typically female characters.
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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 interview Xenia Zeiler, an associate professor of South Asian studies at the University of Helsinki, Finland. Her research is situated at the intersection of digital media, religion, and culture, with a focus on India and the worldwide Indian community.
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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.
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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.
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This thesis explores the many ways indigenous religion is articulated, performed and translated in the video game Never Alone - Kisima Inŋitchuŋa (2014). The video game was among the first of its kind – being made in a close collaboration with an indigenous group, and published by the first indigenous owned video game company in the U.S.A. At launch, Never Alone gathered attention from traditional media in both North America and in Europe, and the game reached a global audience. Never Alone tells a story based on Inupiat storytelling, and Cultural Ambassadors gives the player an insight into Inupiat culture and tradition. Never Alone balances on the edge between the conventions of the video game medium and its genres, and of indigenous tradition and religion. This thesis examines how vocabularies that can be related to ‘indigenous religion’ are used and translated in Never Alone, and how these vocabularies relate to a globalizing discourse on indigenous religion. This thesis also explores how the medium of video games facilitates new ways of reclaiming traditions and articulating indigenous religion.
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This chapter analyzes the reflections of Turkey’s neoconservative and neoliberal politics of gender on daytime television. The focus is on Bridal House, a popular daytime TV show in Turkey which interpellates women as domestic subjects competing with other women to prove their domestic abilities, particularly the ability to navigate the etiquette of domestic consumption. Hierarchies are instigated among women through symbolic battles on “tasteful” consumption, and the marital household surfaces as a space of constant regulation where women strive to be ideal housewives. By analyzing Bridal House through a Bourdieusian framework, this chapter traces the representations of the “ideal female subject” along neoconservative and neoliberal lines, and demonstrates the ways in which symbolic violences are enacted on women in contemporary Turkey’s daytime TV culture.
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The marriage show was a popular reality show format that invited people to find their soulmate and marry on live television in Turkey. Based on ethnographic fieldwork which took place in the show’s studio between 2011 and 2012, this chapter explores female participants’ investment of their trust in the show. While being reluctant about finding a spouse on television, women take on registers of safety, familiarity, and secrecy to navigate the show as a safe venue. This endeavor also involved women’s safeguarding of themselves on their way to marriage. The fragility of trust in the show, therefore, indicates how women foresee risks and yet strive for securing happiness and safety in marriage in general. This affective tension, at a larger scale, is related to the increased sense of insecurity at a global scale, and the systematic failure of the family to provide the safe living environment it promises in the Turkish context.
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Satellite television has not only provided migrant communities with stronger ties to their home countries but also enabled second-generation migrants in particular to know more about their country of origin beyond their family ties. The aim of this chapter is to explore the ways in which Turkish television contributes towards the making of the transnational identity of the “twice minority” group of Alevi Kurds through what I call mediatised culturalisation. Drawing on 17 in-depth interviews that I conducted with the second-generation members of the Alevi Kurdish community in London in 2016, I explore the role of Turkish television in contesting the boundaries of transnational social imaginaries of the second-generation viewers.
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This contribution interrogates the figure of the perpetrator as it emerges in narrative videogames. First, we provide a brief outlook on some key characteristics of videogames, before we discuss how the specific affordances of this “new” medium offer unprecedented ways of approaching and dealing with perpetrators and perpetration. Finally, we offer concrete examples from three games to illustrate different possible configurations of the playerperpetrator nexus—Yager Development’s Spec Ops: The Line (2012), 11 Bit Studio’s This War of Mine (2015), and Hangar 13’s Mafia III (2016). In contrast to other media, games enable an active exploration of, and participation in, a variety of possible offenses. Rather than merely witnessing evil deeds, players are immersed in simulated environments that demand constant evaluations of complex settings and require decision-making under systemic limitations. This performative aspect of play makes games a unique medium for learning and teaching about the intricate logics and innate dynamics of perpetrations.
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Police procedural has been historically perceived as a dominantly masculine genre for continually revolving around the investigations of male police officers. In accordance with the patriarchal norms that pervade Turkish society, local variations of the police procedural genre have conveniently appropriated this globally known convention and left little room for female detectives in their narratives. However, whenever they got a chance to be included in this male-dominated universe, female detectives have been frequently depicted as relatively independent women but also submitted to the traditional norms of womanhood in an ambivalent manner. This chapter examines this hesitant position of female police detectives in three contemporary Turkish police procedurals, Kanıt (The Evidence, 2010–2013), Cinayet (The Killing, 2014) and Sṃahsiyet (Personality, 2018), by building connections between the interest of police procedural genre in feminist debates in the global context and the influence of this interest on local variations.
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"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.
