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  • 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.

  • Television Drama in Spain and Latin America addresses two major topics within current cultural, media, and television studies: the question of fictional genres and that of transnational circulation. While much research has been carried out on both TV formats and remakes in the English-speaking world, almost nothing has been published on the huge and dynamic Spanish-speaking sector. This book discusses and analyses series since 2000 from Spain (in both Spanish and Catalan), Mexico, Venezuela, and (to a lesser extent) the US, employing both empirical research on production and distribution and textual analysis of content. The three genres examined are horror, biographical series, and sports-themed dramas; the three examples of format remakes are of a period mystery (Spain, Mexico), a romantic comedy (Venezuela, US), and a historical epic (Catalonia, Spain). Paul Julian Smith is Distinguished Professor at the Graduate Center, City University of New York. He was previously Professor of Spanish at the University of Cambridge. He is the author of twenty books and one hundred academic articles.

  • 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.

  • In this chapter, we argue that there are several layers of genre, proto-format commercialization of program elements, and current commercially licensed formats. Some genre traditions, like melodrama, tend to be large, over-arching categories that already have a long history before television (Martín-Barbero 1993). Specific genres of television production, like the U.S. soap opera or the Latin American telenovela can develop within that larger tradition. Even more specific genres, like the Brazilian socially engaged or historical telenovelas, versus the romantic Mexican Cinderella story telenovela (Hernandez 2001), develop or emerge over time within those genre traditions. Television formats are now often distinguished as a parallel category which looks at forms of television that are packaged for licensing, transfer across cultures, and localized adaptation or implementation by regional, national or local networks. Specific formats are often imported and adopted. They can feed into genre development, grafted on to older traditions.

  • As a trend that captured the imagination of Brazilian audiences, the rapid proliferation of dance competitions on network television is meaningful not simply as a domestic phenomenon but also, and particularly, as an illustration of the mechanisms that enable the global popularity of formatted programs. While the shows were locally produced and relied on local talent, they were all based on formats that originated elsewhere, “imported ideas” that were recycled by Brazilian producers. References to foreign versions of the formats were also part of the discourses through which the domestic adaptations were described. As one show followed the other, they invited comparisons not only among themselves but also with their international counterparts. Yet, despite the association with foreign TV shows, the formats were easily incorporated to Brazil’s television culture, a feat that could surprise neither critics nor the industry.

  • I was about 10 or 11 years old when I, together with my parents, religiously tuned in weekly to the situation comedy ¿Qué pasa U.S.A.? While I do not recall the specific year the show aired in Puerto Rico, I do remember that it was broadcast on WIPR-Channel 6, the island’s public television station. Watching one of my favorite sitcoms on what I then considered the boring channel was rather odd. However, I never thought it strange that the Peñas, ¿Qué pasa U.S.A.? ’s working-class three-generation Cuban/Cuban-American family, resided in Miami or that some of the characters communicated bilingually in English and Spanish. For me, ¿Qué pasa U.S.A.? was a show that resembled other locally produced situation comedies broadcast on commercial television, with the difference that the Peña family were Cuban immigrants who, instead of residing in Puerto Rico (like some of my childhood friends), lived in Miami (like many of my friends’ relatives). Probably as a result of the principal characters’ cultural references and their accents in Spanish, I decoded ¿Qué pasa U.S.A.? as a Cuban sitcom. Fast-forward to 2004. I was invited to write a 500-word encyclopedia entry on ¿Qué pasa U.S.A.? Without having any information on the show at hand, I immediately accepted. This was an opportunity to revisit a program I loved. After conducting the research I realized the uniqueness of ¿Qué pasa U.S.A.? Sponsored by the U.S. Office of Education Emergency School Assistance Act– Television Program (ESAA-TV), ¿Qué pasa U.S.A.? —considered the first bilingual situation comedy broadcast on U.S. television— addressed the culturalgenerational misunderstandings and the socio-cultural adjustments endured by the Peñas, a 1960 Cuban exile family.

  • In seeking to find a solid paradigm for the Feiticeiro/a character, it is tempting to approach the established psychiatric categories. Unfortunately, many of these suggest that people are ineffably different from others and that people will behave according to type in a predictable, even inevitable way. This chapter explores the World Health Organization’s International Classification of Diseases (ICD), which merely re-inscribes essentialist and determinist tendencies by means of processes akin to the phenomenon of cross-linguistic influence and linguistic fixity. The chapter explores further how this is embedded in the category of ‘fetishism’, ‘fetishistic transvestism’ and ‘transvestic fetishism’, which contain certain problematic vestigial tails of Freudian categories that make the psychiatric definitions of ‘fetishism’ unsuitable as a foundation for the Feiticeiro/a character.

  • The categories for ‘perversion’ in the World Health Organization’s ICD fail to describe people and their practices, thereby obscuring the remarkable singularity of individuals and diversity of groups. Instead, they prescribe heteronormative sexual behaviour, which is unhelpful as a foundation for the Feiticeiro/a character. This chapter explores an alternative epistemic construct, as becomes available in the notion of a focalising character, which reflects a ‘semic’ construct that negates the notion of a ‘pervert’ character as a substance, but instead embraces the notion of a Feiticeiro/a character as a structure. The chapter further explores the philosophical nature of this structure as it relates to the thematic elements of a narrative whilst engaging in believable activities in a material world. The chapter then suggests an approach to structure based in a phenomenological notion of the replacement of ‘substance’ with ‘form’/‘structure’ as the foundation of meaning.

