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"Debates on the future of the African continent and the role of gender identities in these visions are increasingly present in literary criticism forums as African writers become bolder in exploring the challenges they face and celebrating gender diversity in the writing of short stories, novels, poetry, plays and films. Controversies over the rights of Lesbian, Gay, Bisexual, Trans, Intersex, Queer (LGBTIQ) communities in Africa, as elsewhere, continue in the context of criminalization and/or intimidation of these groups. Residual colonial moralizing and contemporary western identity norms and politics vie with longstanding polyvalent indigenous sexual expression. In addition to traditional media, the new social media have gained importance, both as sources of information exchange and as sites of virtual construction of gender identities. As with many such contentious issues, the variety of responses to the "state of the question" is strikingly visible across the continent. In this issue of ALT, guest editor John Hawley has sampled the ongoing conversations, in both African writing and in the analysis of contemporary African cinema, to show how queer studies can break with old concepts and theories and point the way to new gender perspectives on literary and cinematic output. This volume also includes a non-themed section of Featured Articles and a Literary Supplement."--Publisher's description
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The first time I spoke in public about my work was during the Los Angeles Lesbian and Gay Festival in 1990. Cheryl Dunye was the only other woman of color on the panel. When I asked a question regarding funding, I naïvely stated that funding was not a prob lem for me considering the fact that my work at that time was of medium to low production quality. I had minimal access to a low-end production facility, and my piece was only five minutes long. I was alluding to the fact that it has been “easy” for me.
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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.
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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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Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women's resistance to the norms of games culture, as well as women's play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.
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Deeply grounded in the legacy of Black lesbian artists, writers, and filmmakers, current Black lesbian filmmakers are helping to build infrastructure for a transformed future using deeply interconnected methods to transform the whole world and (while we’re at it) the meaning of life. This chapter looks at two projects, the established and evolving Queer Women of Color Media Arts Project based in San Francisco and the emerging Queer Renaissance and Black Feminist Film School Project based in Durham, North Carolina, as examples of the robust future of Black lesbian filmmaking as a transformative community-building practice. The Queer Women of Color
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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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Around 1994 or 1995 I came across a call for articles for an anthology to be published by the XII Black International Cinema , documenting ten years of the festival and associated activities, 1986– 95. The request asked for articles and film lists from an international and intercultural group of scholars and filmmakers, and I thought this was an opportunity to document the exciting and pioneering work that was being done by a community of emerging Black lesbian and gay film-and video makers at the time.
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The interactive book is a term heard frequently in reference to early experiments in multimedia production. But how to translate the concept of the book into a medium that has no paper, no pages, remains a challenge. Is not a book an object one holds in one’s hands—the cover affected over time by the acids and oils perspiring from the user’s skin, pages turned down and yellowed, torn or marked up? Research could show that the notion of the traditional book has been challenged throughout history. But this challenge has been accelerated with the growing accessibility of new computer
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Dans le contexte de l’héritage canadien de colonialisme et de profond racisme, les musées ont contribué à l’oppression des Noir.e.s, des communautés de couleur et des peuples autochtones en gardant le silence ou en supprimant certaines histoires sous prétexte d’« objectivité ». Cet article examine les pratiques commissariales de deux femmes noires canadiennes, Gaëtane Verna, directrice et conservatrice en chef de la galerie d’art contemporain The Power Plant, et Andrea Fatona, commissaire indépendante, afin de situer le commissariat critique à l’intérieur de perspectives afroféministes intersectionnelles. En conformité avec une base conceptuelle fondamentale de ce féminisme, je soutiens que ce qui rend l’acte commissarial « critique » est la reconnaissance non seulement de la position qu’une personne occupe dans la société, mais aussi de celles dont elle ne fait pas toujours l’expérience. En examinant les pratiques de ces deux femmes, je mets au jour une riche histoire de l’art et du commissariat des Noir.e.s au Canada.
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Early in the following interview, Pamela Jennings explains to Yvonne Welbon that her work gradually expanded from an initial and abiding interest in street photography toward working with and through forms of computational media. Jennings equates her move toward what she describes as “computational-based creative expression” with her growing interest in multimedia throughout the early 1990s, and she uses the term multimedia as a way of marking her work in a variety of different media and her interest specifically in computational media because the formulation computational media was not available to her then. The compelling relationship Jennings narrates between her
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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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Karl Schoonover and Rosalind Galt attempt a formidable feat in Queer Cinema in the World: to take three charged yet indispensable concepts and theorize their interconnections. A tour-de-force analysis of the triangulation between “queer,” “cinema,” and “world”, this coauthored monograph largely succeeds in drawing out threads between crucial issues in cinema studies, queer theory, and global studies.
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An introduction is presented in which the editor discusses various reports within the issue on topics including where and how queerness is produced, the use of paratexts to expand and stop queer readings of films, and queers' non-reliance on mainstream media to produce queer stories.
