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Cheryl Dunye's 1996 film The Watermelon Woman earned a place in cinematic history as the first feature-length narrative film written and directed by an out black lesbian about black lesbians. This article examines how the film provides an important opportunity to mark the burgeoning genre of black queer documentary as a historiographical medium. The documentary film is a tool that highlights underexplored issues in black experience and provides a cultural site for imagining new possibilities for black lesbian subjectivity and creating innovative approaches to representing sexuality in black filmmaking.
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The popularity of massively multiplayer online role-playing games (MMORPGs) has created a unique, heavily populated virtual reality wherein player characters are explicitly differentiated by the physical characteristics of their avatars. To investigate the way real-life race perceptions influence these adopted player-character identities, we invited MMO players to participate in an online survey. In this study, we are particularly interested in overlap, or deviation, between real-life racial perceptions and the perception of fictional fantastic races (elves, dwarves). On the basis of the data collected, we found that whether players consciously associate themselves with their avatars or consciously dissociate themselves from their avatars, real-life racial tendencies unconsciously manifest through players' choices of their avatars and in their interactions with other players within the game environment.
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Though research examining violence in video games (VGs) and its potential real-world effects has been a target of academic attention, content analysis of demographical marginalization in VGs has not been as prolific. What little research there is reveals a pronounced absence and stereotyping of women and racial or ethnic minorities but ignores queer content altogether. This work explores video game demographics through quantitative analysis of the demographic composition and stereotyping of characters from 30 popular VG titles. Findings of this study support that of past analyses, evidencing that the representation of women and racial minorities is both rare and stereotyped. Queer characters are also shown to be sparse and stereotyped. While past research has largely treated race and gender separately, this study shows that multiply marginalized groups, including queers, are even more underrepresented and stereotyped. The sociocultural implications of these findings are discussed and suggestions are made for future analysis and marketing.
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The past decade has seen an explosion of lifestyle makeover television shows with audiences being urged to “renovate” everything from their homes, bodies, and children to their pets, a process that has seen the emergence of an army of lifestyle gurus on television advising us on what not to eat and what not to wear. While critical academic attention has largely focused on blockbuster reality television formats like Big Brother and Survivor, more recently a growing body of scholarship has started to focus on the “lifestyle turn” on television and the rise of the makeover format. To date much of the work on makeover television has focused on its role in the US and UK. However, in the past couple of years the lifestyle makeover show has become an increasingly global phenomenon with audiences around the world embracing everything from home renovation to plastic surgery makeover shows. This essay is concerned with examining the implications of the global dissemination of such modes of programming, associated as they are with ideologies of neoliberal individualism, self-surveillance and self-promotion, and with a strongly consumption-oriented aesthetic. It emerges out of a pilot study I have been conducting with Dr Fran Martin at the University of Melbourne as a preliminary step in a larger transnational comparative study of lifestyle programming in Asia in which we seek to examine the role of lifestyle television in both shaping and reflecting broader shifts in social and cultural identity accompanying the rise of consumer-based modes of modernity.
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The silence around queerness is decisively broken. Much has happened in the last two decades. Today, there are queer groups, writers, activists, academics, filmmakers, and an increasing number of spaces where friendship, solidarity, and political engagement can be nurtured. Queer activism has been responsible for bringing a legal challenge to Section 377 (IPC) that criminalizes “sexual acts against the order of nature”.
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Discussions of established women filmmakers whose careers have produced major bodies of work, as well as newer filmmakers and new media artists.
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Cette vidéaste regarde - et nous fait regarder - la frontière comme un espace mental et matériel : les interviews, la voix over dont le texte apparaît à l'écran, les citations de textes, les images, les sons et le found footage sont combinés de façon à donner un aperçu saisissant et intime à la fois des conditions de vie des femmes (division du travail, prostitution, violence à l'égard des femmes dans les rues, etc.) propres aux régions frontalières, c'est-à-dire se définissant en fonction des contraintes liées à leur position limitrophe, mais offrant une certaine liberté aux gens qui y vivent du fait, justement, de cette position. Il est intéressant de voir comment le road movie permet de réaffirmer la place de l'automobile comme pur moyen de mobilité, mais en même temps comment il nous oblige à nous concentrer sur un autre type de mobilité, que Walter Moser (2008, p. 9) appelle la « médiamotion », soit : une forme de mobilité que nous procurent les médias mais qui, dans un certain sens, remplace ou redouble le déplacement physique en offrant aux êtres humains une expérience presque paradoxale : le contact à distance. On peut également voir dans le road movie contemporain un « road movie interculturel6», parce que la route y trace «un espace imaginaire particulièrement apte à figurer la complexité et les asymétries de l'interculturel » (Gin 2008, p. 41), mais également parce que : l'intetculturalité [...] du road movie résiderait en ce sens dans le mouvement que subit un principe ou une pulsion d'identification culturelle ne pouvant ni se réaliser ou s'assouvir - narrativement, visuellement - dans l'univocité d'un arrêt sur image, ni pour autant s'épuiser on the road Xp. 44). En fait, la mobilité transnationale se situant au centre de cette production filmique «accentuée» donne lieu à un ensemble de tentatives en constante évolution, où les identités culturelles en devenir peuvent être «constamment reformulées dans une perspective future, bien que conditionnées par des liens historiques et des devoirs avec le passé» (Grillo, Riccio et Salih 2000, p. 16), aussi bien que par les liens qu'entretiennent les migrants et les exilés avec leur identité et leur culture d'origine.
