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Since Nell Shipman wrote and starred in Back to God's Country (1919), Canadian women have been making films. The accolades given to film-makers such as Patricia Rozema (I've Heard the Mermaids Singing, When Night is Falling), Alanis Obomsawin (My Name Is Kahenttiiosta, Walker), and Micheline Lanctot (Deux Actrices) at festivals throughout the world in recent years attest to the growing international recognition for films made by Canadian women. With Gendering the Nation the editors have produced a definitive collection of essays, both original and previously published, that address the impact and influence of a century of women's film-making in Canada. In dialogue with new paradigms for understanding the relationship of cinema with nation and gender, Gendering the Nation seeks to situate women's cinema through the complex optic of national culture. This collection of critical essays employs a variety of frameworks to analyse cinematic practices that range from narrative to documentary to the avant garde.
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Transformation and the decolonization of the curriculum, modes of teaching, and classroomare key concerns in South African Higher Education. In game design education this need is exacerbatedby the slow pace of diversification in both academia and the industry.This paper presents a close analysis of interventions undertaken into an introductory game design course to address the difficultiesof diversification across racial, genderand economic divides. The results of the interventions are assessed, and recommendations for future adjustments to the course in aid curricular decolonization is are made.
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How might certain moving images move us into transgender becoming? Th e recent proliferation of transgender images in the media of the Global North has been widely regarded as supporting transgender political and social equality.
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Galt and Schoonover conceived and developed this book through a queer critical lens that invites questions and does not pretend to know—or desire to know—every possible outcome. Queer is neither adjective nor noun for Galt and Schoonover. Queer is a verb, and a transitive one at that. Queering the world and queering cinema studies are active processes in which Schoonover and Galt delight as theorists, historians, and consumers of media. To extend the travel metaphor a step further: they are intrepid, genial travel guides, and so much more.
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This book looks closely at some of the most significant films within the field of queer Sinophone cinema. Examining queerness in films produced in the PRC, Taiwan and Hong Kong, the book merges the Sinophone with the queer, theorising both concepts as local and global, homebound as well as diasporic.
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This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play
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In this essay, I aim to engage the growing body of scholarship that employs Indigenous feminist theories to understand and mobilize against the sexual and gendered violence committed against Native peoples. To accomplish this, I construct a Native feminist analysis of the 2010 Tribal Law and Order Act. I posit that despite the overwhelmingly positive characterizations of the legislation as “historic” in its potential to address violence against Native women and reduce crime in Indian country, a Native feminist reading of the Tribal Law and Order Act illuminates the degree to which the Act emerges from, engages with, and advances settler colonial and heteropatriarchal logics that cause violence against Native women in the first place. I suggest that although the Act does contain measures that have the potential to alleviate the experience of violence in Native women’s lives, it also diminishes tribal sovereignty, perpetuates the ongoing encroachment of tribal jurisdiction, regulates the boundaries of Native identity, and limits our ability to envision and enact practices of decolonization.
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El espesor de este libro es propio de este tiempo. Cuerpos que se desplazan en masivas inmigraciones huyendo de todo tipo de violencias alcanzan a más de sesenta millones de personas, la mayor cifra de refugiados desde la segunda guerra mundial. El mundo experimenta una crisis humanitaria sobrecogedora ante la cual las potencias apelan a los mismos discursos que ya Aimé Césaire o Fanon condenaran. Dramatismo del exilio de este nomadismo a escala planetaria, al cual Stuart Hall calificaría como “amensia imperial”. Genealogías críticas de la colonialidad en América Latina, África, Oriente es un libro que deja al descubierto la piel del mundo contemporáneo. Un hecho cultural disruptivo que, anudado a una genealogía latinoamericana abierta a sí misma y hacia Otros Sures se interroga sobre los intrincados modos de narrar y silenciar los pasados coloniales.
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The Paramilitary Hero on Turkish Television: A Case Study on Valley of the Wolves explores the representation and reception of nationalism and masculinity in Turkey through an examination of the popular television serial, Valley of the Wolves which has been aired on Turkish television since 2003. This detailed examination of the show demonstrates a particular discourse of nationalism, namely the Turkish Islam synthesis embedded in a gender-specific regime in which the paramilitary hero is placed at the centre. The study draws on thirty-seven in-depth interviews with viewers of the programme from different social backgrounds. These viewers read the serial from various perspectives in the light of their gendered experiences, suggesting that the relationship between text and audience is not necessarily predetermined by the former, but is rather constructed through an interdiscursive process. The book also examines the pleasures of the “contesting” readers of Valley of the Wolves, drawing on the audience interviews, and argues that critical approaches to a particular media text do not present a barrier to audience pleasures.
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In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
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"Between the late 1970s and the early 2000s, at least sixty-five women, many of them members of Indigenous communities, were found murdered or reported missing from Vancouver's Downtown Eastside. In a work driven by the urgency of this ongoing crisis, which extends across the country, Amber Dean offers a timely, critical analysis of the public representations, memorials, and activist strategies that brought the story of Vancouver's disappeared women to the attention of a wider public. Remembering Vancouver's Disappeared Women traces "what lives on" from the violent loss of so many women from the same neighborhood. Dean interrogates representations that aim to humanize the murdered or missing women, asking how these might inadvertently feed into the presumed dehumanization of sex work, Indigeneity, and living in the Downtown Eastside of Vancouver. Taking inspiration from Indigenous women's research, activism, and art, she challenges readers to reckon with our collective implication in the ongoing violence of settler colonialism and to accept responsibility for addressing its countless injustices
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Incisive analyses of mass media - including such forms as talk shows, MTV, the Internet, soap operas, television sitcoms, dramatic series, pornography, and advertising-enable this provocative third edition of Gender, Race and Class in Media to engage students in critical mass media scholarship. Issues of power related to gender, race, and class are integrated into a wide range of articles examining the economic and cultural implications of mass media as institutions, including the political economy of media production, textual analysis, and media consumption. Throughout, Gender, Race and Class in Media examines the mass media as economic and cultural institutions that shape our social identities, especially in regard to gender, race, and class.
