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  • There was no meaningful attempt to counter the black aesthetic with conceptual criteria for creating and evaluating art which would simultaneously acknowledge its ideological content even as it allowed for expansive notions of artistic freedom. To re-open the creative space that much of the black aesthetic movement closed down, it seems vital for those involved in contemporary black arts to engage in a revitalized discussion of aesthetics. In part, a radical aesthetic acknowledges that the people are constantly changing positions, locations, that their needs and concerns vary, that these diverse directions must correspond with shifts in critical thinking. Innovative African-American artists have rarely documented their process, their critical thinking on the subject of aesthetics. Certainly many of the revolutionary, visionary critical perspectives on music that were inherent to John Coltrane’s oppositional aesthetics and his cultural production will never be shared because they were not fully documented.

  • Searching the critical work of post-colonial critics, the author found much writing that bespeaks the continued fascination with the way white minds, particularly the colonial imperialist traveler, perceive blackness, and very little expressed interest in representations of whiteness in the black imagination. Some white people may even imagine there is no representation of whiteness in the black imagination, especially one that is based on concrete observation or mythic conjecture. Stereotypes black folks maintain about white folks are not the only representations of whiteness in the black imagination. Yet it is this representation of whiteness in the black imagination, first learned in the narrow confines of poor black rural community, that is sustained by the author travels to many different locations. Theorizing diverse journeying is crucial to the people understanding of any politics of location.

  • This chapter examines the structural changes that can be identified in Ibero-American television in the first 15 years of the 21st century. Taking as a reference the main TV markets in the region (Mexico, Brazil, Argentina and Spain) and their peculiar historical developments, a brief introduction and overview describes their characteristics, potentials and limitations, underlining their strengths, weaknesses and challenges. The analysis, framed in the globalizing phase that cultural products and services are undergoing jointly with their increased digitization, suggests two fundamental drivers of change, summarized in the notions of concentration and convergence. To conclude, policies and recommendations for action are explored, with a view to promote and protect audiovisual diversity.

  • Au sein du tournant décolonial que la théorie féministe latino-américaine a commencé à prendre, un nouveau concept a émergé, qui pourrait constituer un changement de paradigme dans notre compréhension du genre. Il s'agit du concept colonialité du genre, forgé par la philosophe argentine Maria Lugones dans ses deux derniers articles : « Heterosexualism and the Colonial/ Modern Gender System » (2007) et, plus récemment, « Toward a Decolonial Feminism » (2010), article qui n'a pas encore été tra...

  • Where do computer games "happen"? The articles collected in this pioneering volume explore the categories of "space", "place" and "territory" featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

  • Age is not alone in shaping real and imagined differences in Internet use. Racial and gender-based stereotypes abound and need to be empirically challenged. This chapter explores the relationships between race, gender, sexuality, and digital cultures in one increasingly significant digital domain—gaming. With a review of previous scholarship on race, gender, and gaming, the author shows that we see few signs of a “post-racial” society being brought into being. In fact, gaming is a digital activity where racism and sexism are commonplace. The chapter thus leaves us with questions about why, when the Internet is a potentially powerful leveling tool in the quest for democracy and fairness, does it continue to be defined by egregious sexism and racism?

  • From its humble beginnings as a video game launched in the mid-90s, Pokémon has become a global entertainment franchise, even reaching into the world via "augmented reality" with the mobile game Pokémon GO. In the work, Nakazawa Shinichi argues that the Pokémon worldview is the best contemporary example of Claude Lévi-Strauss's "savage mind" (la pensée sauvage), suggesting that computer games can often be viewed as attempts to reconnect the human unconscious with the true, hidden essence of nature.

  • Scholars have documented how people of color experience gaming culture as violent, yet it is unclear how this violence shapes conceptualizations of gaming culture. Undertaking a cultural sociological approach that foregrounds meaning-making, I demonstrate that trash talk is a useful site to explore how social actors construct and negotiate gaming culture. Analyzing data from 12 qualitative interviews with men of color, I argue that trash talk is a practice of boundary-making that reproduces racism and sexism. Respondent narratives about gaming culture vis-à-vis trash talk thus show how gaming culture is socially constructed in everyday interactions, and bound to cultural repertoires and structural conditions that exist outside of gaming. This study provides a potential avenue to explore the socially constructed and dynamic nature of gaming culture and gamer identity.

