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  • This article discusses the popular video game Red Dead Redemption 2 (2018) by Rockstar Games, which follows Arthur Morgan, a white outlaw, during the decline of the “Wild West” in 1898 and 1899. Taking up conversations of fugitivity in critical ethnic studies, this article maintains that fugitivity operates as a rhetorical trope that stands in for racial identity where the logic of postracialism denies investments in race. Analyzing the narrative, spatial, and kinesthetic elements of the game, this article argues that Morgan, and by extension the player, is aligned with historically and geographically racialized others through a fugitive relationship to space. While Rockstar, as a video game studio, may not see itself explicitly intervening in a racialized and racializing political imaginary in its fictional worldbuilding, the kinesthetic, narrative, and cartographic strategies the studio employs respond to a set of cultural assumptions rooted in the rhetoric of postracialism. As such, Red Dead Redemption 2 serves as a multifaceted text through which to interrogate the dynamics of that rhetoric as it is mobilized in representations of fugitivity and identity.

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

  • What/Who is playing Cyborg: An investigation of the 'Gamer' as a figure - Prabhash Ranjan Tripathy The current talk is an exploration into the question as to whether the gamer figure that emerged in India in the 1990s can be thought of as a cyborg and if so, then what kind of cyborg is the gamer? Can one think of the gamer-cyborg as a posthuman liberatory figure or is the gamer-cyborg still all too human? The intent of the paper in asking these questions and problematizing the figure of the Gamer is to launch an investigation into the more pressing question that one encounter in the wake of the cyber/information-turn, that is, how does one contemplate, comprehend, and articulate the 'new' in the identities that are formed and acquired with the advent of what has been identified as the cyber/information turn in culture? Can the connection between biological and technological be the sole basis for considering figurations like the Gamer as something new? Can they be thought of as a new subjectivity, a new politics, a new relationship to power? Is this 'new' democratic, free of discrimination and based on an egalitarian principle or is the 'new' an optimization of old and existing structures and modes of oppression? Bio: Prabhash Ranjan Tripathy was born in Odisha, India. He completed his B.A. (Hons) English, M.A. in English literature and M.A. in Comparative Indian Literature from University of Delhi. He is currently a PhD scholar at the school of Arts and Aesthetics, Jawaharlal Nehru University. Has submitted his MPhil dissertation titled ‘Playing Cyborg: A study of the Gamer in the Videogame Parlours of Delhi and Mussoorie’, following which was a doctoral fellow at the International Research Centre “Interweaving Performance Cultures” and is currently working on his PhD dissertation titled ‘Between WorkStation and PlayStation: The Cultural Location of Videogames in India’. Interest areas include Superhero comic books, Anime, Video Games, Combat Sports, and Mythology. He is fascinated by felines and loves to trek, read, write, click and play.

  • When Rivers Were Trails is a 2D adventure game wherein The Oregon Trail meets Where the Water Tastes Like Wine through an Indigenous lens. The game depicts a myriad of cultures during the player’s journey from Minnesota to California amidst the impact of land allotment in the 1890s. Initiated by the Indian Land Tenure Foundation, the game was developed in collaboration with the Games for Entertainment and Learning Lab at Michigan State University thanks to support from the San Manuel Band of Mission Indians and the many Indigenous creatives who contributed design, art, music, and writing. Uniquely, When Rivers Were Trails is a sovereign game, meaning that it was directed and informed by Indigenous creatives who maintained the role of final decisions during development. Merging design research and close reading methods, this study sets out to describe the game’s design, development process in regards to the game writing, and the resulting themes which emerged as a result of engaging Indigenous writers in self-determined representations.

  • First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we interview Xenia Zeiler, an associate professor of South Asian studies at the University of Helsinki, Finland. Her research is situated at the intersection of digital media, religion, and culture, with a focus on India and the worldwide Indian community.

