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  • Struggles for Representation examines over 300 non-fiction films by more than 150 African American film/videomakers and includes an extensive filmography, bibliography, and excerpts from interviews with film/videomakers. In eleven original essays, contributors explore the extraordinary scope of these aesthetic and social documents and chart a previously undiscovered territory: documentaries that examine the aesthetic, economic, historical, political, and social forces that shape the lives of black Americans, as seen from their perspectives.

  • Kara Keeling contends that cinema and cinematic processes had a profound significance for twentieth-century anticapitalist Black Liberation movements based in the United States. Drawing on Gilles Deleuze’s notion of “the cinematic”—not just as a phenomenon confined to moving-image media such as film and television but as a set of processes involved in the production and reproduction of social reality itself —Keeling describes how the cinematic structures racism, homophobia, and misogyny, and, in the process, denies viewers access to certain images and ways of knowing. She theorizes the black femme as a figure who, even when not explicitly represented within hegemonic cinematic formulations of raced and gendered subjectivities, nonetheless haunts those representations, threatening to disrupt them by making alternative social arrangements visible.

  • Back in 2009, Critical Distance was founded to answer the question: “Where is all the good writing about games?” Our goal for the last 10 years has always been to facilitate dialogue. Through roundups, roundtables, podcasts, and critical compilations, we provide one place where all the most important discourse is collected together. We aim to build a foundation for ongoing conversations between developers, critics, educators and enthusiasts about critical issues in games culture. We are a compendium of the most incisive, thought-provoking, and remarkable discussion in and around games, keeping it archived for years to come. Our work has helped new writers to find their voice, educators to find resources to help their students develop critical thinking, and developers to become more reflective in their design practice.

  • What could a history of game studies be from the perspective of a queer Chickasaw feminist scholar? Should this be a disciplining manifesto, a polemical call to arms for radical transformation, a survey of the existing scholarship that has thus far framed games ludologically as fun, as sportsmanship, as design, or as epic struggles for political power where the player rather ominously wins or dies? I’m a bit of an interloper as a recent arrival from Indigenous studies to video-game studies, a field that represents both the end of history and the ahistoricity of pop-culturally–oriented archives that are presentist at best, and at worst, complicit with an industry derived from settler militaristic technologies and platforms and compelled by niche markets to innovate faster and faster to saturate more and more households at the structural level of occupation. And then there is the problem of what the history of game studies has been: Greco-Roman, European, cis white male, heterosexual, orientalist, algorithmic, and code driven with the techno-optimism of Silicon Valley alongside Jane McGonigal’s fundamental belief that games have and will save the world once they unite the collective brain power of all the gamers and bend them to a single task—and if not all that, then peak 1980s geekery with a hint of liberal multiculturalism thrown in, if Ernest Cline’s Ready Player One is anything to go by. It is as if the history of game studies has only ever been an imperial read-only memory to be mined, played, and spatialized within the conscriptions of conquistador archives already known and yet to be discovered.

  • 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.

  • This article addresses the proliferation of images and appearances in the realm of e-sports culture in urban China. The author’s findings are based upon ethnographic research and participant observation of e-sports audience members, teams, and tournaments, including the 2010 E-sports Champion League tournament in Beijing, the 2012 and 2013 World Cyber Games Festivals in Kunshan, and a 2014 Starcraft II tournament in Shanghai. A comparison of these events leads the author to argue that live e-sports events in China are less about spectatorship than they are about creating a spectacle that presents a carefully crafted vision of Chinese politics, nationalism, and capitalist consumer culture. In these cases, the participants and audience members are not only commodities to be sold but also a means of masking contradictory and highly ambivalent discourses about China’s role in technological production, digital game culture, and the promotion of the discourse of Internet addiction.

  • This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.

  • 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.

  • 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.

  • Parution dans la revue Diogène d’un article co-écrit avec James Berclaz-Lewis. En dépit de la publication de travaux importants depuis les années 1990, le champ disciplinaire des études ciném…

  • In several cities in the Southwest and Midwest with sizable enclaves of Chicanos, there are to be found considerable numbers of images that have become leitmotifs of Chicano art. In their ubiquity, these motifs demonstrate that the Chicano phase of Mexican-American art (from 1965 to the 1980s) was nationally dispersed, shared certain common philosophies, and established a network that promoted a hitherto nonexistent cohesion. In other words, it was a movement, not just an individual assembly of Mexican-descent artists. In what follows, Chicano art is examined as statements of a conquered and oppressed people countering oppression and determining their own destiny, though not all the producers of these images necessarily saw their production in the political way they are framed below. Examples have been chosen specifically to show how, in response to exploitation, artists have taken an affirmative stance celebrating race, ethnicity, and class.

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

  • This book explores crucial moments in the emergence of feminine culture in Colombia hitherto unexamined in English-language criticism through an examination of the work of ground-breaking artist Débora Arango, best-selling novelist Laura Restrepo, and three generations of documentary filmmakers.

  • 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.

