Votre recherche
Résultats 154 ressources
-
This chapter explores the ways in which the portrayal of children in Palestinian screen content compares with the positioning of children in leading pan-Arab children’s channels. Using critical discourse analysis, it compares the definition and representation of childhood in three Arabic language texts (two magazine shows and one animation), and examines the ways in which the texts construct narratives of childhood and whether they reproduce or challenge hegemonic definitions of childhood. The chapter analyses the language used to address the child audience and the ways in which adult–child relations are depicted. The chapter concludes that while there are some characteristics unique to Palestinian programming, the positioning of children and the “modes of address” are similar in all three programmes, and there are common assumptions and idealizations of childhood. However, there is some evidence that the Emirati animation analysed challenges dominant (adult-generated) definitions of childhood present in Arab societies by presenting childhood as a dynamic space of empowerment
-
Animation allows for the creation of mediatic spaces that strengthen prevailing ideologies of masculinity and femininity. Manhood seems to operate as a key point of reference in the creation of televised animation across Latin America, especially by elevating certain heroic cultural narratives. Through a review of 21 television series, produced between 2008 and 2018, this chapter examines the portrayals of femininity and masculinity in some of the most widely broadcast animated series from the region. As a norm, Latin American illustrators adhere to the tradition of depicting female figures as secondary characters, as leading characters with a certain degree of autonomy, or as subaltern, considerate, and supportive figures. By contrast, male figures are portrayed as strong, daring, independent, and primary characters, often destined to lead their families and communities, and save their weaker friends that are typically female characters.
-
In the last decades, digital games have moved from niche to mainstream. As more people play, talk about, and engage with these artifacts, they have become an important part of contemporary cultures, giving rise to game literacy—the set of skills needed to meaningfully engage with video games. While the potentials of game literacy have, to some extent, been already discussed in the literature, we have not adequately discussed the need for a game literacy that problematizes the sociocultural dimensions of gaming, including the hegemonic, exclusionary rationales implicitly disseminated through mainstream gaming. In this chapter, I outline a decolonial model for game literacy, remarking how the reflection about the gaming circuits of production and dissemination should be part of any initiative that aims at dealing with critical and creative competences towards gaming, and how these are crucial for any citizen in contemporary societies.
-
This article investigates the relationship between young people’s game-making practices and meaning-making in videogames. By exploring two different games produced in a game-making club in London through a multimodal sociosemiotic approach, the author discusses how semiotic resources and modes were recruited by participants to realize different discourses. By employing concepts such as modality truth claims and grammar, he examines how these games help us reflect on the links between intertextuality, hegemonic gaming forms and sign-making through digital games. He also outlines how a broader approach to what has been recently defined as the ‘procedural’ mode by Hawreliak in Multimodal Semiotics and Rhetoric in Videogames (2018) can be relevant for promoting different and more democratic forms of meaning-making through videogames.
-
What/Who is playing Cyborg: An investigation of the 'Gamer' as a figure - Prabhash Ranjan Tripathy The current talk is an exploration into the question as to whether the gamer figure that emerged in India in the 1990s can be thought of as a cyborg and if so, then what kind of cyborg is the gamer? Can one think of the gamer-cyborg as a posthuman liberatory figure or is the gamer-cyborg still all too human? The intent of the paper in asking these questions and problematizing the figure of the Gamer is to launch an investigation into the more pressing question that one encounter in the wake of the cyber/information-turn, that is, how does one contemplate, comprehend, and articulate the 'new' in the identities that are formed and acquired with the advent of what has been identified as the cyber/information turn in culture? Can the connection between biological and technological be the sole basis for considering figurations like the Gamer as something new? Can they be thought of as a new subjectivity, a new politics, a new relationship to power? Is this 'new' democratic, free of discrimination and based on an egalitarian principle or is the 'new' an optimization of old and existing structures and modes of oppression? Bio: Prabhash Ranjan Tripathy was born in Odisha, India. He completed his B.A. (Hons) English, M.A. in English literature and M.A. in Comparative Indian Literature from University of Delhi. He is currently a PhD scholar at the school of Arts and Aesthetics, Jawaharlal Nehru University. Has submitted his MPhil dissertation titled ‘Playing Cyborg: A study of the Gamer in the Videogame Parlours of Delhi and Mussoorie’, following which was a doctoral fellow at the International Research Centre “Interweaving Performance Cultures” and is currently working on his PhD dissertation titled ‘Between WorkStation and PlayStation: The Cultural Location of Videogames in India’. Interest areas include Superhero comic books, Anime, Video Games, Combat Sports, and Mythology. He is fascinated by felines and loves to trek, read, write, click and play.