  • Thatgamecompany’s 'Journey' (2012) is a videogame like no other. This serene atmospheric game came out at a time when fast-paced, aggressive, AAA games were (and still are) the norm. Soon after the game’s release in 2012, thatgamecompany’s courage and hard work started getting the appreciation it deserved. 'Journey' has won several ‘Game of the Year’ awards and received several other awards and nominations, including a ‘Best Score Soundtrack for Visual Media’ nomination for the 2013 Grammy Awards. For this Game Studies India Adda Talk, I will be discussing (read: gushing over) this game’s brilliant visual and auditory art, wordless storytelling techniques, and one-of-a-kind multiplayer experience. Please join me on this talk and let's take a ‘journey’ like no other. Pun intended. Thank you and I hope you all have a wonderful new year. 🙂 Here’s the game trailer: https://www.youtube.com/watch?v=Ie4iz...

  • First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our second podcast where we interview Satyajit Chakraborty, a game developer, game designer and researcher. He also founded Flying Robots Studios in 2012 and has made various unique games. Here he talks about his first experiences with gaming in India.

  • First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we talk with Poornima Seetharaman. She is the first Indian to be inducted in the Women in Games (WIGJ) Hall of Fame and is also the lead game designer at Zynga. Hear as we talk about her foray in the world of gaming.

  • Indigenous peoples and their cultural heritages, their ways of knowing and living, are tied to land. As Mishuana Goeman states,“Land is foundational to people’s cultural practices, and if we define culture as meaning making rather than as differentiation and isolation in a multicultural neoliberal model, thanby thinking through land as a meaning-making process rather than a claimed object, the aspiration of Native people are apparent and clear,” (Goeman, 73).Goeman asserts here that land is not limited to physical space, and that land locates a group of people physically, culturally, spiritually, intellectually,etc. and provides them with both an internal and external locus of understanding for and within broader society. When digital representations of Indigenous peoples are completely removed from any meaningful connection to their land, anerasure of culture occurs. Moreover, the physical removal of Indigenous peoples from the virtual representations of their lands is another form of dispossession and the enactment of digital Manifest Destiny. This paperutilizes a decolonial Indigenous framework to analyze the dispossessions that take place within the digital realm of the video game, why they occur so frequently, and why they are so harmful.

  • The worlds of games are important places for us to think about time, as demonstrated by historical game studies in evaluating the past, but there is a role for games to help us consider the future as well. Because games are, to some extent, systems, they facilitate a systems thinking approach that connects the material to the immaterial. Because games also tend to be action-based, they allow thinking through of acts as well as representations. Games allow us to think about a time and place that is different from the present and how it might operate as a system that we could live in. I argue that a post-autonomist method of game analysis requires an explicitly political interpretation that is focused on trying to imagine a political future through experiments in gaming.

  • Repairing Play: Toward A Black Phenomenology of Play In this talk I offer the term "repairing play" or play that both repairs the damages wrought by colonialism, and is itself a form of reparations, in an effort to consider how we might advance an understanding of play that is inclusive of BIPOC people. I focus in on the Black American experience in order to better theorize a moment of repair, and consider how torture is memorialized in play through song. I also will draw on examples from Black artists and game designers in order to help show how their work in repairing play draws from the tradition of Black radical aesthetics. Bio: Aaron Trammell is an Assistant Professor of Informatics and Core Faculty in Visual Studies at UC Irvine. He writes about how BIPOC experience the games they play. Specifically, he is interested in how games and play further values of white privilege and hegemonic masculinity in geek culture. Aaron's work has been cited in Wired and featured on National Public Radio. It has been published in Game Studies, Games & Culture, New Media & Society, and G|A|M|E. He is the Editor-in-Chief of the journal Analog Game Studies and the Multimedia editor of the Sounding Out!

