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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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The years following the Cultural Revolution saw the arrival of television as part of China's effort to 'modernize' and open up to the West. Endorsed by the Deng Xiaoping regime as a 'bridge' between government and the people, television became at once the official mouthpiece of the Communist Party and the most popular form of entertainment for Chinese people living in the cities. But the authorities failed to realize the unmatched cultural power of television to inspire resistance to official ideologies, expectations, and lifestyles. The presence of television in the homes of the urban Chinese strikingly broadened the cultural and political awareness of its audience and provoked the people to imagine better ways of living as individuals, families, and as a nation. Originally published in 1991, set within the framework of China's political and economic environment in the modernization period, this insightful analysis is based on ethnographic data collected in China before and after the Tiananmen Square disaster. From interviews with leading Chinese television executives and nearly one hundred families in Beijing, Shanghai, Guangzhou, and Xian, the author outlays how Chinese television fosters opposition to the government through the work routines of media professionals, television imagery, and the role of critical, active audience members.
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Mark Anthony Neal’s Looking for Leroy is an engaging and provocative analysis of the complex ways in which black masculinity has been read and misread through contemporary American popular culture. Neal argues that black men and boys are bound, in profound ways, to and by their legibility. The most “legible” black male bodies are often rendered as criminal, bodies in need of policing and containment. Ironically, Neal argues, this sort of legibility brings welcome relief to white America, providing easily identifiable images of black men in an era defined by shifts in racial, sexual, and gendered identities. Neal highlights the radical potential of rendering legible black male bodies—those bodies that are all too real for us—as illegible, while simultaneously rendering illegible black male bodies—those versions of black masculinity that we can’t believe are real—as legible. In examining figures such as hip-hop entrepreneur and artist Jay-Z, R&B Svengali R. Kelly, the late vocalist Luther Vandross, and characters from the hit HBO series The Wire, among others, Neal demonstrates how distinct representations of black masculinity can break the links in the public imagination that create antagonism toward black men. Looking for Leroy features close readings of contemporary black masculinity and popular culture, highlighting both the complexity and accessibility of black men and boys through visual and sonic cues within American culture, media, and public policy. By rendering legible the illegible, Neal maps the range of identifications and anxieties that have marked the performance and reception of post-Civil Rights era African American masculinity.
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Drawing on original research I conducted in the late 1980s, the book argues for a critical approach to the study of children and television. It begins with critical reappraisals of previous empiricist and interpretative studies to set the ground for a different theoretical inquiry which links biography with history. The situated activity of children's television viewing therefore has to be related to the broader historical and cultural formations in post-Mao China. By way of a methodological pluralism of questionnaire survey, in-depth interviews and observation, the book provides the reader with a thorough critical analysis of the rise of the new commercial ethic in Chinese society in general, and in the sector of media and communications in particular, at the very historical turning point of the late 1980s. Soon after that, Deng Xiaoping made his significant tour to south China, reckoning a big step forward towards further liberalization and started to form a brave new world in China ever since.
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In Visual Political Communication in Popular Chinese Television Series, Florian Schneider analyses political discourses in Chinese TV dramas, the most popular entertainment format in China today.
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Television’s synergy with the Web initially seemed inconceivable to network executives. With the rise of Internet use, newspaper and magazine articles announced the impending death of television. While that was clearly hyperbole, network executives, though often anonymously, expressed their fears that Web content would siphon off viewership and thus advertising dollars generated by television programming. Fears may have been quelled with the evidence of the success of television shows first made available streaming on network websites and then for paid download through digital servers such as iTunes.
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In this chapter, the creation of a value chain during the process of digital games development in Turkey is discussed using a critical political economy approach. This study claims to be the first of its kind that intends to examine the topography of the digital game industry in Turkey and gives a brief history and describes the present status of digital games production in Turkey. All the components of a value chain, namely, the industrial structure and development process, publishing and licensing, distribution and marketing structure, labor force, legal regulations, and governmental policies will be considered in that order to map out the present topography of the industry. The final part of the study will deal with possible solutions for further development in the industry. At this point, the study stresses the fact that all components of the value chain must be performed uninterrupted if the actors in Turkey’s digital game industry desire to position themselves as “producers” in global or local markets.