  • In the 1960s, topless entertainment became legal in San Francisco, although cross-dressing continued to be criminalized. This article documents queer Latina/x visual and performance cultures of San Francisco’s strip club industry during this critical moment. It employs visual and performance analyses that draw from ethnographic interviews and archival research about three Latinas who performed as exotic dancers during this period, two of whom were out transsexuals: Roxanne Lorraine Alegria, Vicki Starr, and Lola Raquel. Engaging Marcia Ochoa’s notion of “spectacular femininities” and Juana María Rodríguez’s theory of “queer gesture,” the article maps out a queer Latina/x herstoriography about the early days of topless entertainment in San Francisco. It demonstrates how the transgressive practices of these Latina performers enrich genealogies of queer and Latina/x performance and visual cultures since the 1960s. It thus contributes to the expansion and intersection of the fields of performance studies, Latina/x studies, and feminist, gender, and sexuality studies. These fields and their intertwinings offer critical tools to resist the sexism, homophobia, racism, transphobia, and whorephobia that pervade every level of society, as well as the cultural amnesia to which San Francisco has been increasingly prone due to its incessant gentrification and growing technocracy since the early 2010s.RESUMEN Este artículo documenta las culturas visuales y de performance latinas/x queer de los clubes de striptease de San Francisco durante un momento crítico en la historia de la ciudad. En la década de 1960, los shows en topless se legalizaron en San Francisco, aunque el travestismo se continuó criminalizando. Otálvaro-Hormillosa emplea análisis visuales y de performance que se basan en entrevistas etnográficas e investigación de archivo sobre tres latinas que actuaron como bailarinas exóticas durante este período, dos de las cuales reconocían públicamente que eran transexuales: Roxanne Lorraine Alegria, Vicki Starr y Lola Raquel. En diálogo con la noción de “feminidades espectaculares” de Marcia Ochoa y la teoría de “gestos queer” de Juana María Rodríguez, Otálvaro-Hormillosa describe una historiografía latina/x queer propiamente femenina sobre los primeros días del entretenimiento en topless en San Francisco. El artículo demuestra cómo las prácticas transgresoras de estas intérpretes latinas enriquecen las genealogías de las culturas visuales y de performance queer y latinas/x desde los años sesenta. Al hacerlo, contribuye a la expansión e intersección de los campos de los estudios de performance, estudios latinas/x, y estudios feministas, de género y de sexualidad. Estos campos y sus entrecruzamientos pueden ofrecer herramientas críticas para resistir el sexismo, la homofobia, el racismo, la transfobia y la putafobia que permea todos los niveles de la sociedad, así como la amnesia cultural a la que San Francisco ha sido cada vez más propenso debido a su incesante gentrificación y creciente tecnocracia desde principios de los años 2010.RESUMO Este artigo documenta a cultura visual e de performance na indústria de clubes de strip-tease de São Francisco, durante um momento crítico da história da cidade. Nos anos 60, o entretenimento topless se tornou legal em São Francisco, embora a prática do cross-dressing continuasse criminalizada. Otálvaro-Hormillosa emprega análise visual e de performance baseadas em entrevistas etnográficas e pesquisas de arquivos sobre três latinas que se apresentaram como dançarinas exóticas durante esse período, duas das quais eram transexuais: Roxanne Lorraine Alegria, Vicki Starr e Lola Raquel. Engajando a noção de “feminilidades espetaculares” de Marcia Ochoa e a teoria do “gesto queer” de Juana María Rodríguez, Otálvaro-Hormillosa mapeia uma herstoriografia queer latina/x sobre os sobre os primórdios do entretenimento topless em São Francisco. O artigo demonstra como as práticas transgressivas dessas artistas latinas enriquecem as genealogias das culturas visual e de performance queer e latina/x desde os anos 1960. Deste modo, contribui para a expansão e intersecção dos campos de estudos da performance, estudos latinos e estudos feministas, de gênero e sexualidade. Esses campos e seus entrelaçamentos podem oferecer ferramentas críticas para resistir ao sexismo, homofobia, racismo, transfobia e putafobia que permeiam todos os níveis da sociedade, bem como a amnésia cultural para a qual San Francisco tem sido cada vez mais propensa devido à sua gentrificação incessante e crescente tecnocracia desde o início dos anos 2010.