  • Este trabajo presenta los resultados de la investigación Imágenes de lo extraordinario: monstruos americanos del siglo XVI, proceso de creación artística desarrollado por los estudiantes del Semillero de Investigación en Artes Visuales (SINAV) del programa de Artes Visuales de la Universidad Nacional Abierta y a Distancia (UNAD) entre 2018 y 2019. Para analizar de manera crítica e histórica la construcción de identidades sobre lo latinoamericano, se tomó como marco de análisis la representación de lo monstruoso en los relatos y las imágenes construidas por los cronistas de Indias en el siglo XVI, los cuales marcaron procesos de marginalización cultural, construcción de subjetividades y dinámicas de poder, y presentaron al habitante americano como una otredad que estaba fuera de los límites de la cultura dominante occidental. Se presentan los postulados teóricos sobre lo monstruoso como marco para el análisis histórico y la creación de obra, con una metodología de trabajo colaborativo y en gran parte virtual. Posteriormente, se exponen algunos resultados de la investigación histórica que dan paso a detallar el proceso de creación de obra que culminó con la exposición de la instalación audiovisual Imágenes de lo extraordinario, así como con una amplia serie de ilustraciones contemporáneas sobre lo monstruoso y un producto digital en formato página web donde se presenta una cartografía de lo monstruoso en América Latina y se recogen las memorias de todo el proyecto. This work presents the results of the research Images of the Extraordinary: American Monsters of the 16th Century, artistic creation process developed by the students of the Research Seedbed in Visual Arts (SINAV, for its initials in Spanish) of the Visual Arts program of Universidad Nacional Abierta y a Distancia (UNAD) between 2018 and 2019. With the objective of analyzing, in a critical and historical way, the construction of identities on Latin American matters, the representation of the monstrous in the stories and images constructed by the chroniclers of the Indies in the 16th century was used as a framework of analysis. These chroniclers marked processes of cultural marginalization, construction of subjectivities and power dynamics, and presented the American inhabitant as an otherness that was outside the limits of the dominant Western culture. The theoretical postulates about the monstrous are presented as a framework for historical analysis and the creation of works, with a collaborative and largely virtual working methodology. Some results of the historical research are then presented, which gives way to detailing the process of creating work that culminated in the exhibition of the audiovisual installation Images of the Extraordinary, as well as a wide range of contemporary illustrations on the monstrous and a digital product in web page format where a cartography of the monstrous in Latin America is presented and the memories of the whole project are collected.

  • Recent research has started focusing on the representation of history in videogames. Such representation is almost always of mainstream history and usually presented from a Western perspective. Set in a fictitious Himalayan kingdom in South Asia, Ubisoft’s Far Cry 4 is arguably a crucial example of how history is represented using Western and even colonial frameworks and where the narratives that do not emerge from conventional written history are almost always rendered invisible. Using the frameworks of Subaltern Studies and “border-thinking,” this essay attempts to unpack issues of Orientalism and “colonial difference”; it then engages with postcolonial digital humanities and postcolonial game studies to comment on how history is represented in videogames and how the neglected gaps and silences in the game are important in constructing the historiography in videogames. In the process, the essay engages in a debate with current notions of videogame-historiography.

