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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.

  • This article considers larger methodological questions of what political work is undertaken when scholars engage in postcolonial critiques of video games within academic intellectual frameworks. What is postcolonial game studies, and what is its purpose, within the context of larger issues of inclusion, representation, diversity, and the challenging of hegemonic power structures? After surveying some of the key literature in postcolonial game studies, the author provides critical frameworks for understanding the means by which these approaches have largely been excluded from video game studies, and their crucial function in operating against the grain of profit and innovation-driven discourses in games. This work is the extension of a larger discussion of inclusion, diversity, and tolerance discourse within the liberal academy, and particularly the functions of postcolonial, postmodern and other critical cultural scholarly interventions. In this article, the author argues for a postcolonial approach to game studies, but one that refuses to be reduced to an institutional cultural labor of due diligence, or according to Slavoj Žižek’s term, a ‘culturalization of politics’. Through the work of Stuart Hall and Sara Ahmed on intellectual diversity work within the context of large systems and academic institutions, this article asserts that the perception that critical theorizations (like postcolonial game studies) exert pressure on efficiency and innovation is greatly outweighed by the rich toolkits they bring to video games as maturing cultural forms.

  • As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshalabala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what mechanisms are at work in the enjoyment of empire-themed play experiences. To explore this question, this article develops the concept of ‘casual empire’, suggesting that the wish to play games as a casual pastime expedites the incidental circulation of imperialist ideology. Three examples – Resident Evil V (2009), The Conquest: Colonization (2015) and Playing History: Slave Trade (2013) – are used to demonstrate the production and consumption of casual empire across multiple platforms, genres and player bases. Following a brief contextualisation of postcolonial (game) studies, this article addresses casual design, by which I understand game designers’ casual reproduction of inferential racism (Hall, 1995) for the sake of entertainment. I then look at casual play, and players’ attitudes to games as rational commodities continuing a history of commodity racism (McClintock, 1995). Finally, the article investigates the casual involvement of formalist game studies in the construction of imperial values. These three dimensions of the casual – design, play and academia – make up the three pillars of the casual empire that must be challenged to undermine video games’ neocolonialist praxis.

  • 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

  • "Les bandes dessinées, chansons, films, jeux vidéos, musées, reconstitutions, romans, séries télévisées et voyages occupent de plus en plus de place dans la vie des élèves. Comment exploiter en classe ces biens, loisirs et services culturels d'histoire pour que les élèves posent de mieux en mieux certains actes mentaux que les historiennes et historiens doivent effectuer lorsqu'elles et ils adoptent leur pratique? Pour répondre à cette question, les auteures et auteurs de cet ouvrage explorent les usages scolaires possibles et souhaitables des produits qui ne sont pas associés à l'histoire savante et sur l'exploitation didactique de ce que la Loi québécoise sur les biens culturels désigne comme "?une oeuvre d'art, un bien historique, un monument ou un site historique ... une oeuvre cinématographique, audiovisuelle, photographique, radiophonique ou télévisuelle?". Les auteures et auteurs s'intéressent à des oeuvres qui ne sont pas créées pour l'école, mais qui peuvent néanmoins servir aux enseignantes et enseignants pour faire apprendre l'histoire aux élèves."--Résumé de l'éditeur.

  • 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

  • "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.

  • To date, game studies has largely undertheorized the co-production of postcolonial stories, exploration, and mapping in games. Furthermore, as has been noted before (Carr, 2006), the work that has been done on postcolonialism and play so far often leaves the player out of the equation, even sometimes as a theoretical construct. Yet player experience is crucial to understanding such games, as narratives are not only built on the ‘master’ level of game mechanics, but also through the personal stories players processually (Ash, 2009; Thrift, 2008) develop through their journey of touring and mapping, thereby developing spatial stories (De Certeau, 1984; Jenkins, 2004; Lammes, 2009) that may present us with conflicting spatio-temporal accounts. Through a comparative and collaborative auto-ethnographic analysis of Civilization VI (Sid Meier, 2016) – a turn-based strategy game – we want to push this discussion further and improve our theoretical understanding and analytical purchase of the triad relation between narrative and postcolonialism in games, thereby contributing to the field of postcolonial theory and game studies. Drawing on postcolonial geography, science and technology studies (STS), non-representational theory and game studies, we argue that games, through their playful, explorative and emergent qualities, are a powerful means of rethinking and reimagining colonial (hi)stories in this postcolonial era (Lammes, 2009, 2010) including issues of spatio-temporality, cartography and the hybrid relation between women and machines.

  • Whose Land Is It Anyway? A Manual for Decolonization provides a variety of Indigenous perspectives on the history of colonialism, current Indigenous activism and resistance, and outlines the path forward to reconciliation. This audio version features renowned Indigenous writers Taiaiake Alfred, Glen Coulthard, Russell Diabo, Beverly Jacobs, Melina Laboucan-Massimo, Kanahus Manuel, Jeffrey McNeil-Seymour, Pamela Palmater, Shiri Pasternak, Nicole Schabus, Senator Murray Sinclair, and Sharon Venne. The late Arthur Manuel’s writings are read by his grandson, Mahekan Anderson.

