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Despite great heterogeneity, the vast continent of Africa and the diverse people of its countries and diasporas have often been represented through the most reductive, essentialising, and denigrating paradigms— a process that Nigerian writer Chimamanda Adichie Ngozi has referred to as “the danger of a single story”. One of the most dangerous of these paradigms is the developmentalist one, which shoehorns Africa into a western, capitalist teleological framework that overlooks and denies Africa’s production of and participation in forms of leisure, pleasure and entertainment.
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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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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.
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Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.
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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.
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This article discusses key findings from a survey of the professional patterns, scholarly productivity, and educational characteristics of Chilean Journalism and Mass Communication (JMC) educators, as well as documentary information about the schools where they work. The results reveal a weak academic culture that contrasts with a strong professional culture among the members of this community, but also the influence that both organizational and individual variables have on Chilean JMC educators' orientations. Specifically, the analyses indicated that the level of education, part-time/full-time commitment, and the type of university are the most influential factors in defining both the prevalence of a professional culture and the lack of research productivity. These findings support other international studies, indicating a global tendency across key variables that influence academic development in the field. Likewise, it shows how distant Chilean JCM educators are from the university-scholarly tradition.
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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.
Explorer
1. Approches
- Analyses formalistes
- Approches sociologiques (4)
- Épistémologies autochtones (1)
- Étude de la réception (3)
- Étude des industries culturelles (5)
- Étude des représentations (4)
- Genre et sexualité (3)
- Histoire/historiographie critique (4)
- Humanités numériques (1)
- Méthodologie de recherche décoloniale (2)
- Théorie(s) et épistémologies des médias (5)
- Théories postcoloniales et décoloniales (4)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice LGBTQ+ (1)
- Auteur.rice PANDC (4)
- Autrice (6)
- Créateur.rice LGBTQ+ (1)
- Créateur.rice PANDC (1)
- Identités diasporiques (1)
4. Corpus analysé
- Afrique (1)
- Amérique centrale (1)
- Amérique du Nord (3)
- Amérique du Sud (1)
- Asie (3)
- Europe (3)
4. Lieu de production du savoir
- Europe
- Amérique centrale (1)
- Amérique du Nord (4)
- Asie (4)
- Océanie (1)