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  • The educational video game, When Rivers Were Trails, was launched in 2019. The purpose of the game is to teach players about Indigenous perspectives of history, US federal allotment policies affecting tribal nations, and some of the effects of these policies on Indigenous peoples. This article explores tribal college student experiences playing When Rivers Were Trails in hopes that it provides the basis for further research into how tribal college faculty may be able to teach the game within their own classrooms. Tribal colleges and universities were created by tribal nations to provide for the higher education needs of their citizens. Using phenomenological research methods, seven college students volunteered to participate in a brief study about their experiences playing the video game. Upon transcription and analysis of the interview data, three themes were developed that capture how these students define their experience with When Rivers Were Trails: feelings of representation, histories of land dispossession, and resilience of communities.

  • Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

  • 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.

  • Ce mémoire cherche à dresser l'historiographie de l'artiste anishnabé Nadia Myre. Il s'agit d'une analyse à la fois qualitative et quantitative de près de 200 textes récoltés au sujet de l'artiste du début de sa carrière (1995) jusqu'en 2016. En plus d'offrir une visualisation de l'accomplissement de celle-ci avec la création d'une feuille de calcul, le présent mémoire cherche aussi à analyser les différents propos des auteur.es au sujet de la pratique d'une artiste autochtone en territoire appelé Canada. Les œuvres les plus marquantes de l'artiste sont également analysées en profondeur.

  • Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

  • The genre of history strategy games is a crucial area of study because of what is at stake in the representation of controversial aspects of history in popular culture. Previous work has pointed to various affordances and constraints in the representation of history, based on the framing of the game interface, the alignment of goals with certain strategies and textual criticism of the contents of the games. In contrast, this article examines these games from the perspective of the player’s experience of play in relation to a wider gaming community. It is in these counterfactual communities that players negotiate their individual experience with their knowledge of the history that is presented in the games that they play, indicating that the relationship between digital games, players and history is highly contextual. The relevant practices of players of history strategy games are illustrated with examples from the official and unofficial communities of the Paradox Interactive games Europa Universalis II and Victoria: Empire Under the Sun. The shared paratexts demonstrate how positions are negotiated in relation to the ‘official’ version of history presented in the games. These negotiations are made tangible through the production and sharing of paratexts that remix the official history of the games to include other perspectives developed through counterfactual imaginations. These findings indicate the importance of including perspectives from gaming communities to support other forms of analysis in order to make rigorous observations about the impact of digital games on popular history.

  • This article offers a qualitative and quantitive analysis of the critical reception of two exhibitions, Sakahàn:International Indigenous Art (National Gallery of Canada, Ottawa 2013) and Beat Nation: Art, Hip-Hop and Aboriginial Culture (organised and circulated by the Vancouver Art Gallery, 2013-2014). The study treats articles which appeared between 2012 and 2015 in English and French visual-arts publications. The comparative analysis intends to highlight general trends, in order to identify challenges that contemporary Indigenous arts pose for art criticism. A review of the texts shows that all commentators, whether francophone or anglophone, indigenous or non-Indigenous, have welcomed these two exhibitions warmly. The discrepancy between the number of essays in French and those in English reflects the demographic weight of these two linguistic communities and the geographic distribution of First Nations in Canada. This will qualify, without denying, the hypothesis of Quebec's tardiness on the indigenous question. The authors largely recognize the necessity of initiating indigenization of the museum and emphasize the movement to internationalize contemporary indigenous art. Yet many commentators, particulary Indigenous people, dispute the efficacity of the concept of "strategic essentialism" put forward by the commissioners of the Sakahàn catalog. Despite both a real interest in these two major exhibitions and the quality of the commentary, in the end, for events of such a scale few texts have been published on the subject. The criteria for appreciation rooted in the institutional sociology of art endeavour to fully take into account the challenges posed by certain central aspects of the approach of several Indigenous creators, such as the intangible dimensions of their civic engagement, the dissolution of particular outside venues and the sisterhood of certain projects.

  • 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.