  • On parle beaucoup au Québec, comme dans le reste du Canada, de réconciliation avec les Premières Nations. Mais pour qu'un rapprochement fécond puisse avoir lieu, qu'une nouvelle ère, égalitaire et respectueuse, s'ouvre, le cadre constitutionnel canadien ne peut à lui seul en définir les règles. Toute entente devra aussi tenir compte des traditions autochtones. C'est dans ce contexte que le livre de Leanne Simpson trouve toute sa pertinence. L'auteure s'y demande comment redonner force, consistance et valeur à un héritage politique, juridique et culturel mis à mal par le processus colonial. D'une façon aussi concrète que tonique et audacieuse, elle y explore la langue, les mythes, les coutumes et les expériences de sa culture ancestrale afin de recouvrer et révéler cette manière singulière et originale d'être au monde trop longtemps méprisée. Si l'entreprise est inspirante pour toute communauté issue des Premières Nations, elle l'est également pour quiconque s'intéresse aux contradictions de la modernité occidentale. -- [Renaud-Bray]

  • This book examines the representation of blackness on television at the height of the southern civil rights movement and again in the aftermath of the Reagan-Bush years. In the process, it looks carefully at how television's ideological projects with respect to race have supported or conflicted with the industry's incentive to maximize profits or consolidate power. Sasha Torres examines the complex relations between the television industry and the civil rights movement as a knot of overlapping interests. She argues that television coverage of the civil rights movement during 1955-1965 encouraged viewers to identify with black protestors and against white police, including such infamous villains as Birmingham's Bull Connor and Selma's Jim Clark. Torres then argues that television of the 1990s encouraged viewers to identify with police against putatively criminal blacks, even in its dramatizations of police brutality. Torres's pioneering analysis makes distinctive contributions to its fields. It challenges television scholars to consider the historical centrality of race to the constitution of the medium's genres, visual conventions, and industrial structures. And it displaces the analytical focus on stereotypes that has hamstrung assessments of television's depiction of African Americans, concentrating instead on the ways in which African Americans and their political collectives have actively shaped that depiction to advance civil rights causes. This book also challenges African American studies to pay closer and better attention to television's ongoing role in the organization and disorganization of U.S. racial politics.

  • Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

  • 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.

  • 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.

  • 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.

  • "Native Studies Keywords explores selected concepts in Native studies and the words commonly used to describe them, words whose meanings have been insufficiently examined. This edited volume focuses on the following eight concepts : sovereignty, land, indigeneity, nation, blood, tradition, colonialism, and indigenous knowledge. Each section includes three or four essays and provides definitions, meanings, and significance to the concept, lending a historical, social, and political context. Take sovereignty, for example. The word has served as the battle cry for social justice in Indian Country. But what is the meaning of sovereignty? Native peoples with diverse political beliefs all might say they support sovereignty-without understanding fully the meaning and implications packed in the word. The field of Native studies is filled with many such words whose meanings are presumed, rather than articulated or debated. Consequently, the foundational terms within Native studies always have multiple and conflicting meanings. These terms carry the colonial baggage that has accrued from centuries of contested words. Native Studies Keywords is a genealogical project that looks at the history of words that claim to have no history. It is the first book to examine the foundational concepts of Native American studies, offering multiple perspectives and opening a critical new conversation"--Résumé du site web de l'éditeur

  • In the first episode of Black Journal , before the opening credits, comedian Godfrey Cambridge appears dressed in overalls and a painter’s cap with a paint roller in hand and methodically paints the television frame. To the viewer, it appears that his or her television is being painted black from the inside—a potent visual symbol from the first national Black public affairs program. Initially, though, the symbol emphasizes a visual challenge to the absence of Black faces on television—a show that “looks” Black, because of the visibility of its Black hosts and reporters, but where whites still have significant

  • 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.

  • Our goal in this article is to remind readers what is unsettling about decolonization. Decolonization brings about the repatriation of Indigenous land and life; it is not a metaphor for other things we want to do to improve our societies and schools. The easy adoption of decolonizing discourse by educational advocacy and scholarship, evidenced by the increasing number of calls to “decolonize our schools,” or use “decolonizing methods,” or, “decolonize student thinking”, turns decolonization into a metaphor. As important as their goals may be, social justice, critical methodologies, or approaches that decenter settler perspectives have objectives that may be incommensurable with decolonization. Because settler colonialism is built upon an entangled triad structure of settler-native-slave, the decolonial desires of white, non-white, immigrant, postcolonial, and oppressed people, can similarly be entangled in resettlement, reoccupation, and reinhabitation that actually further settler colonialism. The metaphorization of decolonization makes possible a set of evasions, or “settler moves to innocence”, that problematically attempt to reconcile settler guilt and complicity, and rescue settler futurity. In this article, we analyze multiple settler moves towards innocence in order to forward “an ethic of incommensurability” that recognizes what is distinct and what is sovereign for project(s) of decolonization in relation to human and civil rights based social justice projects. We also point to unsettling themes within transnational/Third World decolonizations, abolition, and critical space-place pedagogies, which challenge the coalescence of social justice endeavors, making room for more meaningful potential alliances

  • To the colonized, the term 'research' is conflated with European colonialism; the ways in which academic research has been implicated in the throes of imperialism remains a painful memory. This essential volume explores intersections of imperialism and research - specifically, the ways in which imperialism is embedded in disciplines of knowledge and tradition as 'regimes of truth.' Concepts such as 'discovery' and 'claiming' are discussed and an argument presented that the decolonization of research methods will help to reclaim control over indigenous ways of knowing and being. Now in its eagerly awaited third edition, this bestselling book includes a co-written introduction features contributions from indigenous scholars on the book's continued relevance to current research. It also features a chapter with twenty-five indigenous projects and a collection of poetry

Dernière mise à jour depuis la base de données : 17/07/2025 13:00 (EDT)