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Hitman 2’s Mumbai mission, just like the film Extraction, looks at the oriental space in a similar ‘diseased’ yellow filter which is akin to the Mexico of Breaking Bad. Here, we have the perfect orientalist reduction of a culture. By digitising Mumbai and creating it into a gamic world, it produces a rather lazily translated and racialised appropriation of this particular South Asian space. The essential orientalist gaze thus reinforces the binary between the ‘I’ and the ‘other’: where the ‘I’ is the foreign Agent 47 and the ‘other’ are the yellow dwellers of Mumbai. The NPCs react to Agent 47 in awe as if a white man is a miracle of nature which they have never seen before. Not only that, but they also interact with themselves in a very essentialist way. The tea shops/kiosks are literally written as 'Chaye Dukan' (which is a direct translation for 'Tea Shop'). Not only does this point at a lack of research but also a lazy design. No matter how inferior a place is, no one names their establishment in a direct translation to their colonial/capitalist overlords. It becomes nothing but a city ‘lost in translation’. In this paper, I will read the Mumbai mission of Hitman 2 as a cultural artefact where the game scape becomes a techno-orientalist commodity. Like any other Literary text which fetishizes the ‘other’, Hitman 2 also becomes such a ‘digital/ludic’ text which manages to define the ‘Indian’ in its own myopic way. The discourse propagated thus reinforces the idea of ‘India’ or the ‘Orient’ as the literal plaything of the West. Thus, I will expand by elaborating on how the creators become a part of the greater orientalized theatricality by indulging in a form of ‘identity tourism’ (Nakamura ’96), where the autonomy of creating a cultural space takes the form of an essentialist fetish. About Samya : Samya Brata Roy (He/Him) is currently in the final semester of his M.A in English Literature from The English and Foreign Languages University in Hyderabad. Mainly his interests lie in and around the modalities of Digital Narratives, which he also tries to create at thepenarchist (wordpress.com). He is associated as a SIG facilitator with DHARTI (dhdharti.in), as a transcriber with The Canterbury Tales Project and as database contributor with Electronic Literature Knowledge Base | ELMCIP. He works in the field of Disability Studies by assisting in research. He is also passionate about teaching and inclusion and pursued it by teaching slum kids.
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Unreal City: Expressions of Tokyo in Video Games Abstract: Games today, with advancements in graphic design and capability of the platforms on which they can be played, are almost akin to interactive films- in which the player not only consumes the movie-like storyline, but becomes an active participant in the narrative and its outcomes. Worldbuilding in video games has strong connections with the approaches contained in semiotics, as it is not with the images on the screen that players interact, but rather the world that is represented by the images. I intend to examine Tokyo as a virtually constructed game world in three separate texts – Atlus Studios’ Persona 5, Sega’s Yakuza series and Square Enix’s The World Ends with You. The fictionally created cityscapes of contemporary Japan have become ideal spaces for the video games to propagate, their construction in the texts can be seen a form of techno-orientalism that is simultaneously rooted in both Eastern and Western imagination. Each of these texts constructs its own version of Tokyo that, while being recognisable through the use of specific semiotic markers, is also sufficiently different enough to make it a virtual, unreal, space. However, what must be noted is that this space only exists in its entirety when it is interacted upon by the player. Using Lefebvre’s conceptualisation of social space into spatial practice, representations of space and representational space, this paper seeks to look at how the construction of the digital city is not merely a 3D representation thereof, but points where interactivity and narrative coincide. It is through the locus of these two elements that the player comprehends and navigates game narratives. My purpose will therefore be to look at the constructions of Tokyo within video games as data visualisations of spaces that become places through interactivity and comprehension of the player. About Laxmi: Lakshmi Menon is Assistant Professor of English at VTM NSS College, Trivandrum, and a PhD candidate at the Centre for English Studies, Jawaharlal Nehru University, where her thesis is a study of Harry Potter slash fanfiction and fan communities. She is currently researching Boys Love fan cultures in South Asia, while her wider research interests also include digital humanities, popular culture and queer literature.
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Counter-Hegemonic Representations of Japanese Cultural Icons in Sekiro Abstract: Through fictional or non-fictional narratives, media representations of the past communicate specific interpretations, which lets users negotiate the past's prospective meanings. Additionally, these cultural constructions of the past are produced and disseminated in the present. Hence, the existing hegemonic power relations influence the depiction and recognition of cultural communities in the construction of the past. Therefore, the approach to framing cultures in pop-culture representations becomes a preponderating factor in how people perceive such cultures and periods. Sekiro: Shadows Die Twice, at first glance, can be considered as a game that follows the same vein of exploiting the western craze for the ninja archetype, as seen in its predecessors like the Onimusha and Tenchu series. However, it takes a bold stance against the persisting ‘self-Orientalist’ framework by reclaiming the ninja myth from marketized exoticization. Borrowing from Said’s theory of Orientalism, I would first like to analyze the existing self-Orientalism in depicting and marketing Japanese cultural icons. I would then like to highlight how this game is not an exoticized cultural artefact and further discuss the implications of such a portrayal in the contexts of representation and authenticity. I conclude that by undercutting innate stereotypes and using inherently Japanese characters, the game reappropriates the agency to depict Japanese cultural icons, from a non-Oriental, non-exoticized viewpoint. Thus, Sekiro: Shadows Die Twice becomes a stand-out in the video game industry in this respect. Bio: Geoffrey Fernandez is a PhD candidate at the Department of Humanities and Social Sciences at the Birla Institute of Technology and Science Pilani, Pilani campus. His doctoral research examines the use of culture, mythology, and folklore in video games.
