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In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—taking a taxi ride, traversing airport security, sitting on an airplane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.”
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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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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
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The in-depth, diverse, and accessible essays in Queer Game Studies use queerness to challenge the ideas that have dominated gaming discussions. This volume reveals the capacious albeit underappreciated communities that are making, playing, and studying queer games, demonstrating the centrality of LGBTQ issues to the gamer world and establishing an alternative lens for examining this increasingly important culture.
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The history of gay and lesbian cinema is a storied one, and became that much larger with the recent success of Brokeback Mountain. But the history of gay and lesbian filmmakers is its own story. In The View From Here, queer directors and screenwriters speak passionately about the medium, in particular their personal experiences navi-gating the often cynical and cruel film industry. All of them offer fascinating anecdotes and ideas about cinema, and speak candidly about their attempts to combat studio apathy and demands of “the market” to create films that are entertaining, engaging, and truthful.
Explorer
1. Approches
- Étude des industries culturelles
- Analyses formalistes (1)
- Approches sociologiques (3)
- Étude de la réception (2)
- Étude des représentations (4)
- Genre et sexualité (5)
- Humanités numériques (2)
- Méthodologie de recherche décoloniale (1)
- Théorie(s) et épistémologies des médias (1)
- Théories postcoloniales et décoloniales (3)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice LGBTQ+
- Auteur.rice noir.e (1)
- Auteur.rice PANDC (2)
- Autrice (3)
- Créateur.rice autochtone (1)
- Créateur.rice LGBTQ+ (3)
- Créateur.rice noir.e (1)
- Créateur.rice PANDC (2)
- Créatrice (2)
- Identités diasporiques (1)
4. Corpus analysé
- Amérique centrale (1)
- Amérique du Nord (4)
- Asie (1)
- Europe (2)
4. Lieu de production du savoir
- Amérique centrale (1)
- Amérique du Nord (5)
- Asie (1)
- Europe (2)