Votre recherche
Résultats 303 ressources
-
Within Spoken Soul, better known as Ebonics, the term down can be used as an adjective to describe a person that willingly yields a tremendous amount of support to another person. The “Down Ass Bitch” (DAB) is a controlling image of the black woman that calls for her unwavering support of the black man, even when it is pernicious to her best interest. In fact, we can see this in the black community on many levels: (1) from black women faithfully waiting years for men to be released from prison; (2) hiding domestic abuse or rape at the hands of black men for the sake of protecting the race; or (3) sexually exploiting our bodies for the financial benefit of black men. However, what is most interesting about this particular stereotype of the black woman being “down” for her man is that this is not an expectation that is asked of the black man. It is this author’s contention that the “Down Ass Bitch” is obsequious to the powers of black men— though she is portrayed as being strong, aggressive, and assertive. Essentially, the “Down Ass Bitch,” a highly celebrated image in the black community, is the black version of the submissive white woman, the Eurocentric construction of the idealized womanhood. Various controlling images of black womanhood— such as the mammy, the jezebel, and the welfare queen— served as justifications for the oppression of black women and have been discussed significantly by scholars.
-
In this chapter we analyze three reality TV (RTV) shows whose main characters do not fit the old movie stereotypes of dark-skinned maternal Mammies, bossy, brown Sapphires or light-skinned sexy Jezebels. Many RTV shows with black cast members are falling back on such stereotypical representations. In contrast, the female characters we analyze are smart and sophisticated, and they live in multi-racial environments. Hence, the primary mediarelated question we address concerns how one slice of black motherhood is represented. The social question we address concerns the extent to which the character presentations actually point to social progress, with diverse symbols and meaning making of real life, or are they as artificial and stereotypical— perhaps in new ways— as the old portrayals?
-
In recent years, scripted television has been joined by a more “realistic” look into peoples’ lives— reality television. Reality television claims to give viewers an unmediated glimpse into how real people live. The “realness” of reality television invokes controversy by providing a voyeuristic and potentially exploitive look into people’s lives. As the genre has matured, shows that offer insight into communities that are systemically underrepresented have become common. Indicative of this trend are shows that depict the lives of African Americans and opportunistically exploit representations of black culture for drama, ratings, and profit. One network that has taken considerable advantage of this is VH1— first, with the success of Flavor of Love and its spinoffs, then more recently with shows such as Basketball Wives and Love and Hip Hop. In fact, the excessive amount of fighting among Black women on Basketball Wives led to a boycott of the show, which prompted creator Shaunie O’Neal to promise less violence in its next season. Akin to Basketball Wives , Love and Hip Hop Atlanta exemplifies the trend of exploiting black culture. As members of the black community, we find ourselves both intrigued and troubled by the implications of the show. Capturing the essence of our paradoxical interpretation of Love and Hip Hop Atlanta — as one of many reality television shows that simultaneously reproduces and challenges negative stereotypes about blackness— are contradictory headlines such as “The 21 Most Ratchet Women of Black Reality TV,” “How Reality TV has Changed our Daughters,” and “Wealthy Reality Stars Humanize Black Women.”
-
Jones’ comments reflect a general consensus among TV critics and viewers that: 1) the black women who command the most attention on reality television tend to portray stereotypical, Sapphire-like characters; 2) as audiences consume such portrayals, there is a consistent line of argument from producers that insists “pitting [black women] against each other” is expected or “what the people want;” and 3) black female reality TV stars are willing to indulge the Sapphire fantasy if it means they will be able to further a personal and/or professional agenda. These are important themes to interrogate, especially given the history of mass mediated representations of black Americans, as well as the present-day “evolution” of black characters and other characters of color on unscripted and scripted American television. However, because attention is primarily focused on arguably “negative” portrayals, there has not been much critical analysis of “alternative” or more nuanced portrayals of black women in the televisual sphere. This chapter represents an attempt to fill in some of that blank space by focusing attention on an underexplored and relatively new consortium of reality television programming that features black women who are defined by their roles as mothers and entrepreneurs.
-
It is near impossible to have a discussion of black women in reality television without mentioning the infamous Angry Black Woman (ABW). In fact, some critiques have argued reality television is damaging for black women since many shows focus heavily on this character. 1 This stereotypical characterization of black women is long-standing, due largely to its constant inclusion in media messages. As noted in chapter one, audiences were first officially introduced to her in the 1920s as Sapphire Stevens from the Amos ‘n’ Andy Show ; and her character continued to resurface throughout the years, across several different genres. Despite the many time periods through which this image has traveled, the key characteristic of the Sapphire— her unexplainable anger and aggression— seem to resonate in many modern day images of black women.