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2019 marked ten years since the publication of Nick Dyer-Witheford and Greig de Peuter’s Games of Empire, which has become a seminal book in videogame cultural criticism. Ten years later, there is still a pressing need for cultural and materialist criticism of the politics of production within game studies. In putting together this special issue, our hope is to identify new developments in the game industry and academia that are emblematic of 21st-century capitalism. Just as Games of Empire popularised critical political-economic perspectives ten years ago, we encourage others, as the authors in this issue did, to continue and maintain investigations into questions of ownership, privatized property, coercive class relations, military operations and radical struggle. Such analyses are necessary not only to trace but also to open up new directions in game culture and academia for decades to come.
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Extant research on e-sports has focused on the growth and value of the phenomenon, fandom, and participant experiences. However, there is a paucity of e-sports scholarship detailing women’s experiences from marginalized communities living in various conservative Muslim countries. This shortage of literature remains despite different radical Islamic groups’ consistent demand for banning several online video games and the Muslim youth’s resistance to these calls. This study aimed to understand the motives and lived experiences of Muslim women e-sports participants from Gilgit-Baltistan, Pakistan. The authors collected data via observations of online video games and in-depth interviews. The study participants revealed that they use e-sports as a vehicle for an oppositional agency and personal freedom from the patriarchal system. The findings also suggest that participants are facing systematic marginalization and grave intrusion of post-colonization. The study contributes to the limited scholarship concerning Indian subcontinent Muslim women’s e-sports participation.
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Colonisation bequeathed classical education, among others, to the African continent. The post-colonial utility, function and status of such a knowledge system have been questioned and resisted, and African knowledgebased institutions are making efforts to decolonise such systems. The decolonial project has also impacted popular culture in the sense that African identity and self-presentation are being interrogated using various methods. Adaptations and productions of classical myths are implicated in this discourse. Implicated adaptations serve as platforms for allegorical cross-cultural conversation on shared experiences of a people group, perhaps of an earlier generation with the assumption of partial or absolute continuities. Continuity discourse is problematic when two cultures are implicated, particularly, when one is a colonial culture and the other colonised. The unity of discourse is either affirmed, violated or reconstituted.
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The internet has impacted on how media organisations do journalism. Many media organisations both print and broadcast now have an online presence to reach out to fragmented audiences that have migrated to online platforms. Television stations have increasingly embraced the use of digital (online) media to gain better access to their audiences in terms of content distribution and audience engagement. The rise of social media platforms such as Facebook, Twitter, YouTube and Instagram have given journalists and media organisations the ability to reach their audiences immediately, with the added benefit of audience responses which come almost immediately. The use of new digital media has created platforms for news stations to share digital clips of news items or excerpts of news programmes to keep the audiences informed or enticed by the highlights.
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This chapter makes an empirical contribution to challenges the developing economies, often referred to as the global south, face when it comes to digital migration. This challenge has citizens of what were previously regarded as ‘third world countries’ having to rely on predominantly state and to a limited extent, public broadcast media for current news and information. This contribution, in making a seminal contribution on digitisation in Zimbabwe, demonstrates the challenges the country faces as to allow citizens access to more diversity and not just plurality. Conceptually, digitisation is defined as the conversion of analogue content and production processes into digital format (Manzuch 2009). Seabright and Weeds (2007, 1) observe that digitisation has to do with ‘replacing analogue signals with digital format economises on processing, storage and transmission capacity, reducing costs and expanding capabilities’. Seabright and Weeds (2007) submit that moving from analogue to a digital space brings changes in digital recording and production techniques, digital compression in transmission, proliferation in transmission platforms (terrestrial, cable, satellite and broadband); digital set-top boxes and encryption technologies; and digital personal video recorders. These interventions contribute to lowering of costs, improving of picture quality and improving speed in news gathering and dissemination (Koss et al. 2013). Other than the financial and technical imperatives that come with digitisation, the transition comes with certain cultural and political implications (Gripsrud 2009).