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In the United States, daytime soap operas are often critiqued as escapist fantasies with narratives that provide leisure and pleasure for middle-class and stay-at-home mothers. The storylines typically involve forbidden sexual liaisons and business relationships, with physical and psychological behaviors that center on powerful families. One family unit usually represents “old money” while the other family represents “new money” or an upwardly mobile group with aspirations of power, status, and influence. The economic differences are usually the source of conflict between the families, around which all other social relationships develop. The temporal space expands and contracts to accommodate storylines, which
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The writer examines Singapore's Media Development Authority's censorship of representations of lesbianism in film, music video, television and theatre. She highlights the government surveillance and repression of portrayals of LGBT cultures and communities in Singapore by unpacking the ambiguities and contradictions underlying the censorship of these popular media forms. This reflects an institutional ‘inability to read lesbians’.
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Focusing on The Fall (Tarsem Singh, 2006), The World {Zhangke S\a, 2004), and Avalon (Mamoru Oshii, 2001), this essay proposes a mode of heterotopic perception and analysis that recognizes the composited layers and material residues of giobally dispersed production sites and laboring bodies in mediated transnationa! spaces.
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Although discourses regarding 1980s representations of Blackness on television heavily focus on The Cosby Show, its NBC spin-off series, A Different World, depicting student life at a historically Black college, was equally groundbreaking and deserving of critical attention. Looking to transfer the appeal and audience share of The Cosby Show to A Different World, the spin-off show’s first season centered on the life of The Cosby Show’s star Denise Huxtable (Lisa Bonet) at Hillman College. A Different World’s story provides an illuminating case study of the role and power of television producers, highlighting their influence over a show’s narrative and
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At best, our knowledge about the lives and experiences of Black gay men is limited to a series of stereotypes, snap judgments, and ridicule. In terms of television media product, this aforementioned knowledge has been packaged mostly within the framework of comedy: a red-leather-clad Eddie Murphy talking about the most effective ways to shield his ass from the gay male gaze in the 1983 HBO stand-up performance Delirious ; Damon Wayans and David Alan Grier’s effeminate film critics Blaine Edwards and Antoine Merriweather on the 1990s television variety show In Living Color ; fashionista panel members Miss J and Andre Leon Talley
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Three seasons of NZ Idol , the New Zealand adaptation of the global Idols format, were aired on public broadcaster TVNZ’s channel TV2 in 2004, 2005 and 2006. The final episode of the first season was the most-watched television programme in New Zealand in 2004, with 1.4 million people, a third of the New Zealand population, tuning in (South Pacific Pictures, 2004). In terms of ratings NZ Idol has been one of the most successful locally made television programmes of the last decade. At first glance, NZ Idol has also been very successful in representing ethnic and cultural diversity. In the auditions phase of the show young New Zealanders of 16 years plus from a range of backgrounds are featured, and in the subsequent phases the audience gets to know a selection of them intimately. The winners of all three seasons (Ben Lummis in season 1, Rosita Vai in season 2, and Matt Sounoa in season 3) have Pacific Island roots, and as a result three young “brown” people were crowned “New Zealand Idols.” This is remarkable, since according to a previous study by Misha Kavka (2004: 231) non-white people have largely been absent from New Zealand reality TV programmes. A closer look suggests, however, that featuring contestants from different cultural backgrounds in NZ Idol generally serves a particular nation building agenda that New Zealand is heavily involved in as a postcolonial society, in which ethnic minorities are subjected to representations that favour the interests of dominant cultural groups. The aim of this nation building agenda is to establish a new and distinct sense of national identity which will set New Zealand apart from Britain, the former colonial power, and other English-speaking nations.
