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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.

  • In 1980, Hong Kong’s commercial Television Broadcast Limited (TVB) television drama The Bund ( 上海滩 ) was popularly received in the city as well as in South-East Asia and the broader Chinese diaspora. Set in the cosmopolitan treaty port of Shanghai in the 1920s, The Bund revolves around the violent ascent of a coolie (Ray Lui) and a disillusioned student activist (Chow Yun-Fat) to become prominent mobsters. Not only were two sequels made within that year, but this historical gangster drama has been repeatedly resurrected in television dramas and fi lms, including Chow’s redux, The Last Tycoon ( 大上海 ), three decades later in 2012. From karaoke lounges to social media sites, theme songs of The Bund remain popular more than three decades after the dramas were screened . With music composed by Joseph Koo, lyrics by Wong Jim and sung by Frances Yip, the main and supplementary theme songs refl ected the intimate role of the Hong Kong-based contemporary Cantonese popular music, or Canto-pop, in cultivating a more memorable and enduring televisual culture. With the smooth synchronization of Koo’s classical music with the undulating pitch of Yip, the song articulates the unpredictable tribulations of the changing fortunes in the treaty-port of Shanghai in the interwar years. To a certain extent, it is also a narrative that reminds viewers in Hong Kong and beyond of similar socio-political and historical predicaments.

  • Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

  • This chapter looks at one well-known format in reality television– Big Brother (Bigg Boss in India) – in order to shed light on the complicated relationship between the forces of globalization, national and local cultural formations and the dictates of commercially driven entertainment. It analyses the essential features of format television to argue that the very mode of its constitution as an economic and aesthetic object inclines it towards the global. The chapter elucidates the reality behind global cultural formations by discussing the two main theoretical approaches to the question of global culture – cultural imperialism and cultural globalization. It also offers some speculations about how reality television embodies global form and thus functions as a sort of “Bigg Boss” that dictates contemporary modes of meaningful behaviour.

  • Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

  • The worldwide success of the Idol format may not require any explanation. We live under the ubiquitous sign of globalization; and hence it should come as no surprise that mass media— which together constitute an ecumenical vehicle of culture with an insatiable appetite for profit— would generate forms (or formats) of art that travel with ease and are translatable into every context. The reception of these formats is, at one level, as unproblematic as its dissemination. To be global (and who isn’t?) is to be eagerly accepting of certain languages, technologies, discourses and styles. The craze surrounding competitive singing can then be explained as one more instance of borders proving permeable to the formulas of international popular culture. It is my argument that in order to understand the unique valence and significance of global formats, we need to go beyond issues of production, distribution and reception, and focus instead on the phenomena that arise from their instantiation . This is so because implementing a format in a specific context has consequences that are neither written into the “program” nor purely derivable from local conditions. Let me provide an illustration. The call-in talk show has recently become a staple on Indian television. The format and content of these shows would be familiar to most Western viewers— a regular host, one or more “experts” discussing politics and culture, and a final segment devoted to phone calls from the public.

  • Though research examining violence in video games (VGs) and its potential real-world effects has been a target of academic attention, content analysis of demographical marginalization in VGs has not been as prolific. What little research there is reveals a pronounced absence and stereotyping of women and racial or ethnic minorities but ignores queer content altogether. This work explores video game demographics through quantitative analysis of the demographic composition and stereotyping of characters from 30 popular VG titles. Findings of this study support that of past analyses, evidencing that the representation of women and racial minorities is both rare and stereotyped. Queer characters are also shown to be sparse and stereotyped. While past research has largely treated race and gender separately, this study shows that multiply marginalized groups, including queers, are even more underrepresented and stereotyped. The sociocultural implications of these findings are discussed and suggestions are made for future analysis and marketing.

  • This chapter analyses a profound transformation of Bengali regional-languagecinema since the early 1980s, a transformation that fundamentally changedthe industry and one that can arguably be attributed at least partly to thecreation of a Bengali television-watching public in the same period. Itfocuses on a trend that emerged in mainstream Bengali cinema during the1980s and was sustained thereafter, and brought into prominence a newconfiguration of elements previously marginal to Bengali films. This trans-formation was to do with mainstream Bengali cinema’s increasing adaptation of what are commonly known as the ‘‘masala’’ or ‘‘formula’’ elementsof Bombay cinema such as racy dialogues, stereotypical villainous char-acters, stylized fights and song-and-dance sequences. This new genre, whichhas commonly been discredited as the Bengali film industry’s totally unim-aginative imitation of the popular Hindi-language cinema of Bombay,completely altered what had been the dominant aesthetic of Bengali cinematill about the mid-1970s. Until this point, Bengali cinema was marked by itsclose relationship with Bengali literature and a Bengali middle-class worldview, greater realism than Bombay cinema or other mainstream regionalcinemas, and naturalistic acting styles, and was radically transformed by agrowing adoption of the ‘‘formula’’ elements commonly identified withpopular Hindi cinema. Industry sources, however, indicate that this newtrend was successful in boosting the Bengali film industry, which had beenswamped by a severe economic crisis since the 1970s. The industry’s crisiswas caused by a host of factors: the most important of these was the Ben-gali middle-class audience’s shift to television as a result of an increasingly unsatisfactory film-going experience in this period. The creation of a Ben-gali television public in the early 1980s shifted audiences from the cinematheatres, thereby significantly reducing film revenues in Calcutta, until then the prime market for Bengali films.