  • Hollywood at the Intersection of Race and Identity explores the ways Hollywood represents race, gender, class, and nationality at the intersection of aesthetics and ideology and its productive tensions. This collection of essays asks to what degree can a close critical analysis of films, that is, reading them against their own ideological grain, reveal contradictions and tensions in Hollywood’s task of erecting normative cultural standards? How do some films perhaps knowingly undermine their inherent ideology by opening a field of conflicting and competing intersecting identities? The challenge set out in this volume is to revisit well-known films in search for a narrative not exclusively constituted by the Hollywood formula and to answer the questions: What lies beyond the frame? What elements contradict a film’s sustained illusion of a normative world? Where do films betray their own ideology and most importantly what intersectional spaces of identity do they reveal or conceal?

  • De-Westernizing Film Studies aims to consider what form a challenge to the enduring vision of film as a medium - and film studies as a discipline - modelled on ‘Western’ ideologies, theoretical and historical frameworks, critical perspectives as well as institutional and artistic practices, might take today. The book combines a range of scholarly writing with critical reflection from filmmakers, artists & industry professionals, comprising experience and knowledge from a wide range of geographical areas, film cultures and (trans-)national perspectives. In their own ways, the contributors to this volume problematize a binary mode of thinking that continues to promote an idea of ‘the West and the rest’ in relation to questions of production, distribution, reception and representation within an artistic medium (cinema) that, as part of contemporary moving image culture, is more globalized and diversified than at any time in its history. In so doing, De-Westernizing Film Studies complicates and/or re-thinks how local, national and regional film cultures ‘connect’ globally, seeking polycentric, multi-directional, non-essentialized alternatives to Eurocentric theoretical and historical perspectives found in film as both an artistic medium and an academic field of study. The book combines a series of chapters considering a range of responses to the idea of 'de-westernizing' film studies with a series of in-depth interviews with filmmakers, scholars and critics. Contributors: Nathan Abrams, John Akomfrah, Saër Maty Bâ, Mohammed Bakrim, Olivier Barlet, Yifen Beus, Farida Benlyazid, Kuljit Bhamra, William Brown, Campbell, Jonnie Clementi-Smith, Shahab Esfandiary, Coco Fusco, Patti Gaal-Holmes, Edward George, Will Higbee, Katharina Lindner, Daniel Lindvall, Teddy E. Mattera, Sheila Petty, Anna Piva, Deborah Shaw, Rod Stoneman, Kate E. Taylor-Jones

  • The notion of “self” and “other” and its representation in artwork and literature is an important theme in current cultural sciences as well as in our everyday life in contemporary Western societies. Moreover, the concept of “self” and “other” and its imaginary dichotomy is gaining more and more political impact in a world of resurfacing ideology-ridden conflicts. The essays deal with Jewish reality in contemporary Germany and its reflection in movies from the special point of view of cultural sciences, political sciences, and religious studies. This anthology presents challengingly new insights into topics rarely covered, such as youth culture or humor, and finally discusses the images of Jewish life as realities still to be constructed.

  • This book uncovers popular games' key role in the cultural construction of modern racial fictions. It argues that gaming provides the lens, language, and logic - in short, the authority - behind racial boundary making, reinforcing and at times subverting beliefs about where people racially and spatially belong. It focuses specifically on the experience of Asian Americans and the longer history of ludo-Orientalism, wherein play, the creation of games, and the use of game theory shape how East-West relations are imagined and reinforce notions of foreignness and perceptions of racial difference.

  • What does it mean to be white? This remains the question at large in the continued effort to examine how white racial identity is constructed and how systems of white privilege operate in everyday life. White Out brings together the original work of leading scholars across the disciplines of sociology, philosophy, history, and anthropology to give readers an important and cutting-edge study of ""whiteness""

  • Comme naguère Jean-Jacques Rousseau dénonçait le scandale d'une société fondée sur l'inégalité, avec la même clarté, et un bonheur d'écriture que seule peut inspirer la passion du juste, Aimé Césaire prend ses distance par rapport au monde occidental et le juge. Ce discours est un acte d'accusation et de libération. Sont assignés quelques ténors de la civilisation blanche et de son idéologie mystifiante, l'Humanisme formel et froid. En pleine lumière sont exposées d'horribles réalités : la barbarie du colonisateur et le malheur du colonisé, le fait même de la colonisation qui n'est qu'une machine exploiteuse d'hommes et déshumanisante, une machine à détruire des civilisations qui étaient belles, dignes et fraternelles. C'est la première fois qu'avec cette force est proclamée, face à l'Occident, la valeur des cultures nègres. Mais la violence de la pureté du cri sont à la mesure d'une grande exigence, ce texte chaud, à chaque instant, témoigne du souci des hommes, d'une authentique universalité humaine. Il s'inscrit dans la lignée de ces textes majeurs qui ne cessent de réveiller en chacun de nous la générosité de la lucidité révolutionnaires. Le Discours sur le colonialisme est suivi du Discours sur la Négritude, qu'Aimé Césaire a prononcé à l'Université Internationale de Floride (Miami), en 1987.

Dernière mise à jour depuis la base de données : 29/10/2025 13:00 (EDT)