Votre recherche
Résultats 32 ressources
-
This paper explores a game-making programme for 14 Latin American migrants aged 13-18 in London/UK, carried out between October/2017-January/2018, where I investigated the relationships between game conventions, platforms and personal preferences in the curation of fluid identities through game production. Participants presented varying levels of affinity with games linked both to access issues and to other specific elements (e.g. perception of games in contemporary culture, gender). Questionnaires, observations, unstructured/semistructured interviews and gaming archives were employed to explore this participatory initiative and data was analysed through Multimodal Sociosemiotics. Findings remarked how shared understandings about digital games can find their way into platforms and act as “cultural-technical gatekeepers”, supporting or hindering the engagement with game-making of those often perceived as outsiders to gaming culture. This gatekeeping happens when there are “creative dissonances” between, for example, personal preferences and platforms aligned to normative/mainstream genres. These dissonances, however, can end up fostering subversive designs, contravening gaming conventions and potentially challenging traditional gaming boundaries. This insight is relevant for understanding “cultural-technical constraints” and subversive/non-mainstream game-making, especially in relation to innovation and appropriation of game-making resources/strategies by non-mainstream groups.
-
The term digital “disruption” conjures up negative connotations, with implications of disturbance, interference or interruption. Certainly, virtually every aspect of life has been affected by digitisation, but it has been pointed out that it is detrimental “only for those who chose to ignore it or try to fight it” (“Digital Disruption: What Is It?” 2016, para 2). One case in point is the American company Kodak. Where it once dominated the film and camera market for most of the twentieth century, the company recently filed for bankruptcy. Kodak’s mistake was continually opposing the digitisation of the industry and failing to read the writing on the wall (“Digital Disruption: What Is It?” 2016). Digitisation is as much a reality of life in the newsroom as it is in the boardroom.
-
Chinese Television and Soft Power Communication in Australia discusses China’s soft power communication approach and investigates information handling between China and its targeted audiences in the eyes of key influencers – intermediate elites (public diplomacy policy elites in particular) in China and Australia. It explores CGTN (with staff from several professional cultures) and conducts a systemic test of how successful/unsuccessful China’s soft power message projection is in terms of congruence between projected and received frames as a pivotal factor of its power status. The analysis is based on a case study of frames in the messaging on Chinese international TV about China’s Belt and Road Initiative and in the minds of Australian public diplomacy policy elites. The question raised is whether and how Australia is listening.
-
Naficy explores the seemingly contradictory way in which immigrant media and cultural productions serve as the source both of resistance and opposition to the domination by host and home country's social values while simultaneously serving as vehicles for personal and cultural transformation and assimilation of those values.
-
'One of the most important books on race, representation and politics to come along in a decade' - Henry Giroux, Penn State University Representing Black Britain offers a critical history of Black and Asian representation on British television from the earliest days of broadcasting to the present day.
-
In recent years, Arab television has undergone a dramatic and profound transformation from terrestrial, government-owned, national channels to satellite, privately owned, transnational networks. The latter is the Arab television that matters today, economically, socially and politically. The resulting pan-Arab industry is vibrant, diverse, and fluid - very different, the authors of this major new study argue, from the prevailing view in the West, which focuses only on the al-Jazeera network. Based on a wealth of primary Arabic language sources, interviews with Arab television executives, and the authors' personal and professional experience with the industry, Arab Television Industries tells the story of that transformation, featuring compelling portraits of major players and institutions, and captures dominant trends in the industry. Readers learn how the transformation of Arab television came to be, the different kinds of channels, how programs are made and promoted, and how they are regulated. Throughout, the analysis focuses on the interaction of the television industry with Arab politics, business, societies and cultures.
-
This project has been engaging my thoughts for nearly a decade. I was forced to actually address it while sitting in our temporary home in Ile-Ife, Nigeria, watching world satellite TV with virtually no Blacks on it. In Nigeria, I became acquainted with Paris-based Fashion TV, U.S.-based Style Network, and the Australian production McLeod’s Daughters. Outside of M-Net’s Africa Magic, a network dedicated to showing Nollywood productions primarily, television was anything but Black. This whitening of the televisual frame, even in Black Africa, made me begin to consider the dearth of knowledge circulating about Black television programming, even when abundance
-
Through close readings of contemporary made-in-Singapore films (by Jack Neo, Eric Khoo, and Royston Tan) and television programs (Singapore Idol, sitcoms, and dramas), this book analyzes the prospects of resistance in an advanced capitalist-industrial society with "global city" aspirations.
