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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.
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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.
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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.
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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.
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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.
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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.
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The First Podcast in a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India.
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This chapter unpacks the tension between secular, modern values and conservative, Islamic interpretations within the Indonesian middle class by taking the consumption of Turkish popular cultural products as a case. The chapter explicates the social responses towards the first Turkish television drama aired on terrestrial, private television in Indonesia: The Magnificent Century (Muhtesṃem Yüzyıl/Abad Kejayaan). This chapter understands the reproduction of secular and conservative Islamic values, while in contestation, as a response to broader global, market-capitalist developments. It finds that in response to audience criticism regarding the “un-Islamic” portrayal of the epoch in the drama—specifically the depiction of women as concubines—television stations enlisted the services of Muslim clerics to correct or justify the representation of historical facts. This reveals that market-driven self-censorship has opened up ways for Muslim clerics to influence television content. As such, the chapter argues that market-capitalist forces discursively use Islamic authority as a way to legitimise the halal consumption of Turkish drama among Indonesian Muslim audience at the expense of programme diversity.
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This book examines the role of 24/7 television news channels in Bangladesh. By using a multi-sited ethnography of television news media, it showcases the socio-political undercurrents of media practices and the everydayness of TV news in Bangladesh. It discusses a wide gamut of issues such as news making; localised public sphere; audience reaction and viewing culture; impact of rumours and fake news; socio-political conditions; protest mobilization; newsroom politics and perspectives from the ground. An important intervention in the subject, this book will be useful to scholars and researchers of media studies, journalism and mass communication, anthropology, cultural studies, political sociology, political science, sociology, South Asian studies, as well as television professionals, journalists, civil society activists, and those interested in the study of Bangladesh.
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This chapter examines the intersection of popular culture and populism in Turkey by focusing on the TV show Payitaht Abdulhamid. Our motivation to analyze the recent TV series Payitaht Abdulhamid stems from our interest in the instrumental mobilization of popular culture for the Turkish government’s dual desire to both establish cultural hegemony and consolidate its populist style of government. Our analysis reveals that television, especially in the Global South, still plays a central role in governments’ desire to reconstruct history and establish cultural hegemony. This is particularly important as Turkey is going through a crisis of hegemony since the public is completely divided in its support for the government. Within the context of this hegemonic crisis, televised popular culture is vital, perhaps more than ever. Specifically, the show reduces a complicated history into easily understandable dichotomies and projects them on to contemporary politics in order to consolidate support for the government. Through televised popular culture, the government mobilizes history for purposes of cultural hegemony and populist politics flavored with nationalist, Islamist, and anti-Western motifs. Ultimately, the TV show presents yet another moment for understanding the mediated nature of 21st-century politics outside Western contexts.
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As a case study, this article examines the development of China’s online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China’s evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that is both acceptable to and easily censored by the authorities. Therefore, cultural industries that adopt this strategy stand a good chance of prevailing in the Chinese market. This success explains why the regional competitors of Chinese online games—Korean games—are more successful in China than most of their Western counterparts. By providing a snapshot of the current ecology of China’s online game industry, this article also discusses the influence of regional and global forces in a concrete context and argues that the development of China’s online game industry depends more on political factors than economic factors.
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The article provides a comparative account of two paradigms of independent videogame production: the Japanese dojin (doujin) games and the increasingly global indie games. Through a multilayered analysis, it expounds the conceptual metaphors associated with indie and d jin games, traces the two movements respective histories, situates them in wider media environments, and compares their characteristic traits.
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In this article I argue that the structural conditions of global capitalism and postcolonialism encourage game developers to rearticulate hegemonic memory politics and suppress subaltern identities. This claim is corroborated via an application of Edward Herman and Noam Chomsky’s propaganda model to the Japanese-developed video game Metal Gear Solid V: The Phantom Pain. This case study highlights that the hegemonic articulations of colonial histories are not exclusive to Western entertainment products where instead modes of production matter in the ‘manufacturing of mnemonic hegemony’. I also propose that the propaganda model, while instructive, can be improved further by acknowledging a technological filter and the role of the subaltern. Thus, the article furthers the understanding of the relation between production and form in contemporary technological phenomena like video games and how this relation motivates hegemonic articulations of the past in contemporary mass culture.
