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The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-a-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
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In recent years, the Middle East’s information and communications landscape has changed dramatically. Increasingly, states, businesses, and citizens are capitalizing on the opportunities offered by new information technologies, the fast pace of digital transformations, and enhanced connectivity. These changes are far from turning Middle Eastern nations into network societies, but their impact is significant. The growing adoption of a wide variety of information technologies and new media platforms in everyday life has given rise to complex dynamics that beg for a better understanding. Digital Middle East sheds a critical light on continuing changes that are closely intertwined with the adoption of information and communication technologies in the MENA region. Drawing on case studies from throughout the Middle East, the contributors explore how these digital transformations are playing out in the social, cultural, political, and economic spheres, exposing the various disjunctions and discordances that have marked the advent of the digital Middle East.
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The Prince of Persia in Prince of Persia: The Sands of Time (Ubisoft 2003) is ever reluctant to accept an ignominious end to his story, whether after a fall from atop a tower or after being killed by the sand demons. Every time he fails, the Prince exclaims ‘no no, that is not how it happened at all’. Like the videogame player controlling his avatar, the Prince wants the game sequence to be reloaded and replayed; only he appeals to an entity that the player often does not notice – memory. The Prince justifies the reload because he does not remember the events as they happen and he hankers for a return to a ‘true’ memory. There is an implicit problem here, however. We cannot ask the Prince what he remembers and during the game the player ends up remembering the ‘false’ memories, albeit often unconsciously. To progress further in the game, the player needs to have learned from his mistakes or, in other words, to have remembered the previous iterations of gameplay. According to the Prince’s memory, these failed instances of gameplay never happened; yet they happened in the gameplay and are remembered by players. Often, many players share the same experience and this exists as a shared memory. Players might also be drawing on collectively recorded memories – the written step by step guidelines in a walkthrough and the comments left by players on various gaming forums or wikis. What the player remembers is also often influential in determining the in-game identity of the player. Videogames themselves, such as Assassin’s Creed (Ubisoft 2008) and STALKER: Shadow of Chernobyl (GSC Gameworld 2007) have started self-reflexively exploring memory in their plots. Therefore, it will be useful to move the study of memory in videogames out of its relative obscurity and explore its multi-layered complexity.
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Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
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This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience ? including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
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Migrating the Black Body explores how visual media from painting to photography, from global independent cinema to Hollywood movies, from posters and broadsides to digital media, from public art to graphic novels has shaped diasporic imaginings of the individual and collective self. How is the travel of black bodies reflected in reciprocal black images? How is blackness forged and remade through diasporic visual encounters and reimagined through revisitations with the past? And how do visual technologies structure the way we see African subjects and subjectivity? This volume brings together an international group of scholars and artists who explore these questions in visual culture for the historical and contemporary African diaspora. Examining subjects as wide-ranging as the appearance of blackamoors in Russian and Swedish imperialist paintings, the appropriation of African and African American liberation images for Chinese Communist Party propaganda, and the role of YouTube videos in establishing connections between Ghana and its international diaspora, these essays investigate routes of migration, both voluntary and forced, stretching across space, place, and time.
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What are the implications of freedom and agency when a player exercises agency to prevent another player or a non-player character fromacting freely? Such a scenario, taken to an extreme, would be that of slavery and in turn, would raise questions about the nature of freedom itself. Video games have recently begun to address questions of slavery in earnest although academic discussions on games have not yet caught up: the presence of slavers in Fallout 3, the portrayal of racism in Bioshock Infinite (Irrational Games 2014) and the direct depiction of the Caribbean slave trade in Assassin’s Creed: Freedom Cry (Ubisoft 2013) are extremely appropriate cases in point. This article compares the representation of slavery in video games to that of slave narratives in earlier media in order to examine how effectively digital games are able to convey the horrors of slavery as a human condition and what they can teach about the notion of human freedom and agency per se.
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Muslim members of the video game industry discuss the current state of Muslim representation within video games. This includes current problems with the way Muslims are represented and potential solutions. Our panelists come from all sides of the industry. From AAA, to indie, the panelists all have a unique voice and angle they would like to bring to the discussion. All panelists have grown up Muslim in western countries and have had to deal with certain adversities and challenges. It's through that experience that the panelists want to bring a lively discussion, backed with personal accounts and sources, that is not only engaging, but educational.
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This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play
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As in historical accounts, empire in video games too is concerned with the acquisition of geographical space. Like the splash of red marking the stretch of the British Empire on Victorian world maps, video games that let one play at empire are also obsessed with stamping the imperialist authority of ‘your’ nation on their in-game maps. Video game empires too work on the necessary logic of spatial expansion connected with which is the necessity to remove the ‘fog’ which prevents the player’s ‘line of sight’ from accessing information about surrounding areas. The focus on cartography and surveying in British Raj India is a useful comparison. Although much scholarship exists around the representations of the spatiality of Empire in more traditional media, there is little that addresses the video game representations of Empire. This article is about the representation and experience of space in conceptions of Empire vis-à-vis in empire-building video games, as understood in terms of both cartography and the lived experience of space. It argues that although empire-building video games are largely framed within the western imperialist discourses, the very nature of gameplay itself challenges these set notions – in a way remediating the ambiguity and anxieties of the representations of empire and its spatial constructs in earlier media.
