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In the last decades, digital games have moved from niche to mainstream. As more people play, talk about, and engage with these artifacts, they have become an important part of contemporary cultures, giving rise to game literacy—the set of skills needed to meaningfully engage with video games. While the potentials of game literacy have, to some extent, been already discussed in the literature, we have not adequately discussed the need for a game literacy that problematizes the sociocultural dimensions of gaming, including the hegemonic, exclusionary rationales implicitly disseminated through mainstream gaming. In this chapter, I outline a decolonial model for game literacy, remarking how the reflection about the gaming circuits of production and dissemination should be part of any initiative that aims at dealing with critical and creative competences towards gaming, and how these are crucial for any citizen in contemporary societies.
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Counter-Hegemonic Representations of Japanese Cultural Icons in Sekiro Abstract: Through fictional or non-fictional narratives, media representations of the past communicate specific interpretations, which lets users negotiate the past's prospective meanings. Additionally, these cultural constructions of the past are produced and disseminated in the present. Hence, the existing hegemonic power relations influence the depiction and recognition of cultural communities in the construction of the past. Therefore, the approach to framing cultures in pop-culture representations becomes a preponderating factor in how people perceive such cultures and periods. Sekiro: Shadows Die Twice, at first glance, can be considered as a game that follows the same vein of exploiting the western craze for the ninja archetype, as seen in its predecessors like the Onimusha and Tenchu series. However, it takes a bold stance against the persisting ‘self-Orientalist’ framework by reclaiming the ninja myth from marketized exoticization. Borrowing from Said’s theory of Orientalism, I would first like to analyze the existing self-Orientalism in depicting and marketing Japanese cultural icons. I would then like to highlight how this game is not an exoticized cultural artefact and further discuss the implications of such a portrayal in the contexts of representation and authenticity. I conclude that by undercutting innate stereotypes and using inherently Japanese characters, the game reappropriates the agency to depict Japanese cultural icons, from a non-Oriental, non-exoticized viewpoint. Thus, Sekiro: Shadows Die Twice becomes a stand-out in the video game industry in this respect. Bio: Geoffrey Fernandez is a PhD candidate at the Department of Humanities and Social Sciences at the Birla Institute of Technology and Science Pilani, Pilani campus. His doctoral research examines the use of culture, mythology, and folklore in video games.
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Recent research has started focusing on the representation of history in videogames. Such representation is almost always of mainstream history and usually presented from a Western perspective. Set in a fictitious Himalayan kingdom in South Asia, Ubisoft’s Far Cry 4 is arguably a crucial example of how history is represented using Western and even colonial frameworks and where the narratives that do not emerge from conventional written history are almost always rendered invisible. Using the frameworks of Subaltern Studies and “border-thinking,” this essay attempts to unpack issues of Orientalism and “colonial difference”; it then engages with postcolonial digital humanities and postcolonial game studies to comment on how history is represented in videogames and how the neglected gaps and silences in the game are important in constructing the historiography in videogames. In the process, the essay engages in a debate with current notions of videogame-historiography.
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Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play.
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This book proposes contemporary decolonization as an approach to developing cultural economies in the Global South. This book represents the first critical examination and comparison of cultural and creative industries (CCI) and economy concepts in the Caribbean and Africa.
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Television is predisposed to the perception that it is the opposite of art and politics and that it is a time-consuming means for “dumbing down,” placating, disempowering and benumbing the citizenry. Through a discussion of the place of art and that of television, I use, as a conceptual framework, the convergence of the white cube and the black box to interrogate dynamics of postcoloniality, vision and power and how this forged divergent modernisms. Television in Africa did not, as with postwar America, create a sense of collective communities of spectatorship that would be brought closer to art appreciation through television. Rather, television, as the political, social and cultural phenomenon of modernization in various African countries, seemed to corrupt what was regarded as “pristine” cultural practices. However, since it coincided with colonial independence and the emergence of postcolonial nations, it became intertwined with various modes and mediums through which new forms of social consciousness aimed at self-definition and self-representation could be disseminated. The convergence of the white cube spaces of art and the black box of television enables an engagement with the colonial spatio-temporal distanciation of Africa from the global stage.