  • An episteme for the Feiticeiro/a as a filmic character who is ‘perverse’ needs a form if it is to be useful to writers wanting to construct complex transgressive sexual characters. The beginnings of this framing are productively associated with the semiotic notion of ‘connotation’. This chapter explores what is meant by complexity in character construction and suggests a framing focused on character as an embodied being as a helpful starting-point for an episteme for characterological ‘perversion’. The chapter explores this as a non-foundationalist framing that transcends problematic Cartesian distinctions, concrete object materiality and woolly broad-stroke statements of a disembodied discursive constitution of social and personal experience.

  • If the Feiticeiro/a as a psychologically defined and complex character is to be seen as an embodied form/structure (not substance) that exists in dialectical relationships between self, other and discursive constructions of society, a clearer indication should be made about what kinds of behaviours or actions he/she should engage in. This chapter explores how psychiatric diagnostic criteria fail to provide assistance, despite professing to authoritatively mark stable, reliable and accurate epistemic boundaries to sexual activity. The chapter thereby addresses questions of the description of actions versus the demarcation of thoughts, objects, feelings and time as invisible and abstracted notions that are virtually the opposite of what is useful for an episteme for the Feiticeiro/a. It also approaches how the diagnostic criteria codify ‘perverse’ activity in determinist terms, thereby insidiously refusing an epistemic construct of action into which is built an acknowledgement of the behaviours of the Feiticeiro/a as a complex subjectivity.

  • À la suite d’une série d’évènements historiques de grande relevance sociopolitique, les années 1990 ont connu une montée d'initiatives menées par les artistes autochtones nord-américains visant à une récupération et une divulgation de leur l’héritage culturel, et, de ce fait, à une revendication de leur visibilité dans le panorama international. De cette résurgence, l’artiste multimédial autochtone canadien, Kent Monkman, constitue l’une des voix plus actives et plus emblématiques. En créant un dialogue épistémologique entre les études postcoloniales et l’art autochtone, cet article interrogera l’œuvre de Kent Monkman au prisme d’une notion dont sera proposée une définition, à savoir le « Painting Back ».

  • 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.

  • Samella Lewis has brought African American Art and Artists fully up to date in this revised and expanded edition. The book now looks at the works and lives of artists from the eighteenth century to the present, including new work in traditional media as well as in installation art, mixed media, and digital/computer art. Generously and handsomely illustrated, the book continues to reveal the rich legacy of work by African American artists.

  • This important book showcases institutional and private efforts to collect, document, and preserve African American art in American's fourth largest city, Houston, Texas. Eminent historian John Hope Franklin's essay reveals his passionate commitment to collect African American art, while curator Alvia J. Wardlaw discusses works by Robert S. Duncanson, Henry Ossawa Tanner, Horace Pippen, and Bill Traylor as well as pieces by contemporary artists Kojo Griffin and Mequitta Ahuja. Quilts, pottery, and a desk made by an African American slave for his daughter contribute to the overview. The book also focuses on the collections of the "black intelligentsia," African Americans who taught at black colleges like Fisk University, where Aaron Douglas founded the art department. A number of the artists represented were collected privately before they were able to exhibit in mainstream museums.

  • 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

  • "Featuring Females analyzes the portrayals of women in a variety of outlets, including reality television shows, films, print and electronic news programming, magazines, video games, and commercial advertising. A highly esteemed group of scholars and researchers provides informed, original psychological study, and their thought-provoking findings address the ways in which aging, race/ethnicity, body image, gender roles, sexual orientation and relationships, and violence are treated in the media. Featuring Females is a diverse volume, exploring images and characterizations of women young and old and inspiring discussion of the effects that these representations have on girls, women, and society at large"--

  • 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.

  • While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like 'Mass Effect' or 'Dragon Age', Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. 'Video Games Have Always Been Queer' argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D.A. Miller can bring to the popular 2007 video game 'Portal', or what Eve Sedgwick offers 'Pong', Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in 'Octodad' or explore the pleasure of failure in 'Burnout: Revenge', Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.

  • In the past ten years, two seemingly unconnected fields of study have risen to prominence. Patrick Wolfe’s 2006 theorization of settler colonialism called for the development of a distinct set of literature and analytical tools to analyze the relationship between indigenous peoples and occupying settlers. Meanwhile, Ian Bogost’s 2007 elaboration of the notion of procedural rhetoric provided a theoretical framework to approach the critical analysis of the ideology modeled by a game’s rules and design. While each of these theories have proliferated and prospered within their disciplines, this article seeks to bring the two fields together in order to establish a critical framework that can be used to highlight the presence of settler colonialism in popular mobile videogames, in particular Supercell’s 2012 mobile game Clash of Clans. Within this framework, the essay analyzes how the game engages in a system of play driven by its focus on improvement, progression, and expansion, which ends up operating under the same principles settler colonialism has used to justify the expansion of settler-states and the eradication of indigenous populations. Through an examination of the game’s economy, enemies, maps, and music, the essay connects the game’s systems of play to the embedded nature of settler colonialism in the videogame industry—particularly the mobile or casual scene—and contemporary life in settler-states. The ultimate goal is to explain how social meaning is derived from these types of games and what that means for both players and creators in terms of developing new, progressive opportunities for play.

Dernière mise à jour depuis la base de données : 26/10/2025 13:00 (EDT)