  • This volume is divided into three parts: 'Adaptation and Local Production in East Asia', 'Formats, Clones, and Generic Variations' and 'New Television'.

  • Hong Kong is famous internationally as a financial market, a shopping paradise, and Chinese film production hub, but notoriously (and perhaps even attractively for some) Hong Kong is also a hotbed of piracy of computer software, DVDs, watches and toys.1 While many cultural products such as television dramas and movies are original and quite reputable in the region, media critics argue that the copycat phenomenon, which includes borrowing, inserting and modifying other cultural texts to augment local production, is common in the media and entertainment industries (Fung 1998). Whenever a new form, style, or popular culture trend emerges in Hong Kong, market forces soon kick in to replicate it. However, this kind of reproduction, as shown by the history of cultural production in Hong Kong, does not necessarily lead to a degradation of programme quality. Reproduction is not only a savvy strategy to reduce the financial risks inherent to new products, but also aims at producing ‘improved’ versions which can reap more profits for the industry.

  • Unlike smaller nation-states in this study the People’s Republic of China has never really countenanced a scarcity of domestic television content. Supply has been constant, indicating both the importance and the sheer size of the sector. The nationalized broadcast media has for several decades churned out cheaply produced films, documentaries, dramas, and news programmes. During the last two decades of the twentieth century, however, audience demand for domestic content began to wane as more as more international programmes found their way into schedules, particularly in southern China. China’s accession to the World Trade Organization in December 2001 seemed to herald soul-searching among its media mandarins. What would happen? Would China be inundated by foreign content (the worst case scenario) or would China, as it has done over time, absorb and regulate foreign influences?

  • The previous chapter introduced in broad brushstrokes the issues at stake in this study, beginning with a critique of globalization and moving on to sketch in finer detail national television systems, the role of local content, and the economic importance of formats. The chapter concluded with a brief overview of the vagaries of copyright law as it applies to formats. Here, we initiate a discussion of Asian television systems beginning with a much different perspective on the ramifications of cultural borrowing. In this context we note that the format business straddles the divide between creative endeavour and innovation on the one hand, and slavish imitation on the other. This polarization manifests in widespread misunderstanding of the goals of format producers and distributors, and the role that formats play in the shaping of television schedules. We need therefore to flesh out the in-between issues. These are primarily concerned with the relationship between the format and its localization, television consumption within ‘cultural continents’, and changes in media systems. Taking this further we note the relationship between production and reception within Asia, the growth of television industries in the region and the relationship between formatting and new media distribution platforms that use interactive technologies allowing viewers to feedback responses. This exercise enables us to identify an alternative list of conceptual tools to those championed by political economy scholars.

  • Taiwan residents enjoy one of the most abundant television diets in East Asia. Eighty per cent of households subscribe to cable television services, offering a buffet of more than eighty channels including niche and full service channels. Taiwan’s television industry, while relatively small in comparison with its competitors in East Asia, has established a reputation for creatively re-generating formats developed elsewhere.

  • In the eyes of many observers the Philippine cultural icon that is synonymous with travel, as well as being the subject of numerous advertisements is the jeepney, a public-transport vehicle assembled in the style of the US military jeep but lengthened to accommodate from fourteen to twenty-two sitting passengers. What distinguishes the jeepney from run-of-the-mill public transport however is its artistic décor: a clutter and kaleidoscope of various artefacts from miniature steel horses dotting the hood, to massive, jazzy plastic or steel billboards announcing the name of the jeepney, to murals painted in fiesta colours at the sides, to a bizarre combination of items in the front windshield juxtaposing conflicting images of the Sto. Nino (the baby Jesus Christ) and stickers with sexually risqué messages.

  • Television programme format adaptation is becoming an increasingly significant phenomenon in India as it is in many other countries with an active domestic television industry. Some obvious successes stand out in recent years, such as Kaun Banega Crorepati, the licensed adaptation of Celador’s global format success Who Wants To Be A Millionaire?, and C.A.T.S., a licensed Hindi version of the US detective series Charlie’s Angels. However, sensitivity to local cultural nuances has been critical to their popular reception by Indian audiences. Yet despite a few high-profile licensed adaptations or copycatting, there are far more instances of unlicensed adaptations or cloning, sometimes subtle, other times not.

Dernière mise à jour depuis la base de données : 17/07/2025 13:00 (EDT)