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Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
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A groundbreaking critique of the West's historical, cultural, and political perceptions of the East that is—three decades after its first publication—one of the most important books written about our divided world. "Intellectual history on a high order ... and very exciting." —The New York Times In this wide-ranging, intellectually vigorous study, Said traces the origins of "orientalism" to the centuries-long period during which Europe dominated the Middle and Near East and, from its position of power, defined "the orient" simply as "other than" the occident. This entrenched view continues to dominate western ideas and, because it does not allow the East to represent itself, prevents true understanding. Source: Publisher
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Fist-fights in television studios, dwindling media autonomy, sensationalism, fake news, religious hate, abusive trolls, political spin ... How did we get here? Three decades ago, before economic liberalization, came the expansion and privatization of Indian television. Technological innovation and easing of government controls offered the prospect of journalistic independence, artistic creativity and an empowered citizenry. This was rendered illusory by runaway growth and untrammelled commercialization. In that thwarted promise of the late 20th century lie the seeds of Indian democracy's current crisis. Telly-Guillotined: How Television Changed India tells the story of how technology was usurped, first by propagandists, then by the market. Going behind the scenes of the world′s greatest media explosion, this book describes the impact of consumerism on the newsroom, the shaping of a new cultural politics and the rise of a new politics of seduction. In a landscape of technological innovation, blurred boundaries and sensory overload, Amrita Shah paints a picture of the Fourth Estate′s challenging future.
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Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.
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This book explores Vietnamese popular television in the post-Reform era, that is, from 1986, focussing on the relationship between television and national imagination. It locates Vietnamese television in the experiences of everyday life and the prevailing network of power relations resulting from marketization and globalization, and, as such, moves beyond the clichéd assumption of Vietnamese media as a mere propagandist instrument of the party state. With examples from a wide range of television genres, the book demonstrates how Vietnamese television enables novel conditions of cultural oppression as well as political engagement in the name of the nation. In sharp contrast to the previous image of Vietnam as a war-torn land, post-Reform television conjures into being a new sense of national belonging based on an implicit rejection of the socialist past, hopes for peace and prosperity, and anxieties about a globalized future. This book highlights the richness of Vietnam’s current culture and identity, characterized, the book argues, by ‘fraternity without uniformity’.
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The aftermath of Japan's 1945 military defeat left its public institutions in a state of deep crisis; virtually every major source of state legitimacy was seriously damaged or wholly remade by the postwar occupation. Between 1960 and 1990, however, these institutions renewed their strength, taking on legitimacy that erased virtually all traces of their postwar instability.How did this transformation come about? This is the question Ellis S. Krauss ponders in Broadcasting Politics in Japan; his answer focuses on the role played by the Japanese mass media and in particular by Japan's national broadcaster, NHK. Since the 1960s, television has been a fixture of the Japanese household, and NHK's TV news has until very recently been the dominant, and most trusted, source of political information for the Japanese citizen. NHK's news style is distinctive among the broadcasting systems of industrialized countries; it emphasizes facts over interpretation and gives unusual priority to coverage of the national bureaucracy. Krauss argues that this approach is not simply a reflection of Japanese culture, but a result of the organization and processes of NHK and their relationship with the state. These factors had profound consequences for the state's postwar re-legitimization, while the commercial networks' recent challenge to NHK has helped engender the wave of cynicism currently faced by the state. Krauss guides the reader through the complex interactions among politics, media organizations, and Japanese journalism to demonstrate how NHK television news became a shaper of Japan's political world, rather than simply a lens through which to view it.
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As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshalabala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what mechanisms are at work in the enjoyment of empire-themed play experiences. To explore this question, this article develops the concept of ‘casual empire’, suggesting that the wish to play games as a casual pastime expedites the incidental circulation of imperialist ideology. Three examples – Resident Evil V (2009), The Conquest: Colonization (2015) and Playing History: Slave Trade (2013) – are used to demonstrate the production and consumption of casual empire across multiple platforms, genres and player bases. Following a brief contextualisation of postcolonial (game) studies, this article addresses casual design, by which I understand game designers’ casual reproduction of inferential racism (Hall, 1995) for the sake of entertainment. I then look at casual play, and players’ attitudes to games as rational commodities continuing a history of commodity racism (McClintock, 1995). Finally, the article investigates the casual involvement of formalist game studies in the construction of imperial values. These three dimensions of the casual – design, play and academia – make up the three pillars of the casual empire that must be challenged to undermine video games’ neocolonialist praxis.
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1. Approches
- Histoire/historiographie critique
- Analyses formalistes (4)
- Approches sociologiques (49)
- Épistémologies autochtones (1)
- Étude de la réception (8)
- Étude des industries culturelles (56)
- Étude des représentations (32)
- Genre et sexualité (12)
- Humanités numériques (3)
- Méthodologie de recherche décoloniale (7)
- Théorie(s) et épistémologies des médias (33)
- Théories postcoloniales et décoloniales (14)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (2)
- Auteur.rice LGBTQ+ (1)
- Auteur.rice noir.e (1)
- Auteur.rice PANDC (49)
- Autrice (35)
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- Créatrice (3)
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4. Corpus analysé
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4. Lieu de production du savoir
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5. Pratiques médiatiques
- Études du jeu vidéo (30)
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