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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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Playing back to the Empire, in videogames, is rife with tensions. The imperialist sentiment inherent in reverse-colonist discourse featured in most strategy-based videogames like Europa Universalis IV, where the player could conquer Europe playing for the Marathas, has been noted by Souvik Mukherjee (2017) as playing into the colonial logic while futilely trying to challenge it. Studio Oleomingus, an Indian two-man game studio, is one of the few involved in a different experiment. Their mythical game Somewhere, chronicling a postmodernist search for identity and narrative in the forgotten city of Kayamgadh, has generated significant spin-offs into its universe. With attention to one such spin-off, I will focus critical attention on the issue of the postcolonial gaming of the Museum in A Museum of Dubious Splendors. I will examine the New Museological implications of A Museum of Dubious Splendors, keeping in mind Museologist Eilean Hooper-Greenhill’s assertion of museums embodying “the power to name, to represent common sense, to create official versions, to represent the social world, to represent the past” (Hooper-Greenhill 2001: 2). Oleomingus’ own description of A Museum, as an adaptation of edited, mangled, contested short stories by a fictional Urdu writer, Mir Umar Hassan, eschews the linear narrative production of the colonial museum for a game of meanings, where the player enters rooms according to his choice and constructs his/her own “quiet game about prosaic objects and spurious histories.” ("A Museum" 2018) The paper would take this into account and examine the reconceptualization of the museum space with respect to James Clifford’s sense of museums being “contact zones”: A Museum’s lack of any curator, with its curious blend of colonial and native tales and banal objects defamiliarised by “spurious histories” lends itself to questions of playing the Empire back according to a different episteme, through subaltern histories that the colonial museum space silenced. Paying close attention to the question of postcolonial spatiality in this game, I will analyze the historiographical implications of these identity-scatterings and recuperations at constant play in the structure of the game. Keywords: Museum Studies, Thing Theory, Game studies, Marginal identity, Postcolonial Studies
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Redefines games and game culture from south to north, analyzing the social impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
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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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Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game
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This study compared the effects of episodic framing of the Checkpoint scenario and the Military Raid scenario in Global Conflicts (2010), a computerized simulation of the Israeli-Palestinian conflict, on developing impartial attitudes towards this conflict. The former presents a more human, individual and personal framing of the conflict than does the latter. Two hundred and ten Israeli-Jewish and Palestinian undergraduate students participated in the experiment. They filled in questionnaires measuring attitudes towards the Israeli-Palestinian conflict before and after playing the scenarios. Results suggested that participants playing the Checkpoint scenario became more impartial toward the Israeli-Palestinian conflict, unlike those playing the Military Raid scenario. The results show that computerized simulations of the Israeli-Palestinian conflict can be used for attitude change intervention, but the framing of the story in the game may be crucial in determining whether the players become impartial regarding the situation or not.
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Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
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The in-depth, diverse, and accessible essays in Queer Game Studies use queerness to challenge the ideas that have dominated gaming discussions. This volume reveals the capacious albeit underappreciated communities that are making, playing, and studying queer games, demonstrating the centrality of LGBTQ issues to the gamer world and establishing an alternative lens for examining this increasingly important culture.
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This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.
Explorer
1. Approches
- Humanités numériques
- Approches sociologiques (5)
- Étude de la réception (3)
- Étude des industries culturelles (5)
- Étude des représentations (4)
- Genre et sexualité (4)
- Histoire/historiographie critique (3)
- Muséologie critique (1)
- Théorie(s) et épistémologies des médias (4)
- Théories postcoloniales et décoloniales (6)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice LGBTQ+ (2)
- Auteur.rice noir.e (1)
- Auteur.rice PANDC (5)
- Autrice (7)
- Créateur.rice LGBTQ+ (1)
- Créateur.rice PANDC (2)
- Créatrice (3)
4. Corpus analysé
- Asie
- Afrique (1)
- Amérique centrale (1)
- Amérique du Nord (5)
- Europe (4)
4. Lieu de production du savoir
- Amérique centrale (1)
- Amérique du Nord (4)
- Asie (6)
- Europe (4)