Votre recherche

  • This book uncovers popular games' key role in the cultural construction of modern racial fictions. It argues that gaming provides the lens, language, and logic - in short, the authority - behind racial boundary making, reinforcing and at times subverting beliefs about where people racially and spatially belong. It focuses specifically on the experience of Asian Americans and the longer history of ludo-Orientalism, wherein play, the creation of games, and the use of game theory shape how East-West relations are imagined and reinforce notions of foreignness and perceptions of racial difference.

  • Rapport commandé par le Conseil des arts de Montréal

  • The goal of this research is to examine Aboriginal feature film production in Canada, specifically within the genre of drama. This report documents the rise of Indigenous cinema worldwide and examines Canada's public funding landscape including funding allocations to Aboriginal feature film production from Canada's public funders of film over a five-year period from 2007 to 2012. This report also examines the barriers to feature film production for Aboriginal content creators in Canada, and suggests areas of opportunity that can be targeted in order to boost production in this sector. Aboriginal film production is a relatively young sector, with scarce research existing on the industry. To address this gap in the available information on the sector, the researchers expanded the scope of the study beyond public funding agencies in Canada to include data from public funding agencies in Australia and New Zealand. Aboriginal feature film production in Canada is situated within a global Indigenous cinema context. Australia and New Zealand, in particular, are two pillars of global Indigenous film that offer a realistic point from which to compare Canada's progress. As a result, data from Australia and New Zealand are included in the study, as well as one model in the United States.

  • En esta conversación se indaga por la cuestión decolonial de la estética, sus puntos de origen históricos y geográficos, además de sus posibilidades en el contexto de reconfiguración actual del orden mundial. Desde esta perspectiva, se pretende aclarar en qué consiste la opción decolonial, respecto de otras opciones, sin olvidar cuestiones importantes del arte, la historia, el museo, la curaduría y sus implicaciones éticas, políticas y epistémicas. Cette conversation touche à la question de l’esthétique décoloniale, de ses points d’origine historiques et géographiques et de ses possibilités dans le contexte de la reconfiguration actuelle de l’ordre mondial. Dans cette perspective, l’objectif est de clarifier l’option décoloniale par rapport à d’autres options — sans oublier les questions importantes de l’art, de l’histoire, des musées, de la mission du curateur — et ses implications éthiques, politiques et épistémiques.

  • 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.

  • "The Routledge Companion to Media and Race serves as a comprehensive guide for scholars, students, and media professionals who seek to understand the key debates about the impact of media messages on racial attitudes and understanding. Broad in scope and richly presented from a diversity of perspectives, the book is divided into three sections: first, it summarizes the theoretical approaches that scholars have adopted to analyze the complexities of media messages about race and ethnicity, from the notion of 'representation' to more recent concepts like Critical Race Theory. Second, the book reviews studies related to a variety of media, including film, television, print media, social media, music, and video games. Finally, contributors present a broad summary of media issues related to specific races and ethnicities and describe the relationship of the study of race to the study of gender and sexuality"--Provided by publisher.

  • "Although the fields of media studies and digital humanities are both well established, their overlaps have not been examined in depth. This comprehensive collection fills that gap, giving students, scholars, and media studies practitioners a cutting-edge guide to understanding the array of methodologies and projects operating at the intersection of digital humanities, computing, and culture. Topics covered include: networks; interfaces; media and culture at scale; procedures, programming, code; memory, digitization, and new media; and hacking, queering, and bending."--Provided by publisher

  • 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

  • Indigenous peoples and their cultural heritages, their ways of knowing and living, are tied to land. As Mishuana Goeman states,“Land is foundational to people’s cultural practices, and if we define culture as meaning making rather than as differentiation and isolation in a multicultural neoliberal model, thanby thinking through land as a meaning-making process rather than a claimed object, the aspiration of Native people are apparent and clear,” (Goeman, 73).Goeman asserts here that land is not limited to physical space, and that land locates a group of people physically, culturally, spiritually, intellectually,etc. and provides them with both an internal and external locus of understanding for and within broader society. When digital representations of Indigenous peoples are completely removed from any meaningful connection to their land, anerasure of culture occurs. Moreover, the physical removal of Indigenous peoples from the virtual representations of their lands is another form of dispossession and the enactment of digital Manifest Destiny. This paperutilizes a decolonial Indigenous framework to analyze the dispossessions that take place within the digital realm of the video game, why they occur so frequently, and why they are so harmful.

