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5. Pratiques médiatiques
  • This paper explores a game-making programme for 14 Latin American migrants aged 13-18 in London/UK, carried out between October/2017-January/2018, where I investigated the relationships between game conventions, platforms and personal preferences in the curation of fluid identities through game production. Participants presented varying levels of affinity with games linked both to access issues and to other specific elements (e.g. perception of games in contemporary culture, gender). Questionnaires, observations, unstructured/semistructured interviews and gaming archives were employed to explore this participatory initiative and data was analysed through Multimodal Sociosemiotics. Findings remarked how shared understandings about digital games can find their way into platforms and act as “cultural-technical gatekeepers”, supporting or hindering the engagement with game-making of those often perceived as outsiders to gaming culture. This gatekeeping happens when there are “creative dissonances” between, for example, personal preferences and platforms aligned to normative/mainstream genres. These dissonances, however, can end up fostering subversive designs, contravening gaming conventions and potentially challenging traditional gaming boundaries. This insight is relevant for understanding “cultural-technical constraints” and subversive/non-mainstream game-making, especially in relation to innovation and appropriation of game-making resources/strategies by non-mainstream groups.

  • The present paper discusses questions related to the histories of videogames, more specifically in how we approach videogames in Global South. By using Zeebo, a Brazilian console produced in the late 2000s as an epistemic tool, I discuss the limitations of universalist, mainstream-centric epistemological models for exploring videogames as cultural phenomena. By investigating Zeebo’s discourses about piracy and players in the Global South, I argue that this platform can be seen as a partial decolonial project, destabilising conventional historical narratives about South-North relationships in videogames, but refraining from challenging a mainstream, Global North oriented epistemology. This exploratory work, therefore, elaborates on how a decolonial project of history of videogames, one that is more epistemically just to Global South, could be sought.

  • 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.”

  • This article considers the cultural politics of frustrated potential for diverse representation in games by examining developer comments on the 1995 digital game I Have No Mouth, and I Must Scream, adapted from Harlan Ellison’s 1967 science fiction story of the same name. While Ellison’s story featured a gay man named Benny among the protagonists, the game developers adapted Benny without his original sexual identity. In a 2012 Game Informer magazine article, however, the developers reflected on their version of Benny as a “lost opportunity” for exploring gay identity. Rooted in discussion of this frustrated potential for a gay in-game Benny, this article interrogates a logic of lost opportunity for diverse representation present in game-development discourse, which manifests in a longing for more diverse characters that could have been but never came to be. This logic suggests particular ways that developers might conceive of diverse representation as simply a design issue under neoliberal logics of economic opportunity, commercial risk, and fetishized innovation—without meaningful consideration of political significance. Opposing this instrumentalization of frustrated diverse representation, this article draws on queer game studies and speculative design and literature to explore the possible contours and implications of diverse characters that never were more seriously than such comments typically do. Doing so demands more than romanticized longings for lost opportunities for diverse representation that treat this longing as the end in itself.

  • 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.

  • Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play.

  • 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.

  • 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.

Dernière mise à jour depuis la base de données : 15/02/2026 13:00 (EST)