-
First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we interview Xenia Zeiler, an associate professor of South Asian studies at the University of Helsinki, Finland. Her research is situated at the intersection of digital media, religion, and culture, with a focus on India and the worldwide Indian community.
-
First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our second podcast where we interview Satyajit Chakraborty, a game developer, game designer and researcher. He also founded Flying Robots Studios in 2012 and has made various unique games. Here he talks about his first experiences with gaming in India.
-
First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we talk with Poornima Seetharaman. She is the first Indian to be inducted in the Women in Games (WIGJ) Hall of Fame and is also the lead game designer at Zynga. Hear as we talk about her foray in the world of gaming.
-
Extant research on e-sports has focused on the growth and value of the phenomenon, fandom, and participant experiences. However, there is a paucity of e-sports scholarship detailing women’s experiences from marginalized communities living in various conservative Muslim countries. This shortage of literature remains despite different radical Islamic groups’ consistent demand for banning several online video games and the Muslim youth’s resistance to these calls. This study aimed to understand the motives and lived experiences of Muslim women e-sports participants from Gilgit-Baltistan, Pakistan. The authors collected data via observations of online video games and in-depth interviews. The study participants revealed that they use e-sports as a vehicle for an oppositional agency and personal freedom from the patriarchal system. The findings also suggest that participants are facing systematic marginalization and grave intrusion of post-colonization. The study contributes to the limited scholarship concerning Indian subcontinent Muslim women’s e-sports participation.
-
The internet has impacted on how media organisations do journalism. Many media organisations both print and broadcast now have an online presence to reach out to fragmented audiences that have migrated to online platforms. Television stations have increasingly embraced the use of digital (online) media to gain better access to their audiences in terms of content distribution and audience engagement. The rise of social media platforms such as Facebook, Twitter, YouTube and Instagram have given journalists and media organisations the ability to reach their audiences immediately, with the added benefit of audience responses which come almost immediately. The use of new digital media has created platforms for news stations to share digital clips of news items or excerpts of news programmes to keep the audiences informed or enticed by the highlights.
-
This chapter makes an empirical contribution to challenges the developing economies, often referred to as the global south, face when it comes to digital migration. This challenge has citizens of what were previously regarded as ‘third world countries’ having to rely on predominantly state and to a limited extent, public broadcast media for current news and information. This contribution, in making a seminal contribution on digitisation in Zimbabwe, demonstrates the challenges the country faces as to allow citizens access to more diversity and not just plurality. Conceptually, digitisation is defined as the conversion of analogue content and production processes into digital format (Manzuch 2009). Seabright and Weeds (2007, 1) observe that digitisation has to do with ‘replacing analogue signals with digital format economises on processing, storage and transmission capacity, reducing costs and expanding capabilities’. Seabright and Weeds (2007) submit that moving from analogue to a digital space brings changes in digital recording and production techniques, digital compression in transmission, proliferation in transmission platforms (terrestrial, cable, satellite and broadband); digital set-top boxes and encryption technologies; and digital personal video recorders. These interventions contribute to lowering of costs, improving of picture quality and improving speed in news gathering and dissemination (Koss et al. 2013). Other than the financial and technical imperatives that come with digitisation, the transition comes with certain cultural and political implications (Gripsrud 2009).
-
The year 2015 was set by the International Telecommunication Union (ITU) for most of its member states globally to switch from analogue to digital terrestrial broadcasting. Digital television broadcasting is generally implied as transmission of broadcast content signals in the form of binary data, specifically 0 s and 1 s. Digitisation of television merges broadcasting, computing and telecommunications to transform both the way television content is made and consumers interact with content (Chalaby and Segell 1999). Referring to digital content, Flew (2004) suggested that digitisation of media and communication content grows “informatisation” of society.
-
There has been a hype regarding the benefits of digital migration, which refers to switchover from analogue to digital broadcasting. Commonly referred to as digital migration, the switchover emanates from a decision made at the International Telecommunications Union (ITU) in 2006 to release a valuable spectrum, which can be used for other services. Other benefits of digital TV include good sound and picture quality and availability of more channels giving viewers more choice. It has also been said that digital broadcasting will save the broadcasting stations’ cost, as transmitting content via digital platforms is less costly than transmitting via the analogue platform (Muthomi 2012). This implies that media houses can capitalise on this migration as a competitive advantage. Countries across the world have been undergoing this necessary switchover from analogue to digital platforms, with varying degree of success. While the merits of digital television are clear, it is not clear how this digitisation will realistically help in bridging habitual inequalities in developing countries.
