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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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In the Togelese game Origin - the Rise of Dzitri that was developed in Lome, the character Edoh takes you on a journey to historic places in the city to revive the spirit of Dzitri. Deyfou-lah Sani Bah-Traore, programmer and game developer, spoke with Lisa Kienzl about his and his Teammate s work on Origin - the Rise of Dzitri
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This essay aims to trace an overview of the decolonial aesthetics through the analysis of artistic expressions that occurred in Latin American territory. This analysis will allow us to enhance the cultural and artistic practices within its plurality and the typical spatial archetypes within its temporal resignification. The necessity of creation and the search for new epistemological fields translate the historical movements of the Latin-American cultural mouvance and the juxtaposition of temporalities, practices and the confluence of knowledge. We can find a stage of resistance and socio-historical borders subverted, mainly in the context of artistic and cultural manifestations and its capacity of invention and relativization. This essay aims to bring a reflection on the construction of cultural spaces and the dismantling of a single hegemonic perspective to define the artistic practices. The analysis and the epistemological questioning of the Latin-American trans-historical movement delineates an overview of the history of artistic productions that came out of practices and every-day life inventions and the elaboration of temporary spaces of claim and contestation through exhibitions, performances, festivals, and so forth. The idea of subverting a geopolitical imaginary and a cartography of the world (even if initially in local dynamics) consists of a central focus of this work.
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El feminismo hegemónico latinoamericano entró en crisis en los años noventa por su creciente contubernio con el Estado liberal, así como por su práctica política carente de teoría. No supo cómo responder a los desaires de la izquierda masculinista y quedó intacto por los nuevos teóricos de la descolonialidad. Su acción y pensamiento no sólo se manifestaron profundamente colonizados por Occidente, sino que no encontraron una voz clara para entrar en diálogo con ciertas corrientes del feminimo latinoamericano que cuestionaron sus postulados de género, raza y heteronormatividad.
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In the 1960s, topless entertainment became legal in San Francisco, although cross-dressing continued to be criminalized. This article documents queer Latina/x visual and performance cultures of San Francisco’s strip club industry during this critical moment. It employs visual and performance analyses that draw from ethnographic interviews and archival research about three Latinas who performed as exotic dancers during this period, two of whom were out transsexuals: Roxanne Lorraine Alegria, Vicki Starr, and Lola Raquel. Engaging Marcia Ochoa’s notion of “spectacular femininities” and Juana María Rodríguez’s theory of “queer gesture,” the article maps out a queer Latina/x herstoriography about the early days of topless entertainment in San Francisco. It demonstrates how the transgressive practices of these Latina performers enrich genealogies of queer and Latina/x performance and visual cultures since the 1960s. It thus contributes to the expansion and intersection of the fields of performance studies, Latina/x studies, and feminist, gender, and sexuality studies. These fields and their intertwinings offer critical tools to resist the sexism, homophobia, racism, transphobia, and whorephobia that pervade every level of society, as well as the cultural amnesia to which San Francisco has been increasingly prone due to its incessant gentrification and growing technocracy since the early 2010s.RESUMEN Este artículo documenta las culturas visuales y de performance latinas/x queer de los clubes de striptease de San Francisco durante un momento crítico en la historia de la ciudad. En la década de 1960, los shows en topless se legalizaron en San Francisco, aunque el travestismo se continuó criminalizando. Otálvaro-Hormillosa emplea análisis visuales y de performance que se basan en entrevistas etnográficas e investigación de archivo sobre tres latinas que actuaron como bailarinas exóticas durante este período, dos de las cuales reconocían públicamente que eran transexuales: Roxanne Lorraine Alegria, Vicki Starr y Lola Raquel. En diálogo con la noción de “feminidades espectaculares” de Marcia Ochoa y la teoría de “gestos queer” de Juana María Rodríguez, Otálvaro-Hormillosa describe una historiografía latina/x queer propiamente femenina sobre los primeros días del entretenimiento en topless en San Francisco. El artículo demuestra cómo las prácticas transgresoras de estas intérpretes latinas enriquecen las genealogías de las culturas visuales y de performance queer y latinas/x desde los años sesenta. Al hacerlo, contribuye a la expansión e intersección de los campos de los estudios de performance, estudios latinas/x, y estudios feministas, de género y de sexualidad. Estos campos y sus entrecruzamientos pueden ofrecer herramientas críticas para resistir el sexismo, la homofobia, el racismo, la transfobia y la putafobia que permea todos los niveles de la sociedad, así como la amnesia cultural a la que San Francisco ha sido cada vez más propenso debido a su incesante gentrificación y creciente tecnocracia desde principios de los años 2010.RESUMO Este artigo documenta a cultura visual e de performance na indústria de clubes de strip-tease de São Francisco, durante um momento crítico da história da cidade. Nos anos 60, o entretenimento topless se tornou legal em São Francisco, embora a prática do cross-dressing continuasse criminalizada. Otálvaro-Hormillosa emprega análise visual e de performance baseadas em entrevistas etnográficas e pesquisas de arquivos sobre três latinas que se apresentaram como dançarinas exóticas durante esse período, duas das quais eram transexuais: Roxanne Lorraine Alegria, Vicki Starr e Lola Raquel. Engajando a noção de “feminilidades espetaculares” de Marcia Ochoa e a teoria do “gesto queer” de Juana María Rodríguez, Otálvaro-Hormillosa mapeia uma herstoriografia queer latina/x sobre os sobre os primórdios do entretenimento topless em São Francisco. O artigo demonstra como as práticas transgressivas dessas artistas latinas enriquecem as genealogias das culturas visual e de performance queer e latina/x desde os anos 1960. Deste modo, contribui para a expansão e intersecção dos campos de estudos da performance, estudos latinos e estudos feministas, de gênero e sexualidade. Esses campos e seus entrelaçamentos podem oferecer ferramentas críticas para resistir ao sexismo, homofobia, racismo, transfobia e putafobia que permeiam todos os níveis da sociedade, bem como a amnésia cultural para a qual San Francisco tem sido cada vez mais propensa devido à sua gentrificação incessante e crescente tecnocracia desde o início dos anos 2010.