-
African television is at the crossroads. This chapter surveys, describes, analyzes and explains the major changes that have taken place in the African television landscape since the 1990s. It focuses on three major developments that have marked the African television landscape: (1) liberalization of the television space to keep abreast of international developments, and the tension between entrenched governmental public broadcasting systems and newly licensed “independent” TV stations, (2) the process and impact of the analogue to digital TV switchover shepherded by the International Telecommunications Union, and (3) the diffusion of Chinese electronic technology, television, and film content on the African television market as part of the Asian giant’s “soft power” diplomacy and State capitalism. African television is constrained by political regimes that restrict freedom of expression, and regulatory agencies that preside over systems in which the law takes precedence over rights.
-
This chapter examines the intersection of popular culture and populism in Turkey by focusing on the TV show Payitaht Abdulhamid. Our motivation to analyze the recent TV series Payitaht Abdulhamid stems from our interest in the instrumental mobilization of popular culture for the Turkish government’s dual desire to both establish cultural hegemony and consolidate its populist style of government. Our analysis reveals that television, especially in the Global South, still plays a central role in governments’ desire to reconstruct history and establish cultural hegemony. This is particularly important as Turkey is going through a crisis of hegemony since the public is completely divided in its support for the government. Within the context of this hegemonic crisis, televised popular culture is vital, perhaps more than ever. Specifically, the show reduces a complicated history into easily understandable dichotomies and projects them on to contemporary politics in order to consolidate support for the government. Through televised popular culture, the government mobilizes history for purposes of cultural hegemony and populist politics flavored with nationalist, Islamist, and anti-Western motifs. Ultimately, the TV show presents yet another moment for understanding the mediated nature of 21st-century politics outside Western contexts.
-
During 2019, various situations once again showed the deep crisis in the country. Audiovisual production continued, albeit with figures that account for a declining industry. Four productions were released: a first was made by the state channel (TVe), a second by a local independent producer (Oduver Cubillán and BGcreativos), the third was produced by the private channel (RCTV) and broadcast by the subscription channel IVC Networks, and the fourth was also produced by RCTV. While the first two productions did not exceed the 35-episode figure, the third and fourth had 73 episodes. On March 7, there was the biggest blackout in the country’s history. For more than a week, 95% of the territory was paralyzed by a lack of electricity. The action was classified by the government as an electric sabotage. The darkness that covered the country also subsumed serial fiction.
-
A look at the screens of Uruguay’s open television in prime time will give the viewer a very reduced offer: after a television newscast that exceeds two hours long, there are only contest pro- grams, national or imported ones. It is possible that in the afternoon and at night the viewer finds a telenovela, almost always Turkish one. This is a very different panorama from the Uruguayan televi- sion history. Ibero-American fiction is in decline on open television, while its offer on VoD expands. In this chapter we will try to consider the various aspects of this landscape. Melodrama is on both options, open television and streaming, on a broad thematic spectrum, even in productions that are not usually classified as such. In the absence of national fiction in the period, at the end of the chapter we will study the melodrama in prison fiction, particularly in the case of El Marginal.
-
Rapport commandé par le Conseil des arts de Montréal
-
Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you’re not part of the supposed “majority”. Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo
-
In the Togelese game Origin - the Rise of Dzitri that was developed in Lome, the character Edoh takes you on a journey to historic places in the city to revive the spirit of Dzitri. Deyfou-lah Sani Bah-Traore, programmer and game developer, spoke with Lisa Kienzl about his and his Teammate s work on Origin - the Rise of Dzitri
-
An interview by Kathrin Trattner with Mira Wardhaningsih, Cultural Content Director from StoryTale Studios about the game Pamali
-
Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio
-
Interview With Ben Joseph P. Banta, Founder Of Ranida Games
-
Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game
-
Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India
Explorer
1. Approches
- Étude des industries culturelles
- Analyses formalistes (2)
- Approches sociologiques (18)
- Étude de la réception (1)
- Étude des représentations (11)
- Genre et sexualité (5)
- Histoire/historiographie critique (10)
- Humanités numériques (3)
- Méthodologie de recherche décoloniale (2)
- Recherche-création (1)
- Théorie(s) et épistémologies des médias (4)
- Théories postcoloniales et décoloniales (1)
2. Auteur.rice.s et créateur.rice.s
- Créateur.rice PANDC
- Auteur.rice (4)
- Auteur.rice LGBTQ+ (2)
- Auteur.rice noir.e (5)
- Auteur.rice PANDC (10)
- Autrice (20)
- Créateur.rice autochtone (2)
- Créateur.rice LGBTQ+ (2)
- Créateur.rice noir.e (4)
- Créatrice (6)
- Identités diasporiques (4)
4. Corpus analysé
- Afrique (4)
- Amérique centrale (2)
- Amérique du Nord (7)
- Amérique du Sud (4)
- Asie (19)
- Europe (6)
- Océanie (2)
4. Lieu de production du savoir
- Afrique (3)
- Amérique centrale (2)
- Amérique du Nord (10)
- Amérique du Sud (4)
- Asie (20)
- Europe (14)
- Océanie (1)