  • Ce mémoire se penche sur la diffusion de l'art contemporain autochtone au Québec de 1967 à 2013. Grâce à un corpus constitué de 640 expositions comprenant au moins un artiste des Premières Nations, métis ou inuit s'étant tenues quelque part dans la province à l'intérieur de ces 46 années, il a été possible de dresser un portrait global raisonné de ce qui s'est fait – ou ne s'est pas fait – concrètement, au-delà des a priori maintes fois reconduits. Il démontre, par exemple, que la décennie 1990 n'a pas été si « désertique » qu'il n'y parait, mais que la période 2000-2013, malgré son apparente vigueur, cache plusieurs dynamiques à l'œuvre au Québec rendant la reconnaissance et l'intégration des artistes autochtones dans le grand réseau des arts contemporains encore difficile. Ce mémoire apporte un éclairage sur le rôle marquant joué par les réseaux parallèles dans la diffusion de l'art contemporain autochtone, celui, parfois novateur, joué par les musées d'histoire et d'ethnographie ainsi que par les musées au sein même des communautés autochtones, puis la fermeture bien visible des institutions d'art du Québec jusqu'au milieu des années 2000. Il met également en lumière la présence de solitudes existantes au Québec, c'est-à-dire celle qui opère une division entre les artistes autochtones francophones et anglophones, favorisant grandement ces derniers, ainsi qu'entre artistes autochtones versus allochtones, les deux se mélangeant encore difficilement au sein des expositions. Enfin, ce mémoire permet de constater qu'en quatre décennies, le nombre d'artistes autochtones pratiquant de manière professionnelle au Québec n'a cessé d'augmenter, que Montréal s'est inscrite de plus en plus comme une métropole pouvant attirer des artistes autochtones de calibre national et international, que certaines régions du Québec, comme le Saguenay et l'Abitibi, ont, contrairement à d'autres, fait preuve d'une ouverture certaine face à l'art autochtone, mais également qu'il y a eu – et qu'il y a peut-être encore – une corrélation entre événements festifs et expositions accrues d'art contemporain autochtone, ce qui a tendance à le garder dans le domaine du folklore au Québec, et nuire véritablement à la reconnaissance des artistes professionnels.

  • 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.

  • This poignant assertionby acclaimed actor Viola Davis, star of the series How to GetAway with Murder (ABC, 2014-), during her Emmy acceptance speechwent viral and becamethe flashpoint for heated discussion about contemporary television’s representational practices. The statement draws attention to questions of taste, what is acknowledgedby the industry and audiences as quality television and the political economy of thecontemporary industry. This moment in television history, with its attendant socialmedia afterlife, captures the key elements I wish to explore in this chapter: represen-tations of women of colour, production practices and viewer responses. As Viola Davisnotes in the quote above, the contemporary US television landscape offers limited rolesfor people of colour. The few shows starring people of colour have become the focus ofintense social media exchanges. In this chapter, I will explore how televisual womenof colour have become a key site from which viewers assert a possessive investmentof racialised identity. By focusing on social media responses, I delineate the ways inwhich viewers invest symbolic and literal ownership over these representations.Through such a multifaceted examination, this essay aims to elaborate how women ofcolour are accommodated within the concept of television for women, a term inter-rogated in this volume. In addition, I illustrate the ideological instability of the term‘women of colour’ and the capaciousness of the concept ‘television for women’.