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As activists and political leaders in Brazil call for increasing rights, recognition, and redress to address the multiple forms of marginalization that Afro-Brazilians have endured, media has become an increasingly important sphere through which different constituencies mobilize to advance a project of racial equality. Among these groups enlisting available media resources was a group composed predominately of Afro-Brazilian media professionals who joined together to launch the TV da Gente (Our TV) television network, Brazil’s first television station with the mission to produce racially diverse programming directed toward a Black viewing audience.
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Four animated, brown-skinned youth are lounging on a porch step in Auckland, New Zealand, when a fierce-looking social worker and police constable approach and insist on knowing where the father of two of the boys is. As the constable raises his nightstick, one of the boys fumbles in heavily accented Māori English, “He went to the pub four days ago and hasn’t been back.” The authorities quickly cart two of the boys off as wards of the state as another performs a Māori haka, or war chant, in mock warning to the police.
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A partir de indagaciones precedentes1 sobre cuestiones como la interactividad y la interfaz presentes en obras realizadas con tecnología digital, este texto realiza una exploración sobre los videojuegos como objetos populares interactivos y sus posibilidades artísticas, procurando contribuir a la construcción de la teoría y práctica en este campo emergente en el contexto local. La perspectiva que articula este trabajo, procura hacer visibles obras de arte producidas en Argentina plausibles de ser ubicadas bajo el campo denominado Game Art, el cual aglutina diferentes producciones en torno al videojuego, reflexionando sobre este como medio y objeto cultural. Esta área de tensiones y cruces vincula a las producciones tradicionales con las digitales, a la práctica denominada Fan Art 2 y al arte culto. Su formación comienza en los últimos años del siglo XX y primeros del Siglo XXI surgiendo esporádicamente en festivales de arte digital e Internet y posteriormente adquiriendo mayor visibilidad con exposiciones temáticas en museos y galerías.
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Livre : For decades, television scholars have viewed global television through the lens of cultural imperialism, focusing primarily on programs produced in the US and UK markets and exported to foreign markets. This book explores how, thanks to recent technological innovation and globalization, television is now finally becoming truly global. Global Television Formats aims to revise the place of the global in television studies. The essays gathered here explore the diversity of global programming and approaches, and ask how to theorize contemporary
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This article explores issues of racial essentialism and ethnicity in the massively multiplayer online role-playing game World of Warcraft (WoW). The fantasy world of Azeroth mirrors elements of real-world race-based societies where culture is thought to be immutably linked to race. The notion of biological essentialism is reinforced throughout the gamescape. Race plays a primary role in the social and political organization of Azeroth. Among other things, race determines alliances, language, intellect, temperament, occupation, strength, and technological aptitude. The cultural representation of the respective racial groups in WoW draws upon stereotypical imagery from real-world ethnic groups (e.g., American Indian, Irish/Scottish, Asian, African, etc.).
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During the last decade, popular television formats have been replicated across the globe for local or regional consumption as program imports, adaptations, clones or imitations, raising questions on the possible ramifications of such cultural inflows. For Africa the international program flow and the influence of Western media content has been a contentious issue for decades, underlying the cultural imperialism thesis of the 1970s and 1980s, and the centre– periphery paradigms which conceptualized the series of dependency relationships. In African media research concepts like cultural colonialism, media imperialism, neocolonialism, Americanization, homogenization, have been used to denote the unequal flow and influence of Western media products in Africa. Within the framework of media globalization some scholars have even propounded a scenario of the emergency of a global culture mediated by the dominant Western media. The central issues in African media discussions have mainly revolved around the flow of finished media programs and their perceived detriment to local cultures and identities. What is missing in the African research literature is the attention to television formats, a phenomenon described by Keane et al. (2002) as a vehicle for localization, since what is imported is not the content itself, but a recipe for creating a local version. Global reality format shows thus create a new picture.
Explorer
1. Approches
- Étude des industries culturelles
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- Méthodologie de recherche décoloniale (19)
2. Auteur.rice.s et créateur.rice.s
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