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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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There has been a hype regarding the benefits of digital migration, which refers to switchover from analogue to digital broadcasting. Commonly referred to as digital migration, the switchover emanates from a decision made at the International Telecommunications Union (ITU) in 2006 to release a valuable spectrum, which can be used for other services. Other benefits of digital TV include good sound and picture quality and availability of more channels giving viewers more choice. It has also been said that digital broadcasting will save the broadcasting stations’ cost, as transmitting content via digital platforms is less costly than transmitting via the analogue platform (Muthomi 2012). This implies that media houses can capitalise on this migration as a competitive advantage. Countries across the world have been undergoing this necessary switchover from analogue to digital platforms, with varying degree of success. While the merits of digital television are clear, it is not clear how this digitisation will realistically help in bridging habitual inequalities in developing countries.
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Recent research has started focusing on the representation of history in videogames. Such representation is almost always of mainstream history and usually presented from a Western perspective. Set in a fictitious Himalayan kingdom in South Asia, Ubisoft’s Far Cry 4 is arguably a crucial example of how history is represented using Western and even colonial frameworks and where the narratives that do not emerge from conventional written history are almost always rendered invisible. Using the frameworks of Subaltern Studies and “border-thinking,” this essay attempts to unpack issues of Orientalism and “colonial difference”; it then engages with postcolonial digital humanities and postcolonial game studies to comment on how history is represented in videogames and how the neglected gaps and silences in the game are important in constructing the historiography in videogames. In the process, the essay engages in a debate with current notions of videogame-historiography.
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This chapter explores the extent to which Zimbabwe’s single public service television station (as of 2019), ZBC, employed hate language on its online news broadcasts during the 2008 presidential rerun election. Anchored on discourse theory and utilising discourse analysis, this chapter explores hate discourses on Zimbabwe’s online television news during the 2008 election. It seeks to answer the question: To what extent did the Zimbabwe Broadcasting Corporation Television (ZBC TV) online news rhetoric constitute hate discourses?
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The purpose of this chapter is to examine how the digitization of television has impacted the architecture of television content generation, dissemination consumption in Kenya. Its key motivation is to answer two main questions: How has the digitization shift in Kenya’s television impacted the trends in production, dissemination, reception and consumption of television content; what is the effect of digitization on viewer satisfaction; and how has this shift transformed the role of television medium in the country? The chapter, therefore, answers these questions focusing on the television channels under study, namely, Citizen TV, Kenya Broadcasting Corporation (KBC) and Nation TV (NTV).
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Audiovisual news media are compelling texts to study when it comes to how mass media shapes an audience’s perspective of the world (White 1998). This is due to the pivotal role these forms of media play in creating an informed citizenry as mediums that transmit information from news creators and news sources to the public as a mass audience (McQuail 1987). Even more significant than this is the function of audiovisual news media as constructors of reality and ideology because of their pervasiveness in society (McLuhan and Fiore 1967; Hughes 1942). The advent of digital media has been touted as a means of diluting the influence of traditional mass media formats, such as television, with digital news media being forecast to take audiences away from these traditional media platforms (Lotz 2014).
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Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play.
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"Y la culpa no era mia, ni donde estaba, ni como vestia", chantaient des femmes aux yeux bandés dans différentes villes d'Amérique latine en novembre 2019. Cette performance, créée par le collectif féministe Las Tesis, a fait le tour du monde. Elle montre la force et la vitalité de l'artivisme dans les Amériques. Ce volume porte sur la diversité des théorisations et des mobilisations féministes du continent américain, très dynamiques historiquement et de plus en plus visibles depuis la fin du XXe siècle. Le féminisme des Amériques est pluriel et possède une généalogie propre. Les auteures s'attachent à décliner ses différentes formes : chicano, décolonial, lesbien, queer, entre autres. L'originalité des actions féministes de la région provient de la mobilisation politique de genres artistiques, qu'ils soient musicaux (rap, reggaeton), picturaux ou des arts visuels. Cet artivisme joue ainsi un rôle central dans les formes d'action du continent et ce volume présente leur diversité, leur richesse et leur force créatrice et politique."--Page 4 of cover.
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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.
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"This book investigates how telenovelas may be the key to the future of Brazilian television and how this content can survive in an interconnected media landscape. Recognised writer and scholar Rosane Svartman considers the particular characteristics of the telenovela format - number of episodes, melodrama influence, and influence of the audience on future writing - to explore how these can be preserved on multimedia platforms, and the challenges this change may present. Svartman further charts the transformations of the telenovela throughout its history and its major influences and unveils the main storytelling elements and writing processes. Chapters examine the business model of Brazilian corporate television within the current context of hypermedia and analyse how this relationship evolves as it is influenced by the new interactive tools and technologies that amplify the audience's power. Merging empirical practices and theory, this book will be of great interest to scholars and students of transmedia storytelling, television studies, and Latin American media, as well as professionals working in these areas"-- Provided by publisher.
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This multidisciplinary collection probes ways in which emerging and established scholars perceive and theorize decolonization and resistance in their own fields of work, from education to political and social studies, to psychology, medicine, and beyond
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)