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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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Allyson Nadia Field recovers the forgotten body of African American filmmaking from the 1910s which she calls uplift cinema. These films were part of the racial uplift project, which emphasized education, respectability, and self-sufficiency, and weren't only responses to racist representations of African Americans in other films.
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Since their development in their current format in the early 1990s as a means to attract female viewers in their twenties, Japanese prime-time television dramas-known commonly as ‘ dorama ’ 1 —have featured working women. Even police procedurals, medical dramas, and serials based on ‘ shojo manga ’ (graphic novels for girls) depict women working outside the home. The dorama most watched by Japanese audiences older than age 25, and those that continue to attract global fans, present the daily lives of independent women working in Tokyo. The protagonists enact fantasies about female professionals while depicting real issues facing the larger generations they represent. Viewers may not want to be these characters, but they can see aspects of themselves in them.
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"In the critical essays collected in Black Looks, bell hooks interrogates old narratives and argues for alternative ways to look at blackness, black subjectivity, and whiteness. Her focus is on spectatorship--in particular, the way blackness and black people are experienced in literature, music, television, and especially film--and her aim is to create a radical intervention into the way we talk about race and representation. As she describes: 'The essays in Black Looks are meant to challenge and unsettle, to disrupt and subvert.' As students, scholars, activists, intellectuals, and any other readers who have engaged with the book since its original release in 1992 can attest, that's exactly what these pieces do"(Provided by publisher)
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The construction of a problem, be it a crisis or a moral panic, is an attempt of policing and control, for the maintenance of hegemony and authority (Hall et al. 1978 ). A problem emerges as a problem only when it is out of its proper place, just like dirt becomes dirt only when it is not properly placed in the earth. The elimination of dirt is necessary in maintaining the cleanliness of the social order (Douglas 2002 ). In other words, it is the need for a particular social arrangement that constitutes the existence of a problem. Taiyu, the lingua franca of the Taiwanese, became a problem of dialect (called Minnanyu) to be eliminated when the KMT colonial regime moved to Taiwan, building it as a Chinese nation and instituting Mandarin as the national language. Television is central to the building of the Chinese nation. Taiyu serial dramas were broadcast soon after the fi rst network was established in 1962, but have been constructed as the most problematic and debased genre since the early 1970s when the second TV station, CTV (1969), and the third, CTS (1971), were established and used serial drama to compete for profi t. Accusations directed at the poverty of its quality and the vulgarity of the audiences have characterized mainstream criticisms and constructions of Taiyu serial dramas as problems from the 1970s to the present. This chapter investigates not only the how and what but also the why of this problem-construction, as an attempt to understand the power mechanisms at work in struggling for hegemonic control. It charts two historical moments – the 1970s and from the 1990s to the present – when language has played a signifi cant role in the articulations of serial dramas as problems and explores the changing political, economic and cultural forces that situate them as problems worthy of discussion. I argue that the history of this problem-making demonstrates the centrality of Chinese culture in political domination through cultural means, with ethnic/class politics playing a central role in the maintenance of a hierarchical social order. In the 1970s, Chinese culture was used to create ethnic/class divisions within Taiwan while simultaneously creating the illusion of a symbolic whole under the name of the Republic of China. However, since the 1990s, and intensifying after the 2000s, with the entanglement of democratization and neoliberalization in Taiwan and the rise of China, the ethnic/class tension is not just complicated by confl icted national identifi cations and Chinese culturepromoted by both the KMT Party’s Republic of China and the People’s Republic of China, but also for unifi cation purposes. While democratization, which involved the search for Taiwanese identity, led to the rise of Taiyu-based Hsiangtu drama, the neoliberal defi nition of culture as economic resource, which consecrates Chinese culture through capital investment, facilitates this unifi cation process while creating further ethnic/class/national identity divisions within Taiwan. The result is a disparaging of Taiyu-based culture in general and, in particular, Taiyu serial drama as a problem to be reformed.