  • El objetivo del artículo es discutir la potencialidad de prácticas artísticas contemporáneas que plantean ejercicios decoloniales al desestabilizar las matrices perceptivas eurocéntricas sobre grupos étnicos latinoamericanos. Desde la perspectiva de los estudios visuales, aborda la tentativa de demolición crítica de la cultura visual y los regímenes de visibilidad regidos por la lógica de la hipercomunicación y las tecnologías digitales. El punto de partida es el análisis del videoensayo Ashipegaxanacxanec iniciado en 2020 a partir de las acciones de control implementadas en la pandemia de covid-19. La producción se inscribe en las líneas de investigación del Núcleo de Estudios y Documentación de la Imagen (Nedim), Conicet-UNNE, con la finalidad de resignificar el acervo fotográfico del antropólogo alemán Lehmann Nitsche obtenido en el contexto de la masacre indígena en la Reducción de Napalpí, Chaco, en 1924. Metodológicamente, la propuesta explora la configuración experiencial de visualidades expandidas en la escena contemporánea, a partir de un anclaje en la dimensión especulativa en sintonía con un acercamiento contextual situado en las relaciones de convergencia entre pro- cedimientos, materiales, formatos, dispositivos e instancias disruptivas de prácticas y trayectorias estéticas. Ello supone la activación de procesos heurísticos y poéticos mediados por el ensayo y la escritura como montaje. Propuestas como el videoensayo analizado instauran la pregunta por el archivo y la memoria a través del montaje de temporalidades contradictorias. Su lugar de enunciación se posiciona como posibilidad de insurgencia estética que clausura tentativas de exotización hegemónica por parte de los dispositivos de control contemporáneos. The goal of this paper is to discuss the potentiality of contemporary artistic prac-tices that propose decolonial exercises by destabilizing the Eurocentric perceptual matrices on Latin American ethnic groups. From the perspective of visual studies, it addresses the attempt to critically demolish visual culture and the regimes of visibility governed by the logic of hypercommunication and digital technologies. The starting point is the analysis of the Ashipegaxanacxanec video essay started in 2020 based on the control actions implemented in the COVID-19 pandemic. The production is part of the research of the Image Studies and Documentation Center (Nedim), Conicet-UNNE, with the purpose of redefining the photographic collection of German anthropologist Lehmann Nitsche, obtained in the context of the indigenous massacre in the Napalpí reduction in Chaco, in 1924. Methodologi-cally, the proposal explores the experiential configuration of expanded visualities in the contemporary scene, based on an anchoring in the speculative dimension in tune with a contextual approach in the convergence relationships between proce-dures, materials, formats, devices and disruptive instances of practices and aes-thetic trajectories. This supposes the activation of heuristic and poetic processes mediated by essays and writing as montage. Proposals such as the analyzed video essay establish the question about the archive and memory through the montage of contradictory temporalities. Its place of enunciation is positioned as a possibili-ty of aesthetic insurgency that closes any attempts at hegemonic exoticization by contemporary control devices

  • In Slave Revolt on Screen: The Haitian Revolution in Film and Video Games author Alyssa Goldstein Sepinwall analyzes how films and video games from around the world have depicted slave revolt, focusing on the Haitian Revolution (1791–1804). This event, the first successful revolution by enslaved people in modern history, sent shock waves throughout the Atlantic World. Regardless of its historical significance however, this revolution has become less well-known—and appears less often on screen—than most other revolutions; its story, involving enslaved Africans liberating themselves through violence, does not match the suffering-slaves-waiting-for-a-white-hero genre that pervades Hollywood treatments of Black history. Despite Hollywood’s near-silence on this event, some films on the Revolution do exist—from directors in Haiti, the US, France, and elsewhere. Slave Revolt on Screen offers the first-ever comprehensive analysis of Haitian Revolution cinema, including completed films and planned projects that were never made. In addition to studying cinema, this book also breaks ground in examining video games, a pop-culture form long neglected by historians. Sepinwall scrutinizes video game depictions of Haitian slave revolt that appear in games like the Assassin’s Creed series that have reached millions more players than comparable films. In analyzing films and games on the revolution, Slave Revolt on Screen calls attention to the ways that economic legacies of slavery and colonialism warp pop-culture portrayals of the past and leave audiences with distorted understandings.