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In interviews the comedian Wanda Sykes describes being a successful black, openly gay woman in Hollywood as akin to being a unicorn. Clearly Sykes is majestic. Yet her joke hinges on a bitter truth: the mainstream media industry grants few women, not to mention lesbians of color, access to power. Despite shifts in the cultural imaginary around civil rights, Hollywood continues to maintain an embarrassing lack of diversity in its labor force, especially at decision-making levels. To battle this long-standing reputation, studios have developed diversity-hiring programs.
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Much has been written about Nina Simone’s song “Mississippi Goddam” because it lyrically achieves the political consciousness of the embattled community whose experiences and energy it intends to speak to, through, and for. With its curse words, impatient tone, and energetic rhythm, it could never be mistaken for the traditional, Christian-inflected civil rights dirge. “Alabama’s got me so upset,” the chorus complains. “Tennessee made me lose my rest, and,” as if its atrocities need not be spelled out, “every body knows about Mississippi, goddam!” The song was banned from radio airplay but still became part of the civil rights sound
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Este artículo propone una reflexión sobre las prácticas vitales, artísticas y políticas de Liliana Felipe y Jesusa Rodríguez y sus experiencias de desobediencia frente a los regímenes de sexualidad y género articulados a regímenes de terror en México y Argentina. La metodología usada para llegar a la reflexión fue un análisis crítico multimodal del discurso hecho desde una perspectiva interseccional y descolonial que supone el análisis tanto de contextos como de los textos, subtextos y texturas que componen la obra y vida de estas artistas. Desde esta postura epistemológica, la obra performática y musical de Liliana y Jesusa es vista como un acervo de discursos multimodales. Nuestra reflexión muestra cómo la creación, la experiencia —entendida como lugar político— y las propuestas colectivas de Liliana y Jesusa se ponen en juego en un campo de lucha performativa donde sus discursos desobedientes proponen maneras de resistencia y fuga a los regímenes coloniales-modernos- capitalistas de género y sexualidad. Jesusa y Liliana proponen una obra multimodal y multimedial que fisura los límites de los géneros discursivos, los géneros musicales, el género gramatical y el sistema sexo género, lo cual amerita una mirada indisciplinada. Este artículo resulta ser un abordaje novedoso en la medida en que se acerca a la experiencia y a la obra de estas dos mujeres, no desde una visión disciplinar, sino a partir de una mirada transdisciplinaria, interseccional y descolonial que asume la producción artística como una apuesta política donde los límites entre lo personal y lo público se borran. This article seeks to do a reflection both on the vital, artistic and political practices of Liliana Felipe and Jesusa Rodríguez and on their experiences of disobedience to the regimes of sexuality and gender, which are articulated to regimes of terror in Mexico and Argentina. The methodology used in order to make this reflection was a Multimodal Critical Discourse Analysis from both an intersectional and decolonial perspective. This methodology implies the analysis of contexts, texts, subtexts and textures that make up the work and life of these artists. From this epistemological position, the performative and musical work of Liliana and Jesusa is seen as a collection of multimodal discourses. Creation, experience —understood as a political locus— and the collective proposals of Liliana and Jesusa are put into play in a field of performative struggle where their disobedient discourses propose ways of resistance to colonial-modern-capitalist regimes of gender and sexuality.Jesusa and Liliana propose a multimodal and multimedial work that fissures the limits of the discursive genres, the musical genres, the grammatical gender and the gender sex system, which deserves an undisciplined look. This article proposes an original approach insofar as it approaches the experience and work of these two women not from a disciplinary view, but from a transdisciplinary, intersectional and decolonial point of view, that assumes artistic production as a political commitment in where the boundaries between the personal and the public are erased.
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Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
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"Si tous les groupes humains sont touchés par la violence à grande échelle, les femmes la subissent sous des formes spécifiques, comme en témoignent les assassinats systémiques des femmes et des filles autochtones en Amérique du Nord et en Amérique latine, ou encore les nombreux conflits armés (Syrie, Lybie, Birmanie, entre autres) dans lesquels le viol est érigé en arme de guerre. Les deux phénomènes peuvent d'ailleurs se recouper puisque l'un des tout premiers féminicides à avoir été qualifié et documenté comme tel en Amérique est celui ayant été perpétré contre les femmes mayas durant la guerre civile guatémaltèque au début des années 1980. Cependant, les femmes ne sont pas seulement les victimes de la violence de masse, puisqu'elles sont aussi les premières à témoigner et dénoncer pour faire barrage à cette violence. Ce numéro hors-série regroupe des articles et des projets visuels qui décrivent et analysent la violence de masse liée au genre. Il s'agit de réfléchir sur la manière de représenter cette violence et d'en témoigner, d'autant plus qu'elle est bien souvent rendue invisible et inaudible par le patriarcat, le colonialisme, les intérêts politiques en présence ou l'impéritie de l'État."
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