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This chapter presents a critical analysis of media and change in postcolonial Malaysia, a South-East Asian nation of 29 million multicultural people, with a focus on the role of television in the nation’s transformation following independence from British rule in 1957. Despite having inherited the basic democratic institutions of the British political tradition, Malaysia continues to debate the transition from soft authoritarianism to democracy (Means 1996 : 103). Since 1957, Malaysia has been led by a single political party, the Barisan Nasional (BN). While the BN is a coalition of three major ethnic-based political groups, the United Malays National Organisation (UMNO), Malaysian Chinese Association (MCA) and the Malaysian Indian Congress (MIC), it is, in effect, a symbol of Malay-Muslim supremacy (Ketuanan Melayu). UMNO, the dominant group within the party, has, since its formation, aspired to uphold Malay culture as national culture and Islam as the offi cial religion for the country. From the fi rst general elections in 1959 until the 2008 general elections, the BN held two-thirds of the 222 seats in the Dewan Rakyat (House of Representatives). Malaysian media scholar Karthigesu ( 1987 , 1994 ) contends this was largely due to the role of public television, which was launched and promoted by government itself, broadcasting in its colonial service model. In fact, the arrival of state television in 1963 coincided with the formation of the Federation of Malaysia (Moten and Mokhtar 2013 ). In this chapter I argue that television has been pivotal in shaping and transforming the political and cultural landscape of Malaysia as the medium evolved from a strictly national to a loosely global and then fluidly trans-local orientation. While television fi rst enabled the BN to hold its two-thirds majority and build the nation premised on Malay supremacy policies, it subsequently played a part in weakening the BN’s grip over the multiethnic electorate as the UMNO Ketuanan Melayu ideology, layered deep beneath the powdered face of television, surfaced in the digital media era.
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Our most modern monster and perhaps our most American, the zombie that is so prevalent in popular culture today has its roots in African soul capture mythologies. The Transatlantic Zombie provides a more complete history of the zombie than has ever been told, explaining how the myth's migration to the New World was facilitated by the transatlantic slave trade, and reveals the real-world import of storytelling, reminding us of the power of myths and mythmaking, and the high stakes of appropriation and homage. Beginning with an account of a probable ancestor of the zombie found in the Kongolese and Angolan regions of seventeenth-century Africa and ending with a description of the way, in contemporary culture, new media are used to facilitate zombie-themed events, Sarah Juliet Lauro plots the zombie's cultural significance through Caribbean literature, Haitian folklore, and American literature, film, and the visual arts. The zombie entered US consciousness through the American occupation of Haiti, the site of an eighteenth-century slave rebellion that became a war for independence, thus making the figuration of living death inseparable from its resonances with both slavery and rebellion. Lauro bridges African mythology and US mainstream culture by articulating the ethical complications of the zombie's invocation as a cultural conquest that was rebranded for the American cinema. As The Transatlantic Zombie shows, the zombie is not merely a bogeyman representing the ills of modern society, but a battleground over which a cultural war has been fought between the imperial urge to absorb exotic, threatening elements, and the originary, Afro-disaporic culture's preservation through a strategy of mythic combat
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This article discusses two recent works by emerging documentary auteur Zhao Liang, Crime and Punishment(2007) and Petition(2009). These penetrating observations of state-society relations in contemporary China render visible those who are un(der)represented, critique the deception of mass media images, and show the various complex ways in which power is connected to surveillance and visibility. Thus the filmmaker, his camera, and the spectators are implicated in power relationships as we cast voyeuristic, panoptic, activist, empathetic, or critical gazes upon the representatives of state power and upon the disenfranchised.
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On the 'Queer Film Culture: Queer Cinema & Queer Film Festivals International Conference', held at the University of Hamburg, 14-15 October 2014, alongside the Hamburg International Queer Film Festival.
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As in historical accounts, empire in video games too is concerned with the acquisition of geographical space. Like the splash of red marking the stretch of the British Empire on Victorian world maps, video games that let one play at empire are also obsessed with stamping the imperialist authority of ‘your’ nation on their in-game maps. Video game empires too work on the necessary logic of spatial expansion connected with which is the necessity to remove the ‘fog’ which prevents the player’s ‘line of sight’ from accessing information about surrounding areas. The focus on cartography and surveying in British Raj India is a useful comparison. Although much scholarship exists around the representations of the spatiality of Empire in more traditional media, there is little that addresses the video game representations of Empire. This article is about the representation and experience of space in conceptions of Empire vis-à-vis in empire-building video games, as understood in terms of both cartography and the lived experience of space. It argues that although empire-building video games are largely framed within the western imperialist discourses, the very nature of gameplay itself challenges these set notions – in a way remediating the ambiguity and anxieties of the representations of empire and its spatial constructs in earlier media.