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Many games touch upon issues that are related to the postcolonial culture we live in. Be it in the shape of referring to how it has generated ethnic differences, subscribing to (post) capitalist values of winning and gaining, or by employing militarist strategies that have been partly shaped our colonial histories, cultural notions that are related to our colonial past are often resonant in games. However, one particular strand of strategy games takes the notions of colonialism as its most central focus. Games like Age Of Empires (AOE), Civilization and Rise of Nations, may differ greatly in certain ludological aspects, but all share a strong fascination with colonial history. Through employing colonial techniques of domination like exploring, trading, map-making and military manoeuvring, players create their personal colonial pasts and futures. Even though it is evident that such games share an explicit fascination with colonial history, it remains less clear in what way they may be called postcolonial. In this article I will shed light on why and how such games can be called postcolonial and should even be conceived as one of the most significant arenas to express the tensions and frictions that are part of the postcolonial culture we live in. As postcolonial playgrounds they offer the perfect means to play with and make sense of how colonial spatial practices have shaped contemporary culture. I will argue that the very character of digital games as well as the specific game mechanisms of historical strategy games makes them postcolonial playgrounds par excellence.
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The western media has been eager to construct an apparent link between the so-called moral desensitization of soldiers in the 2003 Iraq War and their expe-rience of video game combat. Commentators assert that ‘games have avoided engaging the real-life issues to which they are responding’ (Zacny 2008), includ-ing the issue of combat trauma. Contrary to such positions, many video games already simulate the trauma in their gameplay experience; this article explores this concept from Brown’s definition of trauma as ‘outside the range of human experience’ (1995: 101). This evokes recent work in games studies on in-game involvement and identity-formation and raises questions about the role of moral-ity in gameplay, especially in multi-player combat games like Counter-Strike, Call of Duty 4 and America’s Army. Working from these hitherto overlooked aspects of trauma in gameplay experiences, this article challenges the oversim-plified association of video games with the desensitization of US troops in recent conflicts.
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Combines post-modern theory with the comic wisdom of the tribal trickster to explore the effects of nostalgic simulations of "Indian-ness".
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Traces the rise of black participation in cyberspace.Deftly interweaving history, culture, and critical theory, Anna Everett traces the rise of black participation in cyberspace, particularly during the early years of the Internet. She challenges the problematic historical view of black people as quintessential information-age outsiders or poster children for the digital divide by uncovering their early technolust and repositioning them as eager technology adopters and consumers, and thus as coconstituent elements in the information technology revolution. She offers several case studies that include lessons learned from early adoption of the Internet by the Association of Nigerians Living Abroad and their Niajanet virtual community, the grassroots organizing efforts that led to the phenomenally successful Million Woman March, the migration of several historic black presses online, and an interventionist critique of race in contemporary video games. Ultimately, Digital Diaspora shows how African Americans and African diasporic peoples developed the necessary technomastery to ride in the front of the bus on the information superhighway.Anna Everett is Professor of Film and Media Studies at the University of California, Santa Barbara. Her books include Learning Race and Ethnicity: Youth and Digital Media; New Media: Theories and Practices of Digitextuality; and Returning the Gaze: A Genealogy of Black Film Criticism, 1909–1949.
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From Amos 'n' Andy to The Jeffersons to Family Matters to Chappelle's Show, this volume covers it all with entries on all different genres_animation, documentaries, sitcoms, sports, talk shows, and variety shows_and performers such as Muhammad Ali, Louis Armstrong, Bill Cosby, and Oprah Winfrey. Additionally, information can be found on general issues, ranging from African American audiences and stereotypes through the related networks and organizations. This book has hundreds of cross-referenced entries, from A to Z, in the dictionary and a list of acronyms with their corresponding definitions. The extensive chronology shows who did what and when and the introduction traces the often difficult circumstances African American performers faced compared to the more satisfactory present situation. Finally, the bibliography is useful to those readers who want to know more about specific topics or persons.
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This article focuses on questioning and theorizing the visual and discursive disappearance of blackness from virtual fantasy worlds. Using EverQuest, EverQuest II, and World of Warcraft as illustrative of a timeline of character creation design trends, this article argues that the disappearance of blackness is a gradual erasure facilitated by multicultural design strategies and regressive racial logics. Contemporary fantasy massively multiplayer online role-playing games (MMORPGs) privilege whiteness and contextualize it as the default selection, rendering any alterations in coloration or racial selection exotic stylistic deviations. Given the Eurocentrism inherent in the fantasy genre and embraced by MMORPGs, in conjunction with commonsense conceptions of Blacks as hyper-masculine and ghettoized in the gamer imaginary, players and designers do not see blackness as appropriate for the discourse of heroic fantasy. As a result, reductive racial stereotypes and representations proliferate while productive and politically disruptive racial differences are ejected or neutralized through fantastical proxies.