-
This chapter explores the extent to which Zimbabwe’s single public service television station (as of 2019), ZBC, employed hate language on its online news broadcasts during the 2008 presidential rerun election. Anchored on discourse theory and utilising discourse analysis, this chapter explores hate discourses on Zimbabwe’s online television news during the 2008 election. It seeks to answer the question: To what extent did the Zimbabwe Broadcasting Corporation Television (ZBC TV) online news rhetoric constitute hate discourses?
-
The purpose of this chapter is to examine how the digitization of television has impacted the architecture of television content generation, dissemination consumption in Kenya. Its key motivation is to answer two main questions: How has the digitization shift in Kenya’s television impacted the trends in production, dissemination, reception and consumption of television content; what is the effect of digitization on viewer satisfaction; and how has this shift transformed the role of television medium in the country? The chapter, therefore, answers these questions focusing on the television channels under study, namely, Citizen TV, Kenya Broadcasting Corporation (KBC) and Nation TV (NTV).
-
Audiovisual news media are compelling texts to study when it comes to how mass media shapes an audience’s perspective of the world (White 1998). This is due to the pivotal role these forms of media play in creating an informed citizenry as mediums that transmit information from news creators and news sources to the public as a mass audience (McQuail 1987). Even more significant than this is the function of audiovisual news media as constructors of reality and ideology because of their pervasiveness in society (McLuhan and Fiore 1967; Hughes 1942). The advent of digital media has been touted as a means of diluting the influence of traditional mass media formats, such as television, with digital news media being forecast to take audiences away from these traditional media platforms (Lotz 2014).
-
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.
-
Video gaming is one of the most popular hobbies in the world, with the gaming industry grossing more revenue than the movie and the music industry combined. The estimated number of gamers across the whole world as of August 2020 is 2.7 billion, which is more than one-third of the world population. The benefits of gaming, as cited by numerous researchers, include a boost in confidence, improved cognitive abilities, stress relief, improved problem-solving skills, enhanced social skills among dyslexic kids, and among many others. Even though video gaming as a hobby and career is slowly getting recognition in India, majority of the population still scoff at the activity, shunning gamers and game researchers alike, citing out-of-context and sometimes even false media propaganda. The challenges faced by a typical gamer in India include lack of information, budget limitation, lack of support from parents and teachers when it comes to teenage gamers, and the overall lack of gaming as a mainstream culture among countrymen. As for someone who wants to pursue Game Studies, there is currently little to no provision for that due to the tightly knit education system in the country and the utter lack of educational institutes offering courses on game studies. We go on to further discuss all of the above challenges and experiences faced by a gamer or someone who wants to pursue game studies in India, in our detailed talk that is scheduled on November 21, 2020.
-
The First Podcast in a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India.
-
This chapter analyzes the reflections of Turkey’s neoconservative and neoliberal politics of gender on daytime television. The focus is on Bridal House, a popular daytime TV show in Turkey which interpellates women as domestic subjects competing with other women to prove their domestic abilities, particularly the ability to navigate the etiquette of domestic consumption. Hierarchies are instigated among women through symbolic battles on “tasteful” consumption, and the marital household surfaces as a space of constant regulation where women strive to be ideal housewives. By analyzing Bridal House through a Bourdieusian framework, this chapter traces the representations of the “ideal female subject” along neoconservative and neoliberal lines, and demonstrates the ways in which symbolic violences are enacted on women in contemporary Turkey’s daytime TV culture.
Explorer
1. Approches
- Approches sociologiques
- Analyses formalistes (10)
- Étude de la réception (37)
- Étude des industries culturelles (78)
- Étude des représentations (78)
- Genre et sexualité (65)
- Histoire/historiographie critique (56)
- Humanités numériques (8)
- Méthodologie de recherche décoloniale (10)
- Muséologie critique (1)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice PANDC
- Auteur.rice (6)
- Auteur.rice LGBTQ+ (3)
- Auteur.rice noir.e (51)
- Autrice (78)
- Créateur.rice autochtone (1)
- Créateur.rice LGBTQ+ (5)
- Créateur.rice noir.e (6)
- Créateur.rice PANDC (16)
- Créatrice (3)
- Identités diasporiques (16)
4. Corpus analysé
- Afrique (22)
- Amérique centrale (9)
- Amérique du Nord (51)
- Amérique du Sud (10)
- Asie (71)
- Europe (15)
- Océanie (1)
4. Lieu de production du savoir
- Afrique (11)
- Amérique centrale (4)
- Amérique du Nord (81)
- Amérique du Sud (4)
- Asie (43)
- Europe (29)
- Océanie (11)
5. Pratiques médiatiques
- Études du jeu vidéo (32)
- Études télévisuelles (98)
- Histoire de l'art (24)