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This chapter contemplates the ethical dimensions of the specific brand of observational cinema found in China. Because there is no popular understanding of independent documentary—and also because filmmakers almost invariably use amateur video cameras and shoot alone—many subjects are oblivious to the fact that their images are being captured for films being screened around the world. It is in this sense that, while their cameras are perfectly visible, they are also hidden. This enables directors to capture “life unawares,” as if people were being shot by a hidden camera. In this context, directors make the films they want, ignoring the ethical implications of shooting people without being upfront about their intentions or asking for consent. The chapter closely examines a set of films to explore the axiographics of the documentary, in other words how ethics is rendered in the time and space of the moving image.
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This essay performs a critical comparison of two documentary films about queer and trans people of color, Jennie Livingston's Paris is Burning (1991) and Wu Tsang's Wildness (2012) and examines how the two films negotiate of the politics of representing reality and “realness.” The comparison illuminates two entwined problematics: the ways in which the challenges faced by each film are emblematic of the larger historical context in which they were made, specifically notions of queer community and its subjects; and the ways in which the negotiation of these challenges occurs in relation to a broader field of ethical and formal questions relating to documentary itself.
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Examines the soundscapes of Derek Jarman's film "Blue" (1993) and Isaac Julien's video installation 'True north' (2007), and the way they contribute to promoting embodied responses in the viewer. Draws on the writings of Luce Irigaray and Laura U. Marks to explore the relationship between haptic theory and queer spectatorship.
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In 1990s post-Reform China, a growing number of people armed with video cameras poured out upon the Chinese landscape to both observe and contribute to the social changes then underway. This digital turn has given us a 'DV China' that includes film and media communities across different social strata and disenfranchised groups. This study takes stock of these phenomena by surveying the social and cultural landscape of grassroots and alternative cinema practices.
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Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.
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In their introduction to a collaborative study of crowds organized by the Stanford Humanities Lab in 2000, Jeffrey T. Schnapp and Matthew Tiews observe that while the first half of the twentieth century witnessed a rise of collective social action and various forms of mass assembly, the second half was a period of the decline of collective political formations and the replacement by virtual and media-based assemblies for physical crowds (Schnapp and Tiews 2006, xi). The postindustrial political economy in the West is “characterized by the coexistence of media aggregation and bodily disaggregation,” Schnapp and Tiews claim (xi).
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At the closing awards ceremony for the 7th Annual DOChina Festival held in May 2010 in Songzhuang—a gentrified artists’ village at the far eastern edge of the Beijing municipality—young animator, poet, and filmmaker Xue Jianqiang was recognized with an honorable mention for his haunting documentary Martian Syndrome. The award came with 2000 RMB, a Panasonic DV camera (the jury’s official comments noted that Xue lacked his own camcorder and had to borrow one to make his film), and the chance to speak before a gathering of who’s who in Chinese independent documentary filmmaking.
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Television dramas, both serials and series, have been a long-term recruiter of large-scale national audiences for television broadcasters as they are potentially able to speak to their audience in affective and imaginative ways (Chan 2011 ; Sun and Gorfi nkel 2014). Usually it is the locally produced drama that resonates most with a national audience, the familiarity of the setting and context often carrying signifi cant implications for social and sometimes political life (Blandford et al. 2011 , Chan 2011 ). These television texts can pick up on popular strands of discourses in the public sphere and succeed in establishing a form of dialogue with audiences; in the instances examined in this chapter, this dialogue is about the formation of national identities or citizenships. There is good reason, then, for broadcasters and governments to attempt to use television drama to educate and persuade, although Sugg and Power ( 2011 : 26-7), long-term drama producers at the BBC World Service Trust, warn that for dramas to succeed in this manner, they first have to be entertaining, otherwise they are unlikely to generate an audience in the fi rst place. Audiences are not easily fooled and can sniff out the difference between being entertained and being preached at in a didactic way. This chapter deals with a period in the history of Singapore where television historical drama played a signifi cant role in creating a national past upon which the promotion of a distinctive national identity might be based. In addition to a consideration of a selection of drama series themselves, the chapter draws upon interviews where viewers are encouraged to share their memories of these dramas, and the part they played in the construction of a Singaporean identity.
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Film scholarship on the movie-making, movie-viewing, and movie-circulating practices that have developed since the mid-1990s in China has appropriately emphasized the role played by the rise of digital video (DV) and its impact on independent and, in particular, documentary filmmaking. In this chapter, I want to explore one line of development in DV independent production that has received much less attention—what I call animateur cinema—which concerns short digital animations that are made by and/or circulated for online (or on-mobile) moviemakers/viewers. Fan-originated digital animation or egao animation can also be found online, but my focus is on animateur cinema
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