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This essay considers how the experience of Black folk descended from slaves in North America helps us to rethink a definition of play that has been largely informed by scholars and philosophers working within a White European tradition. This tradition of play, theorized most famously by Dutch Art Historian Johan Huizinga, French Sociologist Roger Caillois, Swiss Psychologist Jean Piaget, and New Zealander Brian Sutton-Smith reads play in a mostly positive sense and asserts that certain practices, namely torture, are taboo and thus cannot be play. I argue that this approach to play is short-sighted and linked to a troubling global discourse that renders the experiences of Black, Indigenous, and People of Color (BIPOC) invisible. In other words, by defining play only through its pleasurable connotations, the term holds an epistemic bias towards people with access to the conditions of leisure. Indeed, torture helps to paint a more complete picture where the most heinous potentials of play are addressed alongside the most pleasant, yet in so doing the trauma of slavery is remembered. In rethinking this phenomenology, I aim to detail the more insidious ways that play functions as a tool of subjugation. One that hurts as much as it heals and one that has been complicit in the systemic erasure of BIPOC people from the domain of leisure.
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This chapter examines the intersection of popular culture and populism in Turkey by focusing on the TV show Payitaht Abdulhamid. Our motivation to analyze the recent TV series Payitaht Abdulhamid stems from our interest in the instrumental mobilization of popular culture for the Turkish government’s dual desire to both establish cultural hegemony and consolidate its populist style of government. Our analysis reveals that television, especially in the Global South, still plays a central role in governments’ desire to reconstruct history and establish cultural hegemony. This is particularly important as Turkey is going through a crisis of hegemony since the public is completely divided in its support for the government. Within the context of this hegemonic crisis, televised popular culture is vital, perhaps more than ever. Specifically, the show reduces a complicated history into easily understandable dichotomies and projects them on to contemporary politics in order to consolidate support for the government. Through televised popular culture, the government mobilizes history for purposes of cultural hegemony and populist politics flavored with nationalist, Islamist, and anti-Western motifs. Ultimately, the TV show presents yet another moment for understanding the mediated nature of 21st-century politics outside Western contexts.
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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…
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This article presents the ways in which Japanese survival horror employs video games as a tool for cultural representation. First, it analyses the main differences between American and Japanese horror, and how the historical relationships of competition/collaboration between both have led to a constant exchange of cultural references present in their games. This relationship of domination/submission traces back to the post-war period in which the United States began exercising control over Japan. It is as a result of this period that Japanese terror begins to take shape and take its first steps towards the current J-Horror. Second, it analyses the work of game designer Keiichiro Toyama, namely Silent Hill and Siren, as a well-known example of the construction of a cultural identity halfway between the devotion to the Other and the respect for tradition. Finally, the article addresses other examples of Japanese survival horror to analyse more deeply which stance Japanese industry takes in this era of cultural globalization, or hyperculturality, which is seriously transforming our conception of culture in digital media.
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The unprecedented increase in lesbian representation over the past two decades has, paradoxically, coincided with queer theory’s radical transformation of the study of sexuality. In Lesbian Cinema after Queer Theory, Clara Bradbury-Rance argues that this contradictory context has yielded new kinds of cinematic language through which to give desire visual form. By offering close readings of key contemporary films such as Blue Is the Warmest Colour, Water Lilies and Carol alongside a broader filmography encompassing over 300 other films released between 1927 and 2018, the book provokes new ways of understanding a changing field of representation. Bradbury-Rance resists charting a narrative of representational progress or shoring up the lesbian’s categorisation in the newly available terms of the visible. Instead, she argues for a feminist framework that can understand lesbianism’s queerness. Drawing on a provocative theoretical and visual corpus, Lesbian Cinema after Queer Theory reveals the conditions of lesbian legibility in the twenty-first century.
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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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In this article I argue that the structural conditions of global capitalism and postcolonialism encourage game developers to rearticulate hegemonic memory politics and suppress subaltern identities. This claim is corroborated via an application of Edward Herman and Noam Chomsky’s propaganda model to the Japanese-developed video game Metal Gear Solid V: The Phantom Pain. This case study highlights that the hegemonic articulations of colonial histories are not exclusive to Western entertainment products where instead modes of production matter in the ‘manufacturing of mnemonic hegemony’. I also propose that the propaganda model, while instructive, can be improved further by acknowledging a technological filter and the role of the subaltern. Thus, the article furthers the understanding of the relation between production and form in contemporary technological phenomena like video games and how this relation motivates hegemonic articulations of the past in contemporary mass culture.
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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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1. Approches
- Étude des représentations
- Analyses formalistes (4)
- Approches sociologiques (31)
- Épistémologies autochtones (5)
- Étude de la réception (11)
- Étude des industries culturelles (28)
- Genre et sexualité (24)
- Histoire/historiographie critique (20)
- Humanités numériques (7)
- Méthodologie de recherche décoloniale (6)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (5)
- Auteur.rice LGBTQ+ (3)
- Auteur.rice noir.e (5)
- Auteur.rice PANDC (28)
- Autrice (32)
- Créateur.rice autochtone (2)
- Créateur.rice LGBTQ+ (3)
- Créateur.rice PANDC (3)
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4. Corpus analysé
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4. Lieu de production du savoir
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5. Pratiques médiatiques
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- Études du jeu vidéo (39)
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