Votre recherche

Résultats 283 ressources

  • A report of the 2017 collaborative research project Video Game Development in Asia. Cultural Heritage and National Identity.

  • Most writing on transgender cinema focuses on representations of trans people, rather than works made by trans people. This article surveys the history of trans and gender variant people creating audiovisual media from the beginning of cinema through today. From the professional gender impersonators of the stage who crossed into film during the medium’s first decades to selfidentified transvestite and transsexual filmmakers, like Ed Wood and Christine Jorgensen of the mid-twentieth century, to the enormous upsurge in trans filmmaking of the 1990s, this article explores the rich and complex history of trans and gender variant filmmaking. It also considers the untraceable gender variant filmmakers who worked in film and television without their gender history becoming known and those who made home movies that have been lost to history.

  • This collection of new writing on contemporary Greek cinema builds and expands on existing work in the field, providing a coherent analysis of films which, despite their international importance, have so far received limited critical attention. The volume maps key trends in Greek cinema since the 1990s within the wider context of production and consumption at both national and international levels. It offers a wide range of critical analyses of documentary and avant-garde filmmaking, art house and popular cinema, and the work of established and new directors as well as deliberations on teaching methodologies and marketing strategies. The book seeks to highlight the continuities, mutual influences and common contexts that inform, shape and inspire filmmaking in Greece today.

  • 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.

  • 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.

  • Rapport commandé par le Conseil des arts de Montréal

  • Before the liberalisation of television in 2000, Pakistan had one terrestrial channel.The Pakistan Television Corporation (commonly known as PTV) had been the statebroadcaster since 1964 and thus PTV content reflected the policies of differentgovernments. Liberal governments relaxed control over gender on screen – womencould be seen without dupatta – while religiously inclined governments brought intheir own agendas with restrictions on appearance of women, such as the dupattapolicy (see, for example, Ali, 1986; Suleman, 1990; Kothari, 2005; Nasir, 2012).1 In2002, the Independent Media Corporation launched its channel Geo News fromPakistan, followed by other networks, marking the formal launch of the policy ofliberalisation of media on television. Presently, five media groups have control of thePakistani media industry, including electronic and print media. These are Inde-pendent Media Corporation, Pakistan Herald Publications, ARY Group, WaqtGroup and Lakson Group (see for example Proffitt and Rasul, 2013). The broad-casting industry in Pakistan follows an advertiser-driven model that is run through asystem of ratings. At the time of the fieldwork reported here (October-April 2011),Media Logic and Gallup were the two operators that determined the popular tastesof consumers through ratings.2

  • Established in 2004, Maori Television has had a major impact on the New Zealand broadcasting landscape. But over the past year or so, the politics of Maori Television have been brought to the foreground of public consciousness, with other media outlets tracking Maori Television's search for a new CEO, allegations of editorial intervention and arguments over news reporting approaches to Te Kohanga Reo National Trust.Based on a Marsden Grant and three years of interviews with key stakeholders – staff, the Board, other media, politicians, funders and viewers – this is a deep account of Maori Television in its first ten years. Jo Smith argues that today's arguments must be understood within a broader context shaped by non-Maori interests. Can a Maori broadcaster follow both tikanga and the Broadcasting Standards Authority? Is it simply telling the news in Maori, or broadcasting the news with a Maori perspective? How can it support te reo Maori at the same time as appeal to all New Zealand? How does it function as the voice of its Maori stakeholders?Offering five frameworks to address the challenges of a Maori organisation working within a wider non-Maori context, this is a solidly researched examination of Maori Television's unique contribution to the media cultures of Aotearoa New Zealand.

  • Cet article propose une étude comparative de la première saison de la série policière québécoise primée 19-2 (Ici Radio-Canada Télé, 2011-2015) et de son adaptation canadienne anglophone (Bravo, 2014-). L’étude des deux séries 19-2 permet d’investiguer, à travers un exemple récent, le processus d’adaptation télévisuelle au Canada. Les similitudes narratives et esthétiques entre les deux séries sont tout d’abord brièvement présentées: l’histoire et les arcs narratifs sont quasi identiques, la plupart des personnages conservent les mêmes noms, sans compter que les stratégies narratives marquantes de cette œuvres ont été pour la plupart reproduites dans la nouvelle version. Ces deux œuvres, appréhendées en tant que « performances » distinctes, sont ensuite analysées à travers le prisme du genre. L’analyse de quelques scènes clés et arcs narratifs permettra de démontrer que ces deux productions sont très différentes en ce qui concerne leur construction narrative de masculinités télévisées – particulièrement leur négociation différentielle de conceptions hégémoniques des identités – et leur représentation des rapports hommes-femmes.

  • This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.