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En Afrique en général et au Cameroun en particulier, posséder une console de jeux vidéo n’est pas à la portée de tout le monde. Les jeunes puisque ce sont eux qui les affectionnent particulièrement, qui en possèdent une, font donc souvent appel à leurs pairs afin qu’ensemble, ils puissent s’amuser. L’espace où les jeunes jouent aux jeux vidéo devient de ce fait un espace où ces derniers s’affirment en tant que groupe à part entière. C’est un espace qui leur permet de se démarquer des adultes qui, le plus souvent dénigrent, voire méprisent cette activité ludique. Les jeunes y créent ainsi des « ethnométhodes » et développent une solidarité mécanique. Jouer aux jeux vidéo dans ce contexte n’est plus simplement une activité de loisir. L’espace de jeu devient un espace où se créent de nouvelles relations et où se raffermissent les anciennes. Mais également, un espace où se développent l ’esprit de compétition et corrélativement même des conflits. Celui avec qui on s’amuse aux jeux vidéo devient celui à qui on se confie, avec qui on partage ses joies et ses peines. La console de jeux n’ « appartient » plus à celui qui l ’a achetée, mais à tous ceux qui la jouent. Il n’est donc pas rare qu’elle s’exporte du domicile de son propriétaire pour le domicile d ’un autre adolescent. Il faut également préciser que le jeu vidéo reste en négroculture une activité essentiellement masculine ; l ’espace de jeu est donc le fief du garçon et les filles n’ont rien à y faire. Le jeu vidéo développe ainsi un certain machisme, une fierté d ’être homme plutôt que femme. Dans ce contexte, on peut noter une sorte de détribalisation. L’obédience ethnique de tout un chacun s’estompe pour laisser place à une société des jeunes tout court. Le jeu vidéo fait donc tomber les barrières raciales, tribales, ethniques. Et même si on peut y noter des effets pervers, ce qui est normal, puisque aucun système culturel n’est parfait, les jeux vidéo en contexte camerounais développent chez les adolescents le sentiment d ’appartenance à une même classe d ’âge.
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Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland.
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Video games are inherently transnational by virtue of their industrial, textual, and player practices. This collection includes essays from scholars from eight countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play
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Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
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In this chapter, the creation of a value chain during the process of digital games development in Turkey is discussed using a critical political economy approach. This study claims to be the first of its kind that intends to examine the topography of the digital game industry in Turkey and gives a brief history and describes the present status of digital games production in Turkey. All the components of a value chain, namely, the industrial structure and development process, publishing and licensing, distribution and marketing structure, labor force, legal regulations, and governmental policies will be considered in that order to map out the present topography of the industry. The final part of the study will deal with possible solutions for further development in the industry. At this point, the study stresses the fact that all components of the value chain must be performed uninterrupted if the actors in Turkey’s digital game industry desire to position themselves as “producers” in global or local markets.
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Focusing on The Fall (Tarsem Singh, 2006), The World {Zhangke S\a, 2004), and Avalon (Mamoru Oshii, 2001), this essay proposes a mode of heterotopic perception and analysis that recognizes the composited layers and material residues of giobally dispersed production sites and laboring bodies in mediated transnationa! spaces.
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This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming.
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The issue of identity formation when playing an avatar in a video game has recently become perceived as both increasingly complex and contentious. Game critics argue both for and against the apparent seamlessness in the identity formation in video games. However, while the case against seamlessness builds up with respect to other gaming genres, first-person shooters (FPS) are often still singled out as best representing this first-person identification whereby players were supposed to be totally immersed in their avatars while they played the game. In the light of recent research, this chapter builds on earlier research to reveal further problems in assuming a seamless merging of identity even in the FPS. It argues that the very conception of subjectivity has always been problematized through the FPS, and that the genre itself self-consciously keeps pointing this out. As an example of the latter, the chapter focuses on the S.T.A.L.K.E.R. video games to show how FPS games prompt players to question their in-game identity(ies) because the playing subject, instead of being a fixed entity, is hard-wired into the process of exploration that constitutes gameplay.
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From Nausicaa to Sailor Moon, understanding girl heroines of manga and anime within otaku culture.
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The western media has been eager to construct an apparent link between the so-called moral desensitization of soldiers in the 2003 Iraq War and their expe-rience of video game combat. Commentators assert that ‘games have avoided engaging the real-life issues to which they are responding’ (Zacny 2008), includ-ing the issue of combat trauma. Contrary to such positions, many video games already simulate the trauma in their gameplay experience; this article explores this concept from Brown’s definition of trauma as ‘outside the range of human experience’ (1995: 101). This evokes recent work in games studies on in-game involvement and identity-formation and raises questions about the role of moral-ity in gameplay, especially in multi-player combat games like Counter-Strike, Call of Duty 4 and America’s Army. Working from these hitherto overlooked aspects of trauma in gameplay experiences, this article challenges the oversim-plified association of video games with the desensitization of US troops in recent conflicts.
Explorer
1. Approches
- Analyses formalistes (18)
- Approches sociologiques (154)
- Épistémologies autochtones (6)
- Étude de la réception (41)
- Étude des industries culturelles (135)
- Étude des représentations (130)
- Genre et sexualité (98)
- Histoire/historiographie critique (98)
- Humanités numériques (15)
- Méthodologie de recherche décoloniale (20)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice PANDC
- Auteur.rice (14)
- Auteur.rice autochtone (2)
- Auteur.rice LGBTQ+ (4)
- Auteur.rice noir.e (75)
- Autrice (116)
- Créateur.rice autochtone (5)
- Créateur.rice LGBTQ+ (5)
- Créateur.rice noir.e (11)
- Créateur.rice PANDC (36)
- Créatrice (12)
- Identités diasporiques (30)
4. Corpus analysé
- Afrique (35)
- Amérique centrale (19)
- Amérique du Nord (99)
- Amérique du Sud (44)
- Asie (123)
- Europe (36)
- Océanie (2)
4. Lieu de production du savoir
- Afrique (13)
- Amérique centrale (6)
- Amérique du Nord (143)
- Amérique du Sud (22)
- Asie (93)
- Europe (57)
- Océanie (17)