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  • The Velvet Light Trap 53 (2004) 26-39 On December 2, 2001, HBO began airing Project Greenlight, a twelve-part documentary series chronicling the production of a feature film by novice writer-director Pete Jones. With its spectacle of backroom dealings, unchecked egos, and human frailties, the television series capitalized on the contemporaneous success of like-minded "reality" programs such as Survivor and Temptation Island. Perhaps more closely, Project Greenlight also tapped into the current vogue for the "behind-the-scenes" and the "making-of" genres, represented by straight-to-video titles such as Star Trek-Deep Space Nine: Behind the Scenes (1993), Making of Jurassic Park (1995), and The Matrix Revisited (2001), television programs such as the Sundance Channel's Anatomy of a Scene, HBO's First Look, and MTV's Making the Video, and the proliferation of behind-the-scenes and making-of packaging on DVDs. A reflection of the growth of film-related ancillary products in the 1980s, the ever-expanding Hollywood ego, and the demands of a twenty-four-hour television cable market, the increased appearance of the making-of documentary format no doubt also reflects the renewed interest in amateur filmmaking promulgated by the age of desktop video. Perhaps as a manifestation of this interest, making-of documentaries have become increasingly more detailed in their coverage. Whereas the 1981 television special The Making of "Raiders of the Lost Ark" (Phillip Schuman) focuses mostly on the film's stunt work, special effects, location shoots, and set design, the recently released making-of documentary The Matrix Revisited focuses on script development, preproduction, production, postproduction, and exhibition, introducing viewers to costume designers, storyboard artists, and editors along the way. This attention to production detail can also be seen in Sundance's Anatomy of a Scene, which hones in on the construction, from music to costume to camera work, of a single scene. And certainly raising the bar on the level of detail included in the making-of genre is Project Greenlight, which is a "warts-and-all" look at film production, from squabbles over budgets to catering fiascos. Despite the making-of video's increased attention to the minutiae of filmmaking, one of the areas that remains outside the purview of most Hollywood making-of documentaries is the production of sex. Discussions about the cinematic logistics of creating a sex scene—how, when, and with what resources—are usually not featured in making-of documentaries. Of course, given our celebrity-driven culture, the question of sex vis-à-vis film production, particularly a Hollywood film production, is hardly absent from the publicity that surrounds a film. It is not uncommon to hear actresses or actors discussing what it was like to kiss another actor on the set. But these kinds of concerns are usually the province of entertainment magazines and television, not the province of ancillary related products such as the making-of video. While stories of roles requiring nudity or sex scenes abound on television shows such as Access Hollywood, Entertainment Tonight, and E! News Daily,these kinds of topics are less likely to appear in production-generated documentaries. Indeed, while the production of the provocative sex scene between Halle Berry and Billy Bob Thornton in Monster's Ball (Marc Forster, 2001) generated much discussion on television entertainment programs, talk shows, and newsmagazines, it was the film's prison execution sequence that was featured in the Sundance Channel's making-of special on the film. Given the lack of focus on sex scenes in most making-of documentaries, it is interesting to note that the two existing making-of documentaries for lesbian-made, lesbian-themed feature films—The Making of Bar Girls (1995) and Moments: The Making of Claire of the Moon (1992)—both heavily focus on the production of lesbian sex. Moreover, both lesbian making-of documentaries emphasize the cast's and the crew's sexual titillation over the creation of sexual sequences. In this essay I look at what this strategy reveals about the collective climate and concerns of lesbian feature filmmaking in the United States today.

  • This article discusses key findings from a survey of the professional patterns, scholarly productivity, and educational characteristics of Chilean Journalism and Mass Communication (JMC) educators, as well as documentary information about the schools where they work. The results reveal a weak academic culture that contrasts with a strong professional culture among the members of this community, but also the influence that both organizational and individual variables have on Chilean JMC educators' orientations. Specifically, the analyses indicated that the level of education, part-time/full-time commitment, and the type of university are the most influential factors in defining both the prevalence of a professional culture and the lack of research productivity. These findings support other international studies, indicating a global tendency across key variables that influence academic development in the field. Likewise, it shows how distant Chilean JCM educators are from the university-scholarly tradition.

  • This article analyzes the term ‘citizen journalism’ against the backdrop of the Arab uprisings in order to show how it overlooks the local context of digital media practices. The first part examines videos emanating from Syria to illustrate how they blur the lines between acts of witnessing, reporting, and lobbying, as well as between professional and amateur productions, and civic and violent intentions. The second part highlights the genealogies of citizenship and journalism in an Arab context and cautions against assumptions about their universality. The article argues that the oscillation of Western narratives between hopes about digital media's role in democratization in the Arab World and fears about their use in terrorism circumscribe the theorization of digital media practices.

  • The queer women's comedic web series that have flourished in the last decade, serving as launching pads for their creators, coincided with media-industry nichification's segmentation of a consumer population regarded by advertisers and content providers as one monolithic LGBTQ community. The series I examine-from The Slope, which premiered in 2010, to Strangers, released in 2017-voice their creators' and characters' marginalization from and even opposition to such an imagined community, through recourse to what I call a "bad queer" rhetorical practice, which uses ironic metacommentary to critique assimilationist values and tropes alongside queer identity policing. These series emerged, at least initially, as an alternative sphere of queer media production and a queer discursive mode that employs disidentification as a politicized strategy to challenge dominant LGBTQ scripts. Offering an irreverent alternative to mainstream and millennial LGBTQ cultural products, these "bad queer" web series express the plurality of the queer "community" and expose political contestations within its ranks, and in so doing serve as brand differentiation for a new generation of queer media producers.