  • Since the late 1990s, there has been a crucial and substantial transformation in China’s television system involving institutional, structural and regulatory changes. Unravelling the implications of these changes is vital for understanding the politics of Chinese media policy-making and regulation, and thus a comprehensive study of this history has never been more essential. This book studies the transformation of the policy and regulation of the Chinese television sector within a national political and economic context from 1996 to the present day. Taking a historical and sociological approach, it engages in the theoretical debates over the nature of the transformation of media in the authoritarian Chinese state; the implications of the ruling party’s political legitimacy and China’s central-local conflicts upon television policy-making and market structure; and the nature of the media modernisation process in a developing country. Its case studies include broadcasting systems in Shanghai and Guangdong, which demonstrate that varied polices and development strategies have been adopted by television stations, reflecting different local circumstances and needs. Arguing that rather than being a homogenous entity, China has demonstrated substantial local diversity and complex interactions between local, national and global media, this book will be of interest to students and scholars of Chinese media, politics and policy, and international communications.

  • This article attempts to explore the popularization of Japanese console games in China in the past two decades, which reveals the tripartite relationship of the nation-state, transnational cultural power, and local agents.1 This study focuses on the formation and development of the console game industry in a non-Western context, where the society has undergone dramatic transformations and has been largely influenced by the globalization process. Encountering social anti-gaming discourse and cultural protectionism, the importation and distribution of Japanese console games did not get support from the state. However, it found its way to the audience and gained popularity through piracy, the black market, and the local agents’ appropriation, becoming an integrated part of many Chinese early gamers’ lives. This article draws upon the intersection of cultural globalization with game studies, calling for an investigation into the complexity of the game industry through its sociohistorical, political, and cultural environment.

  • Informed by a mix of theoretical sources and interviews with middle-class Chinese amateur gold farmers, this article argues that within China, the figure of the Chinese gold farmer might function as focus for reflection on Chineseness and China’s role in an increasingly interconnected world, rather than as a carrier of third-world stereotype as it tends to do in the West. The concept of shanzhai—often associated with sometimes comical, sometimes innovative Chinese copying of foreign consumer goods—is employed as a key analytical tool and helps highlight the themes of “Chinese ingenuity,” independence (from game operators and to some extent also parents), and critique (of games).

  • This book looks closely at some of the most significant films within the field of queer Sinophone cinema. Examining queerness in films produced in the PRC, Taiwan and Hong Kong, the book merges the Sinophone with the queer, theorising both concepts as local and global, homebound as well as diasporic.

  • Interview with the Indian Game Designer Shailesh Prabhu about his game Sky Sutra.

  • Over the last decade Spain and Mexico have both produced an extraordinary wealth of television drama. Drawing on both national practices of production and reception and international theories of textual analysis this book offers the first study of contemporary quality TV drama in two countries where television has displaced cinema as the creative medium that shapes the national narrative. As dramatized societies, Spain and Mexico are thus at once reflected and refracted by the new series on the small screen.

  • 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.

  • From gold farmers and ‘100 million brain-damaged online gamers’ to the world’s biggest game company and more players than US citizens, China seems like the cabinet of curiosities for the whole world of digital gaming. This article focuses on news coverage around Chinese gaming and presents three phases of such journalism. China’s emerging games market was most prominently featured between 1999 and 2005, while 2006-2011 focused on extreme play behavior in China. Most recently, a discourse of vast business opportunities and stabilizing markets has been presented by Western news media. In total more than 853 news articles are explored in parallel to the theoretical concept of Sinological-orientalism. This article suggests significant historical changes in the ways in which knowledge of Chinese gaming has been produced in English language news media.

  • While the Indian indie game development scene is still relatively young, it has already lived through big changes. Like in many regions worldwide, indie game developers in India have to negotiate between practical issues, for example regarding market requirements and expectations, and committed ambitions, for example regarding creative aspirations in art design and game content. On the one hand and in order to persist in the ever extending industry, they need to acknowledge mainstream wants and practical demands from especially (though not exclusively) the Indian game market which at present is characterized by an overall dominance of mobile card and casino games. On the other hand, we see that especially Indian indie developers increasingly reflect on the role of Indian cultural heritage (including elements from history, architecture, music, etc.) for India produced games. This turn to own roots, to implement Indian cultural and historical heritage in games, is now visible in a number of games which have been recently Greenlit on Steam and are in the final production phases, such as Asura (2017 forthc.), Antariksha Sanchar (2017 forthc.), and others.

  • The Paramilitary Hero on Turkish Television: A Case Study on Valley of the Wolves explores the representation and reception of nationalism and masculinity in Turkey through an examination of the popular television serial, Valley of the Wolves which has been aired on Turkish television since 2003. This detailed examination of the show demonstrates a particular discourse of nationalism, namely the Turkish Islam synthesis embedded in a gender-specific regime in which the paramilitary hero is placed at the centre. The study draws on thirty-seven in-depth interviews with viewers of the programme from different social backgrounds. These viewers read the serial from various perspectives in the light of their gendered experiences, suggesting that the relationship between text and audience is not necessarily predetermined by the former, but is rather constructed through an interdiscursive process. The book also examines the pleasures of the “contesting” readers of Valley of the Wolves, drawing on the audience interviews, and argues that critical approaches to a particular media text do not present a barrier to audience pleasures.

Dernière mise à jour depuis la base de données : 18/07/2025 13:00 (EDT)