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  • Marlon Rachquel Moore interviews emerging independent filmmaker Tina Mabry about her southern upbringing, racial and sexual consciousness, and the joys and turbulence of bringing her first feature-length film, Mississippi Damned, to the silver screen. Mississippi Damned is based on Mabry's family and set in her hometown of Tupelo, Mississippi.

  • The Velvet Light Trap 53 (2004) 26-39 On December 2, 2001, HBO began airing Project Greenlight, a twelve-part documentary series chronicling the production of a feature film by novice writer-director Pete Jones. With its spectacle of backroom dealings, unchecked egos, and human frailties, the television series capitalized on the contemporaneous success of like-minded "reality" programs such as Survivor and Temptation Island. Perhaps more closely, Project Greenlight also tapped into the current vogue for the "behind-the-scenes" and the "making-of" genres, represented by straight-to-video titles such as Star Trek-Deep Space Nine: Behind the Scenes (1993), Making of Jurassic Park (1995), and The Matrix Revisited (2001), television programs such as the Sundance Channel's Anatomy of a Scene, HBO's First Look, and MTV's Making the Video, and the proliferation of behind-the-scenes and making-of packaging on DVDs. A reflection of the growth of film-related ancillary products in the 1980s, the ever-expanding Hollywood ego, and the demands of a twenty-four-hour television cable market, the increased appearance of the making-of documentary format no doubt also reflects the renewed interest in amateur filmmaking promulgated by the age of desktop video. Perhaps as a manifestation of this interest, making-of documentaries have become increasingly more detailed in their coverage. Whereas the 1981 television special The Making of "Raiders of the Lost Ark" (Phillip Schuman) focuses mostly on the film's stunt work, special effects, location shoots, and set design, the recently released making-of documentary The Matrix Revisited focuses on script development, preproduction, production, postproduction, and exhibition, introducing viewers to costume designers, storyboard artists, and editors along the way. This attention to production detail can also be seen in Sundance's Anatomy of a Scene, which hones in on the construction, from music to costume to camera work, of a single scene. And certainly raising the bar on the level of detail included in the making-of genre is Project Greenlight, which is a "warts-and-all" look at film production, from squabbles over budgets to catering fiascos. Despite the making-of video's increased attention to the minutiae of filmmaking, one of the areas that remains outside the purview of most Hollywood making-of documentaries is the production of sex. Discussions about the cinematic logistics of creating a sex scene—how, when, and with what resources—are usually not featured in making-of documentaries. Of course, given our celebrity-driven culture, the question of sex vis-à-vis film production, particularly a Hollywood film production, is hardly absent from the publicity that surrounds a film. It is not uncommon to hear actresses or actors discussing what it was like to kiss another actor on the set. But these kinds of concerns are usually the province of entertainment magazines and television, not the province of ancillary related products such as the making-of video. While stories of roles requiring nudity or sex scenes abound on television shows such as Access Hollywood, Entertainment Tonight, and E! News Daily,these kinds of topics are less likely to appear in production-generated documentaries. Indeed, while the production of the provocative sex scene between Halle Berry and Billy Bob Thornton in Monster's Ball (Marc Forster, 2001) generated much discussion on television entertainment programs, talk shows, and newsmagazines, it was the film's prison execution sequence that was featured in the Sundance Channel's making-of special on the film. Given the lack of focus on sex scenes in most making-of documentaries, it is interesting to note that the two existing making-of documentaries for lesbian-made, lesbian-themed feature films—The Making of Bar Girls (1995) and Moments: The Making of Claire of the Moon (1992)—both heavily focus on the production of lesbian sex. Moreover, both lesbian making-of documentaries emphasize the cast's and the crew's sexual titillation over the creation of sexual sequences. In this essay I look at what this strategy reveals about the collective climate and concerns of lesbian feature filmmaking in the United States today.

  • Thérèse Lamartine est bien connue des milieux féministes. Détentrice d’une maîtrise en études cinématographiques, elle a publié Elles, cinéastes... ad lib, en 1985, aux Éditions Remue-ménage, dans lequel elle présentait des réalisatrices de diverses origines, actives entre 1895 et 1981. En 2009, elle publiait Soudoyer Dieu, un roman scrutant la longue et inconsolable douleur d’un groupe de femmes après la tuerie de Polytechnique. Avec Le Féminin au cinéma, une petite plaquette consacrée aux films «de femmes» ou, comme elle le précise, aux films qui «sculptent un art du mieux-vivre la mixité dans nos sociétés ou [qui] débrident les stéréotypes et nous dérident à la fois», Lamartine ouvre les portes d’un monde cinématographique souvent méconnu et rend hommage à des femmes de cinéma, autant derrière que devant la caméra. En sortant ces femmes de l’ombre, elle met au jour un cinéma riche et original, mais méconnu.

