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"Le paradigme hégélien de la reconnaissance, admirablement critiqué par Frantz Fanon dans l'œuvre phare à laquelle ce livre rend hommage, est aujourd'hui évoqué, sous sa forme libérale, dans les débats entourant l'autodétermination des peuples colonisés, notamment les peuples autochtones d'Amérique du Nord. Politologue et militant, membre de la Nation dénée du Nord-Ouest du Canada, l'auteur reprend ici la critique fanonienne et démontre en quoi cette reconnaissance ne fait que consolider la domination coloniale. Cet ouvrage de théorie politique engagée appelle à rebâtir et redéployer les pratiques culturelles des peuples colonisés sur la base de l'autoreconnaissance, seule voie vers une réelle décolonisation. Penseur marxiste, Coulthard sait que le marxisme ne peut s'appliquer tel quel à la lutte des Autochtones, mais il en souligne la contribution potentielle et signe ici un véritable traité de combat décolonial et anticapitaliste."
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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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"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.
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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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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.
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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.
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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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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]
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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.
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"Through innovative and critical research, this anthology inquires and challenges issues of race and positionality, empirical sciences, colonial education models, and indigenous knowledges. Chapter authors from diverse backgrounds present empirical explorations that examine how decolonial work and Indigenous knowledges disrupt, problematize, challenge, and transform ongoing colonial oppression and colonial paradigm. This book utilizes provocative and critical research that takes up issues of race, the shortfalls of empirical sciences, colonial education models, and the need for a resurgence in Indigenous knowledges to usher in a new public sphere. This book is a testament of hope that places decolonization at the heart of our human community." -- Prové de l'editor.
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En esta conversación entre la cineasta documental Marta Rodríguez y Pedro Pablo Gómez, antes que hacer un recorrido cronológico por el trabajo la artista, se abordan problemas tranversales que están presentes a lo largo de su obra: el cine documental como modo de representación; la construcción de una metodología del cine documental latinoamericano; el carácter decolonial de la obra de Rodríguez y su compromiso indeclinable durante más de cuatro décadas de acompañar las luchas de campesinos, indígenas y afrodescendientes, entre otros. Y es en este abordaje donde Marta Rodríguez, haciendo uso de una memoria extraordinaria, puede tejer un relato en el que se destaca la ética de la artista y su compromiso indeclinable de denuncia de las injusticias sociales, utilizando las tecnologías del cine, no para hablar por las víctimas, sino para hacer escuchar sus voces y mantener vivas sus imágenes; unas imágenes que interpelan el discurso colonial mediante el cual se ha tejido nuestro relato de nación. Dans cette conversation entre la cinéaste documentaire Marta Rodríguez et Pedro Pablo Gómez, avant d'entreprendre une tournée chronologique de l'œuvre de l'artiste, nous traitons les problèmes transversaux présents tout au long de son travail : le cinéma documentaire comme mode de représentation ; la construction d'une méthodologie du documentaire latino-américain; la nature décoloniale de l'œuvre de Rodríguez et son engagement pendant plus de quatre décennies pour accompagner les luttes des paysans, des indigènes et des Afro-descendants, entre autres. Et c'est dans cette approche que Marta Rodríguez, avec une mémoire extraordinaire, peut tisser une histoire qui souligne l'éthique de l'artiste et son engagement indécelable à dénoncer les injustices sociales, en utilisant les technologies du cinéma –pour ne pas parler en lieu des victimes, mais pour faire entendre leur voix et garder leurs images vivantes. Des images qui contestent le discours colonial par lequel notre récit de nation a été tissé.
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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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This dissertation aims to describe the specific schooling process developed in the quilombo of Conceição das Crioulas, in Salgueiro / PE. This process was a result of the socio-historical reconstruction movement of the quilombo’s history, which started in the 1980s. This process triggered several conflicts, and priority was given to the regaining of their territory and to the search for educational practices with decolonizing ideals. Based on the individual and collective memories of Conceição das Crioulas people, we have registered the historical accounts of the community’s resistance to the domination and oppression systems imposed to them since the arrival of the creole founders until today. The methodological trajectory was based on interviews, informal conversations and the analysis of a video-documentary, specifically recorded for this research. This path also allowed us to evaluate how we have perceived and done our school education over a period of twenty-two years, whose milestone is the inauguration, in 1995, of Professor José Mendes school, a local public school where grades 6th to 9th are taught. First, this paper addresses important elements for the beginning of this search. Next, it describes practices and specific actions of the education of Conceição das Crioulas. After that, it draws a comparative analysis about this and other pedagogical experiences, highlighting connections and significant distances between them. Finally, at the end of the last chapter, it conceptualizes this experience, which was named Crioula Pedagogy in the community.
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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.
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Established in 2004, Maori Television has had a major impact on the New Zealand broadcasting landscape. But over the past year or so, the politics of Maori Television have been brought to the foreground of public consciousness, with other media outlets tracking Maori Television's search for a new CEO, allegations of editorial intervention and arguments over news reporting approaches to Te Kohanga Reo National Trust.Based on a Marsden Grant and three years of interviews with key stakeholders – staff, the Board, other media, politicians, funders and viewers – this is a deep account of Maori Television in its first ten years. Jo Smith argues that today's arguments must be understood within a broader context shaped by non-Maori interests. Can a Maori broadcaster follow both tikanga and the Broadcasting Standards Authority? Is it simply telling the news in Maori, or broadcasting the news with a Maori perspective? How can it support te reo Maori at the same time as appeal to all New Zealand? How does it function as the voice of its Maori stakeholders?Offering five frameworks to address the challenges of a Maori organisation working within a wider non-Maori context, this is a solidly researched examination of Maori Television's unique contribution to the media cultures of Aotearoa New Zealand.
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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 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.
Explorer
1. Approches
- Méthodologie de recherche décoloniale
- Analyses formalistes (6)
- Approches sociologiques (21)
- Épistémologies autochtones (13)
- Étude de la réception (4)
- Étude des industries culturelles (19)
- Étude des représentations (30)
- Genre et sexualité (12)
- Histoire/historiographie critique (23)
- Humanités numériques (3)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (5)
- Auteur.rice autochtone (14)
- Auteur.rice LGBTQ+ (2)
- Auteur.rice noir.e (9)
- Auteur.rice PANDC (20)
- Autrice (24)
- Créateur.rice autochtone (5)
- Créateur.rice LGBTQ+ (3)
- Créateur.rice noir.e (1)
- Créateur.rice PANDC (6)
- Créatrice (5)
- Identités diasporiques (5)
4. Corpus analysé
- Afrique (6)
- Amérique centrale (5)
- Amérique du Nord (37)
- Amérique du Sud (9)
- Asie (11)
- Europe (5)
- Océanie (4)
4. Lieu de production du savoir
- Afrique (3)
- Amérique centrale (1)
- Amérique du Nord (35)
- Amérique du Sud (5)
- Asie (8)
- Europe (15)
- Océanie (4)