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The year 2015 was set by the International Telecommunication Union (ITU) for most of its member states globally to switch from analogue to digital terrestrial broadcasting. Digital television broadcasting is generally implied as transmission of broadcast content signals in the form of binary data, specifically 0 s and 1 s. Digitisation of television merges broadcasting, computing and telecommunications to transform both the way television content is made and consumers interact with content (Chalaby and Segell 1999). Referring to digital content, Flew (2004) suggested that digitisation of media and communication content grows “informatisation” of society.
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This book proposes contemporary decolonization as an approach to developing cultural economies in the Global South. This book represents the first critical examination and comparison of cultural and creative industries (CCI) and economy concepts in the Caribbean and Africa.
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Few gender-focused studies of video games explore the gameplay experiences of women of color, and those that do tend to only emphasize negative phenomena (i.e., racial or gender discrimination). In this paper, we conduct an exploratory case study attending to the motivations and gaming practices of Black college women. Questionnaire responses and focus group discussion illuminate the plurality of gameplay experiences for this specific population of Black college women. Sixty-five percent of this population enjoy the ubiquity of mobile games with casual and puzzle games being the most popular genres. However, academic responsibilities and competing recreational interests inhibit frequent gameplay. Consequently, this population of Black college women represent two types of casual gamers who report positive gameplay experiences, providing insights into creating a more inclusive gaming subculture.
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Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women's resistance to the norms of games culture, as well as women's play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.
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This book seeks to interrogate the representation of Black women in television. Cheers explores how the increase of Black women in media ownership and creative executive roles (producers, showrunners, directors and writers) in the last 30 years affected the fundamental cultural shift in Black women’s representation on television, which in turn parallels the political, social, economic and cultural advancements of Black women in America from 1950 to 2016. She also examines Black women as a diverse television audience, discussing how they interact and respond to the constantly evolving television representation of their image and likeness, looking specifically at how social media is used as a tool of audience engagement.
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Violent television programs are highly preferred by children. They stimulate their emotions and increase curiosity about violence-related issues. This means that watching violent television programs has an impact upon their way of perceiving the world around them and acting in response to it. This study investigated the impacts of watching violent television programs on secondary school children in Tanzania. The specific objectives were: to examine children's accessibility to the TV, ascertain the types of violent TV programs and the time children spend watching them, determine the ways in which watching violent TV programs affects their academic performance, find out the impact of watching violent TV programs on their discipline, and examine the role of parents in addressing the impacts of watching violent TV programs upon their children. Results indicate that most secondary school children watch violent TV programs at home in the sitting rooms. They spend an average of three hours per day on weekdays, and seven-and-half hours on weekends, watching movies, music, drama, and informational programs that were identified as the most violent ones. Obviously, spending lots of time watching violent TV programs decreases children's academic performance and discipline. This book is important because it discusses the parents' role in discouraging and limiting children from watching violent TV programs, and choosing appropriate TV programs for them.
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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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This article examines the response of minority gamers as they adopt new innovations in Xbox Live. Using diffusion of innovation theory, specific attention is given to gamers’ rate of adoption of the new Xbox Live environment, which was a recent update to the Xbox Live interface. By employing virtual ethnography, observations, and interviews reveal that gaming duration and gender are significant factors in identifying a gamer’s successful rate of adoption of the new innovation. Female participants reveal that Xbox Live intentionally targets males as the default gamer and enact changes based on their needs. The research concludes with a plea to Xbox Live to acknowledge minority gamers such as women to incorporate their needs within the decision-making process of new innovations.
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Five years after Hurricane Katrina devastated New Orleans, Louisiana, life remained not normal still for many residents of the city. And while mainstream news organizations remembered the fifth anniversary of the hurricane with extensive coverage, it was the work of filmmaker Spike Lee and television program creators David Simon and Eric Overmyer that perhaps created the greatest buzz about the fifth anniversary of Katrina in 2010. Spike Lee’s first documentary, When the Levees Broke , was released in 2006. It documented what happened in New Orleans through the voices of local residents, politicians, and experts during and immediately after the storm.
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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.
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For the first time, a major exhibition examines the impact of African culture on black artists, both trained and self-taught, in a stunning range of 157 works which are variously bold, witty, historical, and mysterious. 49 biographical outlines; 320 illustrations, 170 in full color.
Explorer
1. Approches
- Étude de la réception
- Approches sociologiques (11)
- Étude des industries culturelles (6)
- Étude des représentations (4)
- Genre et sexualité (4)
- Histoire/historiographie critique (1)
- Méthodologie de recherche décoloniale (1)
- Théorie(s) et épistémologies des médias (3)
- Théories postcoloniales et décoloniales (3)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice noir.e
- Auteur.rice PANDC (10)
- Autrice (8)
- Créateur.rice noir.e (1)
- Créateur.rice PANDC (2)
4. Corpus analysé
- Afrique (5)
- Amérique du Nord (4)
- Amérique du Sud (1)
4. Lieu de production du savoir
- Afrique (2)
- Amérique du Nord (8)
- Amérique du Sud (1)
- Europe (2)
- Océanie (1)
5. Pratiques médiatiques
- Études du jeu vidéo (3)
- Études télévisuelles (7)
- Histoire de l'art (1)