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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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El objetivo del artículo es discutir la potencialidad de prácticas artísticas contemporáneas que plantean ejercicios decoloniales al desestabilizar las matrices perceptivas eurocéntricas sobre grupos étnicos latinoamericanos. Desde la perspectiva de los estudios visuales, aborda la tentativa de demolición crítica de la cultura visual y los regímenes de visibilidad regidos por la lógica de la hipercomunicación y las tecnologías digitales. El punto de partida es el análisis del videoensayo Ashipegaxanacxanec iniciado en 2020 a partir de las acciones de control implementadas en la pandemia de covid-19. La producción se inscribe en las líneas de investigación del Núcleo de Estudios y Documentación de la Imagen (Nedim), Conicet-UNNE, con la finalidad de resignificar el acervo fotográfico del antropólogo alemán Lehmann Nitsche obtenido en el contexto de la masacre indígena en la Reducción de Napalpí, Chaco, en 1924. Metodológicamente, la propuesta explora la configuración experiencial de visualidades expandidas en la escena contemporánea, a partir de un anclaje en la dimensión especulativa en sintonía con un acercamiento contextual situado en las relaciones de convergencia entre pro- cedimientos, materiales, formatos, dispositivos e instancias disruptivas de prácticas y trayectorias estéticas. Ello supone la activación de procesos heurísticos y poéticos mediados por el ensayo y la escritura como montaje. Propuestas como el videoensayo analizado instauran la pregunta por el archivo y la memoria a través del montaje de temporalidades contradictorias. Su lugar de enunciación se posiciona como posibilidad de insurgencia estética que clausura tentativas de exotización hegemónica por parte de los dispositivos de control contemporáneos. The goal of this paper is to discuss the potentiality of contemporary artistic prac-tices that propose decolonial exercises by destabilizing the Eurocentric perceptual matrices on Latin American ethnic groups. From the perspective of visual studies, it addresses the attempt to critically demolish visual culture and the regimes of visibility governed by the logic of hypercommunication and digital technologies. The starting point is the analysis of the Ashipegaxanacxanec video essay started in 2020 based on the control actions implemented in the COVID-19 pandemic. The production is part of the research of the Image Studies and Documentation Center (Nedim), Conicet-UNNE, with the purpose of redefining the photographic collection of German anthropologist Lehmann Nitsche, obtained in the context of the indigenous massacre in the Napalpí reduction in Chaco, in 1924. Methodologi-cally, the proposal explores the experiential configuration of expanded visualities in the contemporary scene, based on an anchoring in the speculative dimension in tune with a contextual approach in the convergence relationships between proce-dures, materials, formats, devices and disruptive instances of practices and aes-thetic trajectories. This supposes the activation of heuristic and poetic processes mediated by essays and writing as montage. Proposals such as the analyzed video essay establish the question about the archive and memory through the montage of contradictory temporalities. Its place of enunciation is positioned as a possibili-ty of aesthetic insurgency that closes any attempts at hegemonic exoticization by contemporary control devices
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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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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.
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This book examines the process of transnationalization of Latin American television industries. Drawing upon six representative case studies spanning the subcontinent’s vast and diverse geo-political and cultural landscape, the book offers a unique exploration of the ongoing formation of interrelated cultural, technological, and political landscapes, from the mid-1980s to the present. The chapters analyse the international circulation of the genres and formats of entertainment television across the subcontinent to explore the main driving forces propelling the production and consumption of television contents in the region, and what we can learn about the cultural and social identities of Latin American audiences following the journey of genres, formats, and media personalities beyond their own national borders. Taking a contemporary interdisciplinary approach to the study of transnational television industries, this book will be of significant interest to scholars and students of television and film studies, communication studies, Latin American studies, global media studies, and media and cultural industries.
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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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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.
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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.
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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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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 ».
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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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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.
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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.
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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.
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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.
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Este trabajo se propone comprender la incidencia de las relaciones de poder que ciertas representaciones temporales acerca de grupos indígenas pueden ejercer en nuestra comprensión pasada y actual. Diversas imágenes reprodujeron ideas de indígenas que, aunque estuvieran vivos, mostraban una cultura asimilada a un pasado de amplias dimensiones. Por lo tanto, para comprender el proceso de invisibilización de la diversidad indígena en la cultura nacional, es relevante considerar los mecanismos de montaje discursivo —visuales y textuales—, vinculados con las nociones temporales de indios viviendo en un supuesto tiempo remoto. Atendiendo a ello, se analizan los procesos de montaje, desde la producción de las fotografías hasta la edición y presentación de imágenes, tanto en la prensa como en postales, publicaciones científicas y de divulgación, para ver cómo a veces pequeños cambios de encuadre, contraste, retoque o selección pueden incidir en la construcción de diversas historias, en la comprensión y en los sentidos construidos y en pugna.
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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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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.
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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.
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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.
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