  • 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.

  • Back in 2009, Critical Distance was founded to answer the question: “Where is all the good writing about games?” Our goal for the last 10 years has always been to facilitate dialogue. Through roundups, roundtables, podcasts, and critical compilations, we provide one place where all the most important discourse is collected together. We aim to build a foundation for ongoing conversations between developers, critics, educators and enthusiasts about critical issues in games culture. We are a compendium of the most incisive, thought-provoking, and remarkable discussion in and around games, keeping it archived for years to come. Our work has helped new writers to find their voice, educators to find resources to help their students develop critical thinking, and developers to become more reflective in their design practice.

  • "This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book continues with a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming"--Provided by publisher.

  • This article presents the ways in which Japanese survival horror employs video games as a tool for cultural representation. First, it analyses the main differences between American and Japanese horror, and how the historical relationships of competition/collaboration between both have led to a constant exchange of cultural references present in their games. This relationship of domination/submission traces back to the post-war period in which the United States began exercising control over Japan. It is as a result of this period that Japanese terror begins to take shape and take its first steps towards the current J-Horror. Second, it analyses the work of game designer Keiichiro Toyama, namely Silent Hill and Siren, as a well-known example of the construction of a cultural identity halfway between the devotion to the Other and the respect for tradition. Finally, the article addresses other examples of Japanese survival horror to analyse more deeply which stance Japanese industry takes in this era of cultural globalization, or hyperculturality, which is seriously transforming our conception of culture in digital media.

  • 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).

  • 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.

  • 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.

  • 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.

  • This article examines North American (i.e., Canada and the United States) video game developers’ understanding of race, how they construct narratives when they include characters of different races, and some of the pressures that may shape that process. Discourse analyses of semistructured interview texts found that video game developers operate under an internalized pressure to create game narratives that are quickly understandable and, thus, sellable. This pressure is normatively internalized in the profession as an attempt to hedge against market uncertainty. Video game developers, therefore, depend on social beliefs from the “real world” to inform how video game players might receive their games as well as narratives and themes from past texts such as the works of J. R. R. Tolkien. Therefore, this article argues that racism might be enabled because it is believed to be a hedge against market uncertainty.

  • Exploring issues of labor and inequality at the intersection of AAA and indie sectors, this article interrogates the perception of the indie sector as key to mitigating the production of racializing or racist game content. As developers are central to the industry and the larger games culture, their views reveal how indies are imagined as a privileged site free from economic pressures where racism can be ameliorated. Based on interviews with developers, I argue that the project to redress representational inequities within games is shifted on to indie developers, intensifying their emotional and cultural labor. Indie game developers are imagined as the solution, yet this perspective underestimates the precariousness of independent game production. Economic precariousness may encourage indies to repeat certain patterns of racial representation.

  • As a case study, this article examines the development of China’s online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China’s evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that is both acceptable to and easily censored by the authorities. Therefore, cultural industries that adopt this strategy stand a good chance of prevailing in the Chinese market. This success explains why the regional competitors of Chinese online games—Korean games—are more successful in China than most of their Western counterparts. By providing a snapshot of the current ecology of China’s online game industry, this article also discusses the influence of regional and global forces in a concrete context and argues that the development of China’s online game industry depends more on political factors than economic factors.

  • Peut-on envisager une autre histoire du jeu vidéo ?

  • Qualifié parfois de « dixième art », après que les jeux de rôles sur table (comme Donjons & Dragons) eurent commencé à céder du terrain dans les loisirs de la jeunesse à partir du mil…

  • En 2007, le monde du jeu vidéo est secoué par une violente polémique au sujet du jeu vidéo Resident Evil 5. Ce dernier est accusé de faire commerce du racisme, en invitant à se glisser dans la peau d'un américain blanc body-buildé, missionné dans une région africaine anonyme, et tuant des dizaines d'hommes et de femmes noires présentées comme de dangereux zombies infectés du virus T. Depuis, la communauté des joueurs et joueuses de jeux vidéo interpelle régulièrement les créateurs et créatrices des jeux sur les questions du racisme et du sexisme.Dans son ouvrage, Mehdi Derfoufi analyse les rapports de force qui structurent l'industrie du jeu vidéo, dévoilant comment le racisme se niche parfois insidieusement au cœur de scénarios de jeux vidéo à succès. Il nous invite à nous questionner. Quels sont les pays qui pèsent sur les milliards d'euros du marché mondial du jeu vidéo ? Qui sont les game designers et auteurs des jeux ? Comment les représentations racistes sont-elles véhiculées à travers les personnageset les imaginaires vidéoludiques ? L'auteur nous dévoile avec brio les logiques racialisantes à l’œuvre au sein d’un marché économique très concurrentiel où des stéréotypes exotisants servent régulièrement à faire vendre un jeu. Il nous montre aussi comment la division internationale du travail et la hiérarchie économico-politique Nord/Sud pèse sur le marché du jeu vidéo et ralentit l’émergence de nouvelles représentations. Pourtant, de nombreux espoirs, notamment dans les pays du Sud participent au renouvellement de la culture geek : face aux violences racistes, la riposte s’organise.

  • Stresses the crucial importance of LGBT festivals in promoting examples of queer cinema throughout Europe and the USA.

Dernière mise à jour depuis la base de données : 29/01/2026 05:00 (EST)