  • Women and racial/ethnic minorities account for a growing percentage of video game players in the USA. The economic future of the video game industry may, in part, depend on the industry's ability to adapt marketing efforts to appeal to the growing female and racial/ethnic markets. Contrary to these efforts, however, is advertisers' reliance on stereotypes in advertisements to quickly establish a common understanding and wide appeal to a mass audience. This study investigates how race and gender intersect in the stereotypical character depictions used to market video games to consumers. A systematic content analysis was carried out of 383 US magazine advertisements of console, mobile, and PC video games. Stereotyping and intersectionality literatures were used as theoretical guides for this research. Findings reveal that the marketing of video games in the USA upholds some longstanding media stereotypes of minorities and women, including that of the White male hero, submissive sexualized female, Asian ninja, and deviant Black male. The potential social and economic implications of the video game industry's reliance on character stereotypes for the marketing of video games are discussed.

  • This thesis analyzes and discusses the complexities of digital representations involving Indigenous peoples through video games. Connecting both Game Theory and Native Studies, I analyze how digital games incorporate identity, culture, and relationships in diverse and intellectual ways and provide new spaces for Indigenous agency and semiotics. Beginning with an analysis of several historical and negative representations of Indigenous peoples, I then compare those tropes to projects within today’s environment and mainstream video game companies, independent companies, and educational service providers. I assert that while some digital media representations of Indigenous cultures are stereotypical and problematic, others facilitate a sense of cultural continuance and survivance. Lastly, some video games display both stereotypical and cultural continuance within them.

  • In lieu of an abstract, here is a brief excerpt of the content: As I sit writing in my kitchen while the forces of the U.S. military state are brought to bear on thousands of Standing Rock water stewards and land protectors and their allies in Cannonball, North Dakota, I consider how this sail special issue on digital Indigenous studies not only represents a collection of essays about the critical work Indigenous women are performing in their various digital projects but also illustrates that these online “Indigenous territories” (Hearne), crafted on social media platforms such as Twitter and Facebook, save lives. Every single day since the protectors first gathered to oppose the proposed 1,170-mile Dakota Access pipeline (a project that would potentially contaminate the Missouri watershed and the Ogallala Aquifer and desecrate Dakota sacred sites), digital independent and social media have constantly covered the story. At least 1.3 million Facebook users checked in virtually at Oceti Sakowin and other Indigenous camps and communities to ensure that support presence is recognized, while the world monitors the presence of the military and police force gathering at the construction site to curb further violence. The Standing Rock gathering offers hope to networked Indigenous youth, a demographic between three and ten times as likely to commit suicide than the national average peer rate. The Nodapl action in the Indigenous imaginary is an invitation to stand at the front lines of a global movement to protect water and land resources for all living beings on this planet and to draw attention to and support those whose lives and ways of being are in peril through overt military action and consequential environmental destruction. It is also an occasion, in the words of Jolene Rickard, “to invest in the apparatus of the imagination” (Bernardin). One need only look at the online art, handwritten signs, and logos representing #nodapl, #standingrock, [End Page 172] #waterislife, and #rezpectourwater to see the ways in which Indigenous artists are creatively and powerfully envisioning this movement, most often immersed with work that features strong images of Native women and girls, the community backbone and life force. Or we need only view digital videos like computer animator and artist Joseph Erb’s black-and-red graphic history of Standing Rock, “Mni Wiconi / Water Is Life” (https://www.youtube.com/watch?v=kXoy5lzpjiM), and first-person game platforms like Elizabeth LaPensée’s Thunderbird Strike, which extend the conversations at Standing Rock to the struggles over Enbridge’s Alberta tar sands pipeline and fracking practices as players work to undo and prevent further environmental degradation. Following Idle No More’s digital and geospatial (re)articulation of Indigenous territories, we are now living and loving and hoping in this historic moment as new ways of relating to one another and living in deep connection with the land and all its forms of life are being physiologically, intellectually, and spiritually forged at the geospatial confluence of the Missouri and Cannonball Rivers. They are being forged as well through the confluences of digital rivers on our electronic devices and in our online conversations about the beauty and devastation of the events that are unfolding in Standing Rock. Susan Bernardin’s essay in this issue on Heid E. Erdrich’s “Pre-Occupied” considers the meaning of rivers to Native peoples and contends that images of waterways, particularly the Mississippi, are mobilized “to make visible the continuing claims of this and other imperiled riverine systems.” In her introduction, Joanna Hearne asks us, “How might such an intersection of digital and Indigenous specificities take place in a way that is ‘native to the device’; that is, how might Indigenous specificity be embedded in shared platforms that are therefore central to all of our digital lives?” The essays in this special issue respond to this question by theorizing digital media in fresh and innovative ways. Many of us teach digital humanities courses or classes with strong digital media content, but we lack the language for critically engaging this new field on its own terms as it intersects, extends, and radically reconceptualizes more familiar research areas such as cinema studies, Indigenous / Native American studies, communication, literature, art, and history.