  • "Les liens entre l'art contemporain et les questions de colonialité, postcolonialité, et décolonialité sont anciens et multiples. Des artistes occidentaux et non-occidentaux, depuis plusieurs décennies déjà, s'en sont emparés pour produire des œuvres qui témoignent de leurs engagements politiques, sociétaux et esthétiques. Des concepts que les études postcoloniales ont approfondies ou inventées – agency (agentivité), mimicry (mimétisme/simulacre), ou essentialisme stratégique –, en autant d'outils utiles à démêler la complexité des relations coloniales et, au-delà, de toutes les relations de domination, sont ainsi revisités par les artistes. D'autre part, des auteurs, relevant de ces champs d'études qui conservent aujourd'hui toute leur actualité politique et leur pertinence théorique, disent à leur tour l'intérêt qu'ils portent à la création contemporaine. Associant vingt historiens de l'art et chercheurs en littérature, philosophie, droit ou psychanalyse, Postcolonial/Décolonial. La preuve par l'art présente des travaux portant sur des démarches artistiques (Betye Saar, Fred Wilson, Sarkis, Lidwien van de Ven, Voluspa Jarpa, des artistes du collectif Mira au Mexique, Iris Kensmil, Jean Renoir, et bien d'autres), mais aussi sur des propositions institutionnelles (notamment initiées par le Centro de Arte y Comunicación de Buenos Aires, la Biennale de Venise ou le Van Abbemuseum d'Eindhoven), associées en de nouveaux réseaux de solidarités. Une place particulière est réservée aux singularités artistiques, théoriques et juridiques en Amérique latine, lieu d'émergence des théories décoloniales. Sous un angle historiographique et épistémologique, on trouvera ici des analyses des fondements historiques, théoriques et idéologiques du postcolonial dont les théorisations, loin de la saturation conceptuelle dont certains veulent les accuser, concernent particulièrement l'histoire de l'art. "

  • Video gaming is one of the most popular hobbies in the world, with the gaming industry grossing more revenue than the movie and the music industry combined. The estimated number of gamers across the whole world as of August 2020 is 2.7 billion, which is more than one-third of the world population. The benefits of gaming, as cited by numerous researchers, include a boost in confidence, improved cognitive abilities, stress relief, improved problem-solving skills, enhanced social skills among dyslexic kids, and among many others. Even though video gaming as a hobby and career is slowly getting recognition in India, majority of the population still scoff at the activity, shunning gamers and game researchers alike, citing out-of-context and sometimes even false media propaganda. The challenges faced by a typical gamer in India include lack of information, budget limitation, lack of support from parents and teachers when it comes to teenage gamers, and the overall lack of gaming as a mainstream culture among countrymen. As for someone who wants to pursue Game Studies, there is currently little to no provision for that due to the tightly knit education system in the country and the utter lack of educational institutes offering courses on game studies. We go on to further discuss all of the above challenges and experiences faced by a gamer or someone who wants to pursue game studies in India, in our detailed talk that is scheduled on November 21, 2020.

  • The First Podcast in a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India.

  • The Latinx Research Center's Revista N'oj hosted a round table discussion on Decolonial Aesthetics titled, "Decolonizing Art & Praxis in the Time of Covid-19." The talk included Jesus Barraza, Dr. Guisela Latorre, Dr. Mauricio Barros de Castro, and Dr. Laura E. Pérez. The panel was moderated by Revista N'oj editor, Abraham Ramirez.

  • "This edited collection focuses on "unsettling" Northwest Coast art studies, bringing forward voices that uphold Indigenous priorities, engage with past and ongoing effects of settler colonialism, and advocate for practices for more accountable scholarship. Featuring authors with a variety of perspectives, backgrounds, and methodologies, Unsettling Art Histories offers new insights for the field of Northwest Coast art studies. Key themes include discussions of cultural heritage protections and long-standing defenses of natural resources and territory; re-centering women and the critical role they play in transmitting cultural knowledge across generations through materials, techniques, and creations; reflecting on the decolonization work being undertaken in museums; and examining how artworks function beyond previous scholarly framings as living documents carrying information critical to today's inquiries. Re-examining previous scholarship and questioning current institutional practices by prioritizing information gathered in Native communities, the essays in this volume exemplify various methods of "unsettling" and demonstrate how new methods of research have reshaped scholarship and museum practices."

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