  • "Qui était Zacharie Vincent, aussi connu, à l'époque, sous le nom de Tehariolin? Peu de gens le savent. Il s'agit pourtant d'une figure incontournable, considérée comme le premier peintre autochtone moderne. Le présent ouvrage, signé par l'historienne de l'art Louise Vigneault, lève donc le voile sur ce peintre et chef de guerre wendat, longtemps tombé dans l'oubli, qui a considérablement marqué le 19e siècle. Zacharie Vincent (1815-1886) a suscité la fascination, avec ses allures d'artiste bohème, sa dégaine de clochard mêlée à ses ornements d'apparat, la singularité de ses autoportraits. La légende entourant celui que l'on appelait le " dernier des Hurons " a attiré les regards sur la petite communauté de la Jeune-Lorette (aujourd'hui Wendake), pour ensuite révéler la fierté et la résilience du peuple wendat. Des peintres canadiens, tels Antoine Plamondon et Eugène Hamel, ont réalisé des portraits de Vincent, puis des photographes comme Louis-Prudent Vallée ont immortalisé son image. Zacharie Vincent : une autohistoire artistique nous plonge au cour de la vie et de l'ouvre d'un artiste énigmatique qui a laissé en héritage des témoignages essentiels sur sa nation, en équilibre entre la tradition et la modernité."-- Quatrième de couverture

  • Examines the soundscapes of Derek Jarman's film "Blue" (1993) and Isaac Julien's video installation 'True north' (2007), and the way they contribute to promoting embodied responses in the viewer. Draws on the writings of Luce Irigaray and Laura U. Marks to explore the relationship between haptic theory and queer spectatorship.

  • Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

  • In this investigation, the authors ask how media exemplars of Black masculinity influence the views of and intentions toward other Black men. An experiment compared the effects of exposure to Black video game characters fitting the exemplar thug or street criminal (e.g., Carl Johnson from GRAND THEFT AUTO: SAN ANDREAS) versus exemplars of professional Black men (e.g., political leaders), on evaluations of an unknown and unrelated Black or White political candidate and on pro-Black attitudes. Results revealed significant interactions of exemplar type and candidate race on favorability and capability candidate ratings and on pro-Black attitudes. These data demonstrate the power of mass media exemplars of Black masculinity to prime meaningfully different outcomes in viewers. As the face of gaming evolves with advances in technology, so too should the characterization of race in games.

  • This research explores the ways different people experience the racial content of video games. Building on DeVane and Squire, this research speaks to content analyses literature that shows games as modern minstrelsies. Using Bonilla-Silva’s definition of Racial Ideology in conjunction with Winddance-Twine’s concept of Racial Literacy, I examined racial ideology and its role as an interpretative framework. I also used Bourdieu's notion of cultural capital to account for video game cultural knowledge. Data were collected through personal interviews where participants played the video game Grand Theft Auto: The Ballad of Gay Tony for 30-50 minutes. A sample of 31 participants covering variation in gender, gaming experience, and race answered questions assessing their racial ideology, then played the game introduction, and finally, answered questions assessing interpretations of game content. Racially aware people with little gaming experience echoed the content analysis minstrelsy findings while colorblind racist non-gamers believed the content accurately represented the world. However, deeper familiarity with gaming and other mass media opened up a new interstitial space for challenging the racial status quo. Racially aware gamers saw the franchises as lampooning the shallow stereotypes in mainstream society. More importantly, with a more sophisticated media context, many colorblind racist gamers also saw racial representations as intentionally offensive. Gamers herein create inventive, non-threatening, but meaningful ways to address racialization across a spectrum of racial literacies. As a result, content analyses need a richer understanding of the experiences of video games for consumers.

  • Television’s synergy with the Web initially seemed inconceivable to network executives. With the rise of Internet use, newspaper and magazine articles announced the impending death of television. While that was clearly hyperbole, network executives, though often anonymously, expressed their fears that Web content would siphon off viewership and thus advertising dollars generated by television programming. Fears may have been quelled with the evidence of the success of television shows first made available streaming on network websites and then for paid download through digital servers such as iTunes.

  • In the first episode of Black Journal , before the opening credits, comedian Godfrey Cambridge appears dressed in overalls and a painter’s cap with a paint roller in hand and methodically paints the television frame. To the viewer, it appears that his or her television is being painted black from the inside—a potent visual symbol from the first national Black public affairs program. Initially, though, the symbol emphasizes a visual challenge to the absence of Black faces on television—a show that “looks” Black, because of the visibility of its Black hosts and reporters, but where whites still have significant

  • 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.

Dernière mise à jour depuis la base de données : 17/07/2025 13:00 (EDT)