  • Redefines games and game culture from south to north, analyzing the social impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

  • In 'Eros Ideologies' Laura E. Perez explores the decolonial through Western and non-Western thought concerning personal and social well-being. Drawing upon Jungian, people-of-color, and spiritual psychology alongside non-Western spiritual philosophies of the interdependence of all life-forms, she writes of the decolonial as an ongoing project rooted in love as an ideology to frame respectful coexistence of social and cultural diversity. In readings of art that includes self-portraits by Frida Kahlo, Ana Mendieta, and Yreina D. Cervantez, the drawings and paintings of Chilean American artist Liliana Wilson, and Favianna Rodriguez's screen-printed images, Perez identifies art as one of the most valuable laboratories for creating, imagining, and experiencing new forms of decolonial thought. Such art expresses what Perez calls eros ideologies: understandings of social and natural reality that foreground the centrality of respect and care of self and others as the basis for a more democratic and responsible present and future. Employing a range of writing styles and voices-from the poetic to the scholarly-Perez shows how art can point to more just and loving ways of being.

  • 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.

  • Video games studies, including many of our most inspired written accounts of video game history, is very white. Stories about US video game pioneers, from engineers and designers to early adopters and arcade patrons, tend to be mostly about the white men who created, consumed, and periodically saved the industry. Even now that game history is on the verge of becoming as queer and ostensibly nonconformist as some aspects of its games and culture are theorized to be, these new avenues of critical investigation speak most directly to a queer mainstream that has always been constructed as white. Although there is much to be inspired by in the proliferation of emergent video game histories that are more gender-inclusive, trans, or so-called diverse, with few exceptions these progressive accounts still tend to be White. White. White. Black designers, players, blerds, and technocrats have been excluded from the canon of old and new video game histories in much the same way Frantz Fanon theorized that blackness functions as a fact: an outwardly defined pejorative social inscription that justifies its alienation and exclusion.

  • A groundbreaking critique of the West's historical, cultural, and political perceptions of the East that is—three decades after its first publication—one of the most important books written about our divided world. "Intellectual history on a high order ... and very exciting." —The New York Times In this wide-ranging, intellectually vigorous study, Said traces the origins of "orientalism" to the centuries-long period during which Europe dominated the Middle and Near East and, from its position of power, defined "the orient" simply as "other than" the occident. This entrenched view continues to dominate western ideas and, because it does not allow the East to represent itself, prevents true understanding. Source: Publisher

  • Fist-fights in television studios, dwindling media autonomy, sensationalism, fake news, religious hate, abusive trolls, political spin ... How did we get here? Three decades ago, before economic liberalization, came the expansion and privatization of Indian television. Technological innovation and easing of government controls offered the prospect of journalistic independence, artistic creativity and an empowered citizenry. This was rendered illusory by runaway growth and untrammelled commercialization. In that thwarted promise of the late 20th century lie the seeds of Indian democracy's current crisis. Telly-Guillotined: How Television Changed India tells the story of how technology was usurped, first by propagandists, then by the market. Going behind the scenes of the world′s greatest media explosion, this book describes the impact of consumerism on the newsroom, the shaping of a new cultural politics and the rise of a new politics of seduction. In a landscape of technological innovation, blurred boundaries and sensory overload, Amrita Shah paints a picture of the Fourth Estate′s challenging future.

  • 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.

  • 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.

  • Platformed racism offers a unique lens through which to investigate technological structures that enable racism. Online video games, such as EA Sports’ FIFA series — which dominates the soccer video game market share through its touted realism — feature these structures. Like many platforms, FIFA enables representations of real bodies (i.e., professional soccer players). But, unlike many games, FIFA enables game players to directly affect the creation/modification of these representation in the form of player character cards. Analyzing a census of six years of player cards, this study found that platformed racism was enabled because the game’s realism invited racism when players tried to maintain that realism. The study concludes that the catalyst for racism to emerge in FIFA was the drive towards realism.

  • Questions of nation and identity not only concern multiple aspects of video games, their production, and their consumption, but also require further and manifold discussion from different perspectives. In an effort to bring together voices from different fields that engage with video games and gaming practices from various perspectives, this virtual round table discussion attempts to open up the conversation beyond the realms of academia. Kathrin Trattner and Lisa Kienzl talked to Megan Condis, Marijam Didzgalvyt , Georg Hobmeier and Souvik Mukherjee about how concepts such as nation(alism) and identity impact video game representations, the gaming industry, and online gaming cultures in numerous ways.

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