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In 'Eros Ideologies' Laura E. Perez explores the decolonial through Western and non-Western thought concerning personal and social well-being. Drawing upon Jungian, people-of-color, and spiritual psychology alongside non-Western spiritual philosophies of the interdependence of all life-forms, she writes of the decolonial as an ongoing project rooted in love as an ideology to frame respectful coexistence of social and cultural diversity. In readings of art that includes self-portraits by Frida Kahlo, Ana Mendieta, and Yreina D. Cervantez, the drawings and paintings of Chilean American artist Liliana Wilson, and Favianna Rodriguez's screen-printed images, Perez identifies art as one of the most valuable laboratories for creating, imagining, and experiencing new forms of decolonial thought. Such art expresses what Perez calls eros ideologies: understandings of social and natural reality that foreground the centrality of respect and care of self and others as the basis for a more democratic and responsible present and future. Employing a range of writing styles and voices-from the poetic to the scholarly-Perez shows how art can point to more just and loving ways of being.
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The treatment of colonialism in video games, barring a few notable exceptions, is marked by a Western and, specifically, late 19th-century imperialist bias. Simultaneously, in the past two decades of multifaceted research and the development of robust theoretical frameworks in the still fledgling discipline of game studies, postcolonial discourses, whether they comprise critiques of imperialism or neocolonialism, have not been prominently highlighted until very recently. A coherent effort to bring together the current research on postcolonialism in video games was also urgently required. Further, the past years has seen a rather persistent, albeit unexpected, emergence of a pro-colonial or pro-imperialist discourse in mainstream academia that even justifies the continuance of empire as an ameliorating influence on the people of the so-called developing countries, most of which had formerly been colonized by European powers.Thus, it is the aim of this issue to address this epistemic omission and counter such bias where it exists by also bridging video games research with larger discussions of postcolonialism in other humanities contexts and disciplines. The various articles in this special issue offer a range of perspectives from epistemological power to theory and praxis in critical academia, to contexts of production and practices of play, to close readings of postcolonial traces in video games. These varying approaches to the analysis of video games and their societal and historical contexts open up the debates further to a diverse set of topics ranging from board games to phone games or from mainstream high-budget console games to indie titles that question colonialism. As video games address issues relating to orientalism, subalternity, and hybridity as well as the current ambiguities in conceiving nationhood and the postcolony, the articles in this issue will also likely adumbrate further serious commentary that will develop both game studies research and current conceptions of the postcolonial.
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Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you’re not part of the supposed “majority”. Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo
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Peut-on envisager une autre histoire du jeu vidéo ?
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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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"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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The postcolonial has still remained on the margins of Game Studies, which has now incorporated at length, contemporary debates of race, gender, and other areas that challenge the canon. It is difficult to believe, however, that it has not defined the way in which video games are perceived; the effect, it can be argued, is subtle. For the millions of Indians playing games such as Empire: Total War or East India Company, their encounter with colonial history is direct and unavoidable, especially given the pervasiveness of postcolonial reactions in everything from academia to day-to-day conversation around them. The ways in which games construct conceptions of spatiality, political systems, ethics, and society are often deeply imbued with a notion of the colonial and therefore also with the questioning of colonialism. This article aims to examine the complexities that the postcolonial undertones in video games bring to the ways in which we read them.
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This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience ? including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
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La perspectiva de la modernidad/colonialidad provee un encuadre alternativo para los debates sobre la modernidad, la globalización y el desarrollo desde la periferia latinoamericana del sistema mundo moderno colonial. Las ideas que se exponen en el presente artículo, proporcionan un guía de lectura frente a los principales rasgos del entramado conceptual que rodea a este lugar de enunciación del conocimiento. La perspectiva modernidad/colonialidad aporta una reflexión sobre la cultura y diferentes planos de la realidad social y política, nutrida en debates académicos sustentados no desde una perspectiva intra-epistémica, como los discursos críticos europeos, sino desde la mirada de los receptores de los supuestos beneficios del mundo moderno. Se presenta así un contexto para interpretar Latinoamérica, entendida más como un espacio epistémico y de producción de conocimiento, que como una región objeto de conocimientos pre-establecidos.
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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 dissertation centers on the relationship between art and politics in postwar Central America as materialized in the specific issues of racial and gendered violence that derive from the region's geopolitical location and history. It argues that the decade of the 1990s marks a moment of change in the region's cultural infrastructure, both institutionally and conceptually, in which artists seek a new visual language of experimental art practices to articulate and conceptualize a critical understanding of place, experience and knowledge. It posits that visual and conceptual manifestations of violence in Central American performance, conceptual art and installation extend beyond a critique of the state, and beyond the scope of political parties in perpetuating violent circumstances in these countries. It argues that instead artists use experimental practices in art to locate manifestations of racial violence in an historical system of domination and as a legacy of colonialism still witnessed, lived, and learned by multiple subjectivities in the region. In this postwar period artists move beyond the cold-war rhetoric of the previous decades and instead root the current social and political injustices in what Aníbal Quijano calls the `coloniality of power.' Through an engagement of decolonial methodologies, this dissertation challenges the label "political art" in Central America and offers what I call "visual disobedience" as a response to the coloniality of seeing. I posit that visual colonization is yet another aspect of the coloniality of power and indispensable to projects of decolonization. It offers an analysis of various works to show how visual disobedience responds specifically to racial and gender violence and the equally violent colonization of visuality in Mesoamerica. Such geopolitical critiques through art unmask themes specific to life and identity in contemporary Central America, from indigenous genocide, femicide, transnational gangs, to mass imprisonments and a new wave of social cleansing. I propose that Central American artists--beyond an anti-colonial stance--are engaging in visual disobedience so as to construct decolonial epistemologies in art, through art, and as art as decolonial gestures for healing.