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Undercurrents engages the critical rubric of "queer" to examine Hong Kong's screen and media culture during the transitional and immediate postcolonial period. Helen Hok-Sze Leung draws on theoretical insights from a range of disciplines to reveal parallels between the crisis and uncertainty of the territory's postcolonial transition and the queer aspects of its cultural productions. Leung explores Hong Kong cultural productions -- cinema, fiction, popular music and subcultural projects -- and argues that while there is no overt consolidation of gay and lesbian identities in Hong Kong culture, undercurrents of diverse and complex expressions of gender and sexual variance are widely in evidence. Undercurrents uncovers a queer media culture that has been largely overloo... Source: Publisher
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The popularity and visibility of video games within American popular culture is prompted debates within from a spectrum of institutions, ranging from the media and the academy to Main Street and the political sphere. Erasing the complexity, much of the discourse focuses instead on questions of violence and the impact of gaming culture on (White) American youth. While focusing on Grand Theft: San Andreas specifically, this essay explores the culture wars surrounding American video game culture, arguing that the moral panics directed at video games and the defenses/celebrations of virtual reality operate through dominant discourses and hegemonic ideologies of race. Erasing their racial content and textual support for state violence directed at communities of color, the dominant discourse concerning youth and video games rationalizes the fear and policing of Black and Brown communities.
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This chapter examines and responds to the silencing, resistance to any intrusion of questions about race and racism, and overall erasure of race from the debates and broader discourse concerning video game culture. It not only provides insight into the nature and logics guiding claims of colorblindness, but also connects the ideologies and culture of denial to the broader racial discourse of post-civil rights America. Hoping to inspire debate and transformative knowledge sharing, this chapter additionally offers a textually-based racial analysis of Outlaw Volleyball as an example of the type of critical examination required to move beyond a culture that often reduces bodies and voices of people of color to objects of gaze, ridicule, and consumption while denying any sorts of criticism and questions regarding the racial meaning and texts evident within much of today’s gaming.
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In the wake of 9/11, US popular culture has played an important role in the manufacture of consent and the mediation of contradictions. In particular, video games have aff orded the production of interactive, narrative spaces for the reassertion of race, nation, and gender. Through a close reading of two video games, Gun and Ghost Recon Advanced Warfighter 2, we unpack the insecurities of empire and how racialized violence, colonial categories, and territorial claims work to resecure Whiteness, masculinity, and Americanness. Special attention is given to the militarization of video games and rhetorical struggles over the meaning of race and culture amid the ‘War on Terror’.
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This paper approaches the debate over the notion of “magic circ-le” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of diffé-rance to understand gameplay as process; questioning its boun-daries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
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While the violent content of video games has caused wide concern among scholars, gender, and racial stereotypes in video games are still an understudied area. The purpose of this chapter is to provide a better understanding of the stereotypical phenomenon in video games. The book chapter first provides a comprehensive review of previous studies conducted upon gender-role and racial portrayals in video games. Then a small-scale content analysis on a sample of official trailers, introductory sequences and covers of 19 of the most popular video games is introduced. Finally, the implications of stereotype in video games and the possible social and psychological impacts on players, especially adolescent players, are discussed.
Explorer
1. Approches
- Étude des représentations
- Analyses formalistes (20)
- Approches sociologiques (163)
- Épistémologies autochtones (27)
- Étude de la réception (47)
- Étude des industries culturelles (132)
- Genre et sexualité (132)
- Histoire/historiographie critique (88)
- Humanités numériques (23)
- Méthodologie de recherche décoloniale (30)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (21)
- Auteur.rice autochtone (9)
- Auteur.rice LGBTQ+ (8)
- Auteur.rice noir.e (47)
- Auteur.rice PANDC (130)
- Autrice (145)
- Créateur.rice autochtone (23)
- Créateur.rice LGBTQ+ (21)
- Créateur.rice noir.e (17)
- Créateur.rice PANDC (22)
- Créatrice (23)
- Identités diasporiques (32)
4. Corpus analysé
- Afrique (8)
- Amérique centrale (10)
- Amérique du Nord (144)
- Amérique du Sud (31)
- Asie (106)
- Europe (50)
- Océanie (4)
4. Lieu de production du savoir
- Afrique (4)
- Amérique centrale (2)
- Amérique du Nord (198)
- Amérique du Sud (19)
- Asie (52)
- Europe (65)
- Océanie (20)
5. Pratiques médiatiques
- Études cinématographiques (59)
- Études du jeu vidéo (136)
- Études télévisuelles (114)
- Histoire de l'art (20)
- Histoire de l'art - art autochtone (10)