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Karl Schoonover and Rosalind Galt’s Queer Cinema in the World initially proposes a radical comparative vision of cinema’s queer globalism. It aims to explore how queer filmmaking intersects with international sexual cultures, geopolitics, and aesthetics to disrupt dominant modes of world making.
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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.
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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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Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
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"Afterlives of Indigenous Archives offers a compelling critique of Western archives and their use in the development of “digital humanities.” The essays collected here present the work of an international and interdisciplinary group of indigenous scholars; researchers in the field of indigenous studies and early American studies; and librarians, curators, activists, and storytellers. The contributors examine various digital projects and outline their relevance to the lives and interests of tribal people and communities, along with the transformative power that access to online materials affords. The authors aim to empower native people to re-envision the Western archive as a site of community-based practices for cultural preservation, one that can offer indigenous perspectives and new technological applications for the imaginative reconstruction of the tribal past, the repatriation of the tribal memories, and a powerful vision for an indigenous future."
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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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The genre of history strategy games is a crucial area of study because of what is at stake in the representation of controversial aspects of history in popular culture. Previous work has pointed to various affordances and constraints in the representation of history, based on the framing of the game interface, the alignment of goals with certain strategies and textual criticism of the contents of the games. In contrast, this article examines these games from the perspective of the player’s experience of play in relation to a wider gaming community. It is in these counterfactual communities that players negotiate their individual experience with their knowledge of the history that is presented in the games that they play, indicating that the relationship between digital games, players and history is highly contextual. The relevant practices of players of history strategy games are illustrated with examples from the official and unofficial communities of the Paradox Interactive games Europa Universalis II and Victoria: Empire Under the Sun. The shared paratexts demonstrate how positions are negotiated in relation to the ‘official’ version of history presented in the games. These negotiations are made tangible through the production and sharing of paratexts that remix the official history of the games to include other perspectives developed through counterfactual imaginations. These findings indicate the importance of including perspectives from gaming communities to support other forms of analysis in order to make rigorous observations about the impact of digital games on popular history.
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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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This article is a reading of The Witcher 3 in relation to postcolonial approaches to Polish culture. It departs from an analysis of an online debate on racial representation in the game as a possible act of epistemic disobedience, and moves on to a consideration of three narrative aspects of the game itself: its representation of political struggle, the ideological stance of the protagonist, and ethnic inspirations in worldbuilding. By referring those three issues to postcolonial analyses of Polish culture, as well as Walter D. Mignolo’s concept of decolonization through epistemic disobedience, this article aims to demonstrate paradoxical qualities of the game, which tries to simultaneously distance itself from the established, West-oriented ways of knowledge production and gain recognition as an artifact of modern Western pop culture. Moreover, it employs the tradition of Polish Romanticism to establish itself as a bridge between Slavdom and Western culture, and strengthen the colonial idea of Poland being the proper ruler over Slavs.
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El siguiente artículo es una respuesta a la exposición de arte indígena contemporáneo Gran Chaco Gualamba. Arte, Cosmovisión, Soberanía (Chaco, Argentina; Julio de 2013). Sin desviarse de los propios objetivos de la muestra, problematiza la práctica curatorial como una forma de ver y mostrar a la producción artística de las poblaciones originarias como artefactos significantes íntimamente enlazados con sus formas de vida comunitaria -y no meramente obras de arte autónomas y asépticas de toda función social-. Contrastando las definiciones del equipo de curadoras, el corpus de obras expuestas y el discurso de pobladores originarios, se muestra que este intento por recuperar el nexo orgánico entre arte, cosmovisiones y vida en comunidad resulta trunco, dado que los propios pobladores originarios consideran esta vinculación como una circunstancia históricamente pretérita, previa a los procesos de colonización. Recuperando las luchas presentes de las comunidades, que a falta de ese pasado armonioso plantean su identidad como resistencia necesaria para un futuro distinto – mejor-. This work is a response to a contemporary indigenous art exhibition titled «Gran Chaco Gualamba - Arte, Cosmovisión, Soberanía» (Chaco, Argentina; July 2013). Consistent with the purposes of this exhibition, the article problematizes curatorial practice as a way to present the artistic production of the indigenous populations as significant artifacts intimately involved in the daily community life, and not merely as autonomous artistic objects with no social function. By contrasting the definitions provided by the curatorial team,the corpus of artworks exhibited and the native peoples’ speech, the article shows how the exhibit fails to recover the link between art, cosmovisions and community life because the native populations themselves consider these three spheres as an outdated historical circumstance, previous to the colonization processes. Finally, the current struggles of the communities are mapped which, in the absence of that harmonious past, pose their identity as a necessary resistance for a better future.
Explorer
1. Approches
- Histoire/historiographie critique
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- Étude des industries culturelles (82)
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- Méthodologie de recherche décoloniale (23)
2. Auteur.rice.s et créateur.rice.s
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- Auteur.rice LGBTQ+ (2)
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- Créateur.rice autochtone (38)
- Créateur.rice LGBTQ+ (1)
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- Océanie (16)