  • The queer women's comedic web series that have flourished in the last decade, serving as launching pads for their creators, coincided with media-industry nichification's segmentation of a consumer population regarded by advertisers and content providers as one monolithic LGBTQ community. The series I examine-from The Slope, which premiered in 2010, to Strangers, released in 2017-voice their creators' and characters' marginalization from and even opposition to such an imagined community, through recourse to what I call a "bad queer" rhetorical practice, which uses ironic metacommentary to critique assimilationist values and tropes alongside queer identity policing. These series emerged, at least initially, as an alternative sphere of queer media production and a queer discursive mode that employs disidentification as a politicized strategy to challenge dominant LGBTQ scripts. Offering an irreverent alternative to mainstream and millennial LGBTQ cultural products, these "bad queer" web series express the plurality of the queer "community" and expose political contestations within its ranks, and in so doing serve as brand differentiation for a new generation of queer media producers.

  • Most writing on transgender cinema focuses on representations of trans people, rather than works made by trans people. This article surveys the history of trans and gender variant people creating audiovisual media from the beginning of cinema through today. From the professional gender impersonators of the stage who crossed into film during the medium’s first decades to selfidentified transvestite and transsexual filmmakers, like Ed Wood and Christine Jorgensen of the mid-twentieth century, to the enormous upsurge in trans filmmaking of the 1990s, this article explores the rich and complex history of trans and gender variant filmmaking. It also considers the untraceable gender variant filmmakers who worked in film and television without their gender history becoming known and those who made home movies that have been lost to history.

  • The article offers information related to the incention of digital remix culture by black men and queer women. It mentions about technique of extracting segments from existing recordings and using them to form the musical tracks of hiphop songs; and nonqueer and nonfemale people have participated heavily in fan production, digital sampling and gave rise to culture that has proliferated and thrived on the internet primarily through the creative labor of minority musical and fiction artists.

  • Back in 2009, Critical Distance was founded to answer the question: “Where is all the good writing about games?” Our goal for the last 10 years has always been to facilitate dialogue. Through roundups, roundtables, podcasts, and critical compilations, we provide one place where all the most important discourse is collected together. We aim to build a foundation for ongoing conversations between developers, critics, educators and enthusiasts about critical issues in games culture. We are a compendium of the most incisive, thought-provoking, and remarkable discussion in and around games, keeping it archived for years to come. Our work has helped new writers to find their voice, educators to find resources to help their students develop critical thinking, and developers to become more reflective in their design practice.

  • What could a history of game studies be from the perspective of a queer Chickasaw feminist scholar? Should this be a disciplining manifesto, a polemical call to arms for radical transformation, a survey of the existing scholarship that has thus far framed games ludologically as fun, as sportsmanship, as design, or as epic struggles for political power where the player rather ominously wins or dies? I’m a bit of an interloper as a recent arrival from Indigenous studies to video-game studies, a field that represents both the end of history and the ahistoricity of pop-culturally–oriented archives that are presentist at best, and at worst, complicit with an industry derived from settler militaristic technologies and platforms and compelled by niche markets to innovate faster and faster to saturate more and more households at the structural level of occupation. And then there is the problem of what the history of game studies has been: Greco-Roman, European, cis white male, heterosexual, orientalist, algorithmic, and code driven with the techno-optimism of Silicon Valley alongside Jane McGonigal’s fundamental belief that games have and will save the world once they unite the collective brain power of all the gamers and bend them to a single task—and if not all that, then peak 1980s geekery with a hint of liberal multiculturalism thrown in, if Ernest Cline’s Ready Player One is anything to go by. It is as if the history of game studies has only ever been an imperial read-only memory to be mined, played, and spatialized within the conscriptions of conquistador archives already known and yet to be discovered.

  • Video games studies, including many of our most inspired written accounts of video game history, is very white. Stories about US video game pioneers, from engineers and designers to early adopters and arcade patrons, tend to be mostly about the white men who created, consumed, and periodically saved the industry. Even now that game history is on the verge of becoming as queer and ostensibly nonconformist as some aspects of its games and culture are theorized to be, these new avenues of critical investigation speak most directly to a queer mainstream that has always been constructed as white. Although there is much to be inspired by in the proliferation of emergent video game histories that are more gender-inclusive, trans, or so-called diverse, with few exceptions these progressive accounts still tend to be White. White. White. Black designers, players, blerds, and technocrats have been excluded from the canon of old and new video game histories in much the same way Frantz Fanon theorized that blackness functions as a fact: an outwardly defined pejorative social inscription that justifies its alienation and exclusion.

  • This article examines a terrain in which gender inclusion remains a challenge: competitive esports. In the male-dominated sphere of esports, the underrepresentation of women and nonbinary people often leaves these marginalized groups invisible, with a significant lack of women and nonbinary people competing in top-tier tournaments. We highlight the experience of Wang ‘BaiZe’ Xinyu, a Chinese Hearthstone player who became the first woman to compete in a Hearthstone Championship Tour event in the game’s 3-year history. The narrative surrounding BaiZe’s participation largely focused on her gender and ignored the achievements that led her to qualify for the event. We argue that BaiZe’s entrance to the championship scene was received negatively by both competitors and spectators, reinforcing barriers that exclude women and nonbinary people from entering this male-dominated space. The discrimination faced by these esports competitors reinforces sexism inherent not only in Hearthstone but also in esports in general.