  • This article examines Indigenous video games that critique mainstream environmental politics at the level of mechanics. An analysis of video games’ influences on ecological values requires looking beyond the representational to the mechanical relationships between player and software. As a cultural–computational medium, video games are embedded with ethics of interaction that inflect this representational dimension by requiring that players generate the text as participant. With the recent visibility of Indigenous rights movements, developers have embedded Indigenous cultural protocols in the mechanical interactions (or technical protocols) of gameplay. In the context of critique, their integration produces “critical protocols,” configurations of gamic action that encourage players to evaluate their treatment of real-world environments. Critical protocols emerge between the technical and cultural, where scripts for interaction in algorithmic spaces intervene in affirmative game design and work as an analog beyond the game. Indigenous developers call for new ways of computing and critiquing settler digitality through play. These games aim toward representational as well as computational sovereignty.

  • When Rivers Were Trails is a 2D adventure game wherein The Oregon Trail meets Where the Water Tastes Like Wine through an Indigenous lens. The game depicts a myriad of cultures during the player’s journey from Minnesota to California amidst the impact of land allotment in the 1890s. Initiated by the Indian Land Tenure Foundation, the game was developed in collaboration with the Games for Entertainment and Learning Lab at Michigan State University thanks to support from the San Manuel Band of Mission Indians and the many Indigenous creatives who contributed design, art, music, and writing. Uniquely, When Rivers Were Trails is a sovereign game, meaning that it was directed and informed by Indigenous creatives who maintained the role of final decisions during development. Merging design research and close reading methods, this study sets out to describe the game’s design, development process in regards to the game writing, and the resulting themes which emerged as a result of engaging Indigenous writers in self-determined representations.

  • The article provides a comparative account of two paradigms of independent videogame production: the Japanese dojin (doujin) games and the increasingly global indie games. Through a multilayered analysis, it expounds the conceptual metaphors associated with indie and d jin games, traces the two movements respective histories, situates them in wider media environments, and compares their characteristic traits.

  • 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

  • Questions of nation and identity not only concern multiple aspects of video games, their production, and their consumption, but also require further and manifold discussion from different perspectives. In an effort to bring together voices from different fields that engage with video games and gaming practices from various perspectives, this virtual round table discussion attempts to open up the conversation beyond the realms of academia. Kathrin Trattner and Lisa Kienzl talked to Megan Condis, Marijam Didzgalvyt , Georg Hobmeier and Souvik Mukherjee about how concepts such as nation(alism) and identity impact video game representations, the gaming industry, and online gaming cultures in numerous ways.

  • Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio

  • Interview With Ben Joseph P. Banta, Founder Of Ranida Games

Dernière mise à jour depuis la base de données : 29/01/2026 13:00 (EST)