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Since their development in their current format in the early 1990s as a means to attract female viewers in their twenties, Japanese prime-time television dramas-known commonly as ‘ dorama ’ 1 —have featured working women. Even police procedurals, medical dramas, and serials based on ‘ shojo manga ’ (graphic novels for girls) depict women working outside the home. The dorama most watched by Japanese audiences older than age 25, and those that continue to attract global fans, present the daily lives of independent women working in Tokyo. The protagonists enact fantasies about female professionals while depicting real issues facing the larger generations they represent. Viewers may not want to be these characters, but they can see aspects of themselves in them.
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Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities—Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope has skewed criminologists' understanding of video games and video game culture. Xbox Live has proven to be more than just a gaming platform for users. It has evolved into a multimedia entertainment outlet for more than 20 million users. This book examines the nature of social interactions within Xbox Live, which are often riddled with deviant behavior, including but not limited to racism and sexism. The text situates video games within a hegemonic framework deploying whiteness and masculinity as the norm. The experiences of the marginalized bodies are situated within the framework of deviance as they fail to conform to the hegemonic norm and become victims of racism, sexism, and other types of harassment.
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This landmark work of history and theory challenges every accepted notion about the nature of black women’s lives. Ain’t I A Woman examines the impact of sexism on black women during slavery, the historic devaluation of black womanhood, black male sexism, racism within the recent women’s movement, and black women’s involvement with feminism. hooks refutes the antifeminist claim that black women are not victims of sexist oppression nor in need of an autonomous women’s movement. She pushes feminist dialogue to new limits by claiming that all progressive struggles are significant only when they take place within a broadly defined feminist movement which takes as its starting point that race, class, and sex are immutable facts of human existence. bell hooks’ insight as a black woman and a feminist extends the scope of feminist theory and practice for us all, and marks the emergence of a revitalized feminism in the 1980s.
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"In the critical essays collected in Black Looks, bell hooks interrogates old narratives and argues for alternative ways to look at blackness, black subjectivity, and whiteness. Her focus is on spectatorship--in particular, the way blackness and black people are experienced in literature, music, television, and especially film--and her aim is to create a radical intervention into the way we talk about race and representation. As she describes: 'The essays in Black Looks are meant to challenge and unsettle, to disrupt and subvert.' As students, scholars, activists, intellectuals, and any other readers who have engaged with the book since its original release in 1992 can attest, that's exactly what these pieces do"(Provided by publisher)
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On the 'Queer Film Culture: Queer Cinema & Queer Film Festivals International Conference', held at the University of Hamburg, 14-15 October 2014, alongside the Hamburg International Queer Film Festival.
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This essay performs a critical comparison of two documentary films about queer and trans people of color, Jennie Livingston's Paris is Burning (1991) and Wu Tsang's Wildness (2012) and examines how the two films negotiate of the politics of representing reality and “realness.” The comparison illuminates two entwined problematics: the ways in which the challenges faced by each film are emblematic of the larger historical context in which they were made, specifically notions of queer community and its subjects; and the ways in which the negotiation of these challenges occurs in relation to a broader field of ethical and formal questions relating to documentary itself.
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En Afrique en général et au Cameroun en particulier, posséder une console de jeux vidéo n’est pas à la portée de tout le monde. Les jeunes puisque ce sont eux qui les affectionnent particulièrement, qui en possèdent une, font donc souvent appel à leurs pairs afin qu’ensemble, ils puissent s’amuser. L’espace où les jeunes jouent aux jeux vidéo devient de ce fait un espace où ces derniers s’affirment en tant que groupe à part entière. C’est un espace qui leur permet de se démarquer des adultes qui, le plus souvent dénigrent, voire méprisent cette activité ludique. Les jeunes y créent ainsi des « ethnométhodes » et développent une solidarité mécanique. Jouer aux jeux vidéo dans ce contexte n’est plus simplement une activité de loisir. L’espace de jeu devient un espace où se créent de nouvelles relations et où se raffermissent les anciennes. Mais également, un espace où se développent l ’esprit de compétition et corrélativement même des conflits. Celui avec qui on s’amuse aux jeux vidéo devient celui à qui on se confie, avec qui on partage ses joies et ses peines. La console de jeux n’ « appartient » plus à celui qui l ’a achetée, mais à tous ceux qui la jouent. Il n’est donc pas rare qu’elle s’exporte du domicile de son propriétaire pour le domicile d ’un autre adolescent. Il faut également préciser que le jeu vidéo reste en négroculture une activité essentiellement masculine ; l ’espace de jeu est donc le fief du garçon et les filles n’ont rien à y faire. Le jeu vidéo développe ainsi un certain machisme, une fierté d ’être homme plutôt que femme. Dans ce contexte, on peut noter une sorte de détribalisation. L’obédience ethnique de tout un chacun s’estompe pour laisser place à une société des jeunes tout court. Le jeu vidéo fait donc tomber les barrières raciales, tribales, ethniques. Et même si on peut y noter des effets pervers, ce qui est normal, puisque aucun système culturel n’est parfait, les jeux vidéo en contexte camerounais développent chez les adolescents le sentiment d ’appartenance à une même classe d ’âge.
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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.
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