  • Extant research on e-sports has focused on the growth and value of the phenomenon, fandom, and participant experiences. However, there is a paucity of e-sports scholarship detailing women’s experiences from marginalized communities living in various conservative Muslim countries. This shortage of literature remains despite different radical Islamic groups’ consistent demand for banning several online video games and the Muslim youth’s resistance to these calls. This study aimed to understand the motives and lived experiences of Muslim women e-sports participants from Gilgit-Baltistan, Pakistan. The authors collected data via observations of online video games and in-depth interviews. The study participants revealed that they use e-sports as a vehicle for an oppositional agency and personal freedom from the patriarchal system. The findings also suggest that participants are facing systematic marginalization and grave intrusion of post-colonization. The study contributes to the limited scholarship concerning Indian subcontinent Muslim women’s e-sports participation.

  • Aucune étude n’a jamais démontré que les formes médiatiques disposeraient d’un pouvoir direct de transformation des réalités sociales. Une approche critique un peu sérieuse préférera ainsi appréhender le jeu vidéo comme le site d’un ensemble de rapports de pouvoir opérant au sein de la culture dominante, traversé, à l’instar d’autres formes culturelles, par des contradictions, des résistances et des réappropriations – autrement dit par des circulations dans la production de sens, les formes et les affects, qui viennent renforcer, nuancer ou déstabiliser les normes de l’hégémonie culturelle. Depuis le début des années 2010 et en particulier la polémique du #GamerGate en 2014, la communauté vidéoludique ne peut plus ignorer le sexisme. Les féministes n’ont pourtant pas attendu si longtemps pour se manifester. Mais c’est peut-être l’année 2012 qui marqua un réel tournant, lorsque Anita Sarkeesian lança une campagne de crowdfunding pour une série de vidéos sur sa chaîne YouTube feministfrequency. Sa démarche déclencha une vague de cyberharcèlement qui alla des insultes aux menaces de mort et jusqu’à la publication de données personnelles. Ce modèle de violence sexiste s’est reproduit à de multiples reprises, notamment en France en 2013 à l’encontre de la créatrice de jeu et féministe Mar_Lard, attaquée pour sa critique argumentée du sexisme dans la culture geek. Elle revenait en particulier sur des propos plus que complaisants d’un journaliste à propos d’une séquence où le personnage de Lara Croft, héroïne du mythique je…

  • Ce travail s’intéresse à la population trans MtF latino-américaine issue des secteurs populaires. Le travail a pour objectifs de (1) connaître les normes de genre du milieu d’origine de cette population (2) comprendre le lien du milieu d’origine avec leur parcours dans l’identité trans (3) examiner les parcours migratoires et comprendre leur très forte inscription dans la prostitution. L’enquête de terrain a été réalisée principalement en France et en Espagne. Concernant le cheminement identitaire, la recherche montre le poids de la formation sociale du milieu d’origine, et particulièrement le poids des normes relatives au genre dans les milieux populaires (hétéronormativité, homophobie, sanction des masculinités déviantes). Cette imbrication classe/sexe situe les personnes dans la position sociale marginale et stigmatisée de la prostitution. L’article apporte un éclairage sur cet environnement, où l’imaginaire festif côtoie l’ordinaire des violences. L’expérience migratoire, très valorisée dans le pays d’origine, est examinée. Le type de liens tissés avec la famille, et les difficultés liées à l’isolement linguistique et à la solitude sont abordés.

  • Michelle Browder’s “The Mothers of Gynecology” remembers Black women who endured surgeries without anesthesia, or consent.

  • This book explores crucial moments in the emergence of feminine culture in Colombia hitherto unexamined in English-language criticism through an examination of the work of ground-breaking artist Débora Arango, best-selling novelist Laura Restrepo, and three generations of documentary filmmakers.

  • Examines the soundscapes of Derek Jarman's film "Blue" (1993) and Isaac Julien's video installation 'True north' (2007), and the way they contribute to promoting embodied responses in the viewer. Draws on the writings of Luce Irigaray and Laura U. Marks to explore the relationship between haptic theory and queer spectatorship.

  • The overlap of marginalised race and sexuality is highlighted in the 1990 documentary "Paris is burning" which depicts the life of New York's black and Latino drag queens. The author offers an analysis of the social circumstances that gave birth to this culture which originated in 1980s Harlem.

  • Introduction and seven articles looking at the range of present-day queer cinema to be found.

  • The Internet distribution of lesbian-focused films seen as an example of the ways in which independent producers and distributors are offering their films for sale on the web. Incl. a table comparing costs and number of films available across a range of legal and illegal sites.

  • Analyses the narrative and formal elements of Kim Kyung-mook's "Stateless things" (2011) to argue how it critiques South Korea’s ethnocentrism and homophobic social structures by delineating a queer use of space. Gives recent examples of homoeroticism in commercial and independent South Korean cinema. Argues that Kim's film expand the definition of queer Korean cinema by deconstructing and reconstructing the heteronormative, progress-driven cityscape of Seoul.

Dernière mise à jour depuis la base de données : 24/10/2025 13:00 (EDT)