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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
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Pairing Dominican-born artist Firelei Báez with Kenyan-born artist Wangechi Mutu, this article meditates on relational black and brown aesthetic strategies by reading femme gestures performatively across individual works, as well as the exhibition spaces within which the artists draft practices of informed and resistant engagement. Working with both theories of brownness that emerge from Latinx studies as well as scholarship of the black radical tradition, the author follows a sense of shared aesthetic gestures in Báez and Mutu’s work toward an indictment of pervasive Global North racial epistemologies. Focusing on the performative gesture as the basis for relation, this article ultimately hones in on the chimeric figures—amalgamations of flora and fauna—that both artists deploy, arguing that these present a model for imagining an otherwise arrangement of the social.R Poniendo en diálogo a Firelei Báez, una artista nacida en República Dominicana, con Wangechi Mutu, que nació en Kenia, este artículo invita a una meditación sobre las estrategias estéticas relacionales negras y morenas mediante una lectura en clave performativa de gestos femeninos en obras individuales y en aquellos espacios de exposición en que las artistas elaboran prácticas de participación política informada y de resistencia. Trabajando tanto con las teorías de lo moreno (brownness) que emergen de los estudios Latinx como con el trabajo académico de la tradición radical negra, la autora rastrea gestos estéticos presentes tanto en el trabajo de Báez como en el de Mutu para denunciar las omnipresentes epistemologías raciales del norte global. Centrándose en el gesto performativo como la base de la relación, este artículo se enfoca en última instancia en las figuras quiméricas – amalgamaciones de flora y fauna – que ambas artistas despliegan en su trabajo para sostener que estas presentan un modelo para imaginar otra manera de organizar lo social.
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How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics. Source: Publisher
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