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I was about 10 or 11 years old when I, together with my parents, religiously tuned in weekly to the situation comedy ¿Qué pasa U.S.A.? While I do not recall the specific year the show aired in Puerto Rico, I do remember that it was broadcast on WIPR-Channel 6, the island’s public television station. Watching one of my favorite sitcoms on what I then considered the boring channel was rather odd. However, I never thought it strange that the Peñas, ¿Qué pasa U.S.A.? ’s working-class three-generation Cuban/Cuban-American family, resided in Miami or that some of the characters communicated bilingually in English and Spanish. For me, ¿Qué pasa U.S.A.? was a show that resembled other locally produced situation comedies broadcast on commercial television, with the difference that the Peña family were Cuban immigrants who, instead of residing in Puerto Rico (like some of my childhood friends), lived in Miami (like many of my friends’ relatives). Probably as a result of the principal characters’ cultural references and their accents in Spanish, I decoded ¿Qué pasa U.S.A.? as a Cuban sitcom. Fast-forward to 2004. I was invited to write a 500-word encyclopedia entry on ¿Qué pasa U.S.A.? Without having any information on the show at hand, I immediately accepted. This was an opportunity to revisit a program I loved. After conducting the research I realized the uniqueness of ¿Qué pasa U.S.A.? Sponsored by the U.S. Office of Education Emergency School Assistance Act– Television Program (ESAA-TV), ¿Qué pasa U.S.A.? —considered the first bilingual situation comedy broadcast on U.S. television— addressed the culturalgenerational misunderstandings and the socio-cultural adjustments endured by the Peñas, a 1960 Cuban exile family.
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This important book showcases institutional and private efforts to collect, document, and preserve African American art in American's fourth largest city, Houston, Texas. Eminent historian John Hope Franklin's essay reveals his passionate commitment to collect African American art, while curator Alvia J. Wardlaw discusses works by Robert S. Duncanson, Henry Ossawa Tanner, Horace Pippen, and Bill Traylor as well as pieces by contemporary artists Kojo Griffin and Mequitta Ahuja. Quilts, pottery, and a desk made by an African American slave for his daughter contribute to the overview. The book also focuses on the collections of the "black intelligentsia," African Americans who taught at black colleges like Fisk University, where Aaron Douglas founded the art department. A number of the artists represented were collected privately before they were able to exhibit in mainstream museums.
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Interview with author, Dr. Laura Pérez, Professor of Ethnic Studies at UC Berkeley on her most recent book, Eros Ideologies: Writings on Art, Sprituality, & the Decolonial.
Explorer
1. Approches
- Méthodologie de recherche décoloniale
- Analyses formalistes (2)
- Approches sociologiques (10)
- Étude de la réception (2)
- Étude des industries culturelles (9)
- Étude des représentations (14)
- Genre et sexualité (6)
- Histoire/historiographie critique (8)
- Muséologie critique (1)
- Théorie(s) et épistémologies des médias (4)
- Théories postcoloniales et décoloniales (12)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice PANDC
- Auteur.rice (1)
- Auteur.rice LGBTQ+ (1)
- Auteur.rice noir.e (4)
- Autrice (6)
- Créateur.rice autochtone (1)
- Créateur.rice LGBTQ+ (3)
- Créateur.rice noir.e (1)
- Créateur.rice PANDC (4)
- Créatrice (1)
- Identités diasporiques (3)
4. Corpus analysé
- Afrique (2)
- Amérique centrale (3)
- Amérique du Nord (11)
- Amérique du Sud (3)
- Asie (6)
- Europe (3)
4. Lieu de production du savoir
- Afrique (1)
- Amérique centrale (1)
- Amérique du Nord (10)
- Amérique du Sud (1)
- Asie (7)
- Europe (5)
- Océanie (1)
5. Pratiques médiatiques
- Études du jeu vidéo (11)
- Études télévisuelles (4)
- Histoire de l'art (5)