-
Reality programs rose to prominence based on claims that the shows depicted “real life,” but in recent years many shows have come under fire for being anything but “reality.” Orbe (1998) suggests viewers are drawn to such programs based on the notion that they show “real people in everyday interactions,” and there is a certain level of “unpredictability that comes with reality.” However, what has become predictable and potentially problematic, over the past two decades, are the negative stereotypes associated with African American women on these programs. This skewing of reality is particularly significant when we consider the limited opportunities these shows provide viewers to witness the many facets of black womanhood. From the head-bobbing and finger-waving of Alicia Calaway on season two of the hit show Survivor to the on-and-off-air mudslinging between Kenya Moore and NeNe Leakes of Real Housewives of Atlanta fame, black women are portrayed as disloyal, bitchy, lazy, difficult to work with, and a threat to others.
-
Although African-American women are still underrepresented in narrative television, reality television appears to be a site where one can find many portrayals of them. As other scholars have explained, the representations of African American women in reality television are usually negative, generally presenting them as loud, angry, and without “class.” However, there has been little research on the complicated relationships of black motherhood, black wifehood, and their portrayals on reality television. One black mother who illustrates this tense interaction is Tameka “Tiny” Harris, nee Cottle, formerly of the 1990s girl group Xscape, and star of two reality television programs— BET’s Tiny & Toya , and VH1’s T.I. and Tiny: The Family Hustle . Though both programs prominently feature Cottle, BET’s program constructs Tiny as an emotionally strong and pragmatically capable business woman who maintains the emotional health and financial stability of her family while her relational partner/husband, rapper Tip “T.I.” Harris, is serving time in prison. However, upon T.I.’s return home, The Family Hustle presents Tiny as having little business savvy and as overly permissive with their blended family. This is a dangerous portrayal, given that reality TV purports to disseminate some version of “reality” to its viewers.
-
Tyra Banks, supermodel and producer, is the creator of the reality show America’s Next Top Model ( ANTM ), which is now in its twenty-second cycle, and features contestants who present themselves to a panel of judges for modeling critique. ANTM has been nominated for twenty-nine awards, including the GLAAD Media Award and Image Award, and the show has received five awards in 2009 from the Teen Choice Award and the Director’s Guild of America Award. Further, ANTM is currently shown in over 120 countries. The winner of each cycle receives a featured spread in a magazine, a modeling contract with a prominent agency, and a $100,000 modeling contract from a cosmetics company. In 2005, however, there was an infamous episode— dubbed the “Tyra Tyrade,” —where Tyra Banks yelled at a contestant whom she had just eliminated from the show. This episode was parodied more than any other ANTM episode, with the penultimate parody shown on a 2007 episode of Family Guy (a primetime cartoon television show with millions of viewers each week), where Tyra turns into a lizard and eats the model. While this episode is now nine years old, parodies from as recently as 2014 continue to live on and, as we argue, perpetuate negative stereotypes of black womanhood, particularly as related to the Sapphire mediated stereotype— loud, bossy, angry black woman. From the various interpretations of the “Tyra Tyrade,” it is clear that those who created the parodies covertly and overtly ventured into maintaining white supremacist stereotypes of black womanhood— where one is supposed to be beautiful, a jezebel, or a mammy, but not a Sapphire. Continuing the marginalizing mediated tradition, in almost every parody, the Tyra character becomes the object of ridicule for being “excessively black” and outside the parameters of her hegemonically prescribed role, because she demonstrated negative emotions resulting in an assertion of her power as the expert.
-
An old adage prescribed that “art imitates life.” If one believes this to be true, then it is plausible that entertainment is a source from which information about everyday life can be gleaned? Can U.S. television shows provide a looking glass into how Americans perform certain aspects of their lives? For a “real” look into how careers are performed, I have examined content from a reality television show which bears a title that implies something about the cast— the Bravo Network’s Real Housewives of Atlanta series. This show was chosen for two reasons. First, The Real Housewives of Atlanta is the most popular show among the “Housewives” franchise. Thus with each airing of the show, those who watch have the opportunity to learn more about the career aspirations, roles, and behaviors, of the cast members. Second, this is the only show within The Real Housewives franchise that features a primarily black cast. As such, the question emerges— can this show provide insight into the way black women construct their career roles? Another goal of this study is to determine how cast members construct notions of housewifery. Hence, throughout this chapter, readers will see that these women are not the typical “housewives,” rather they have reinvented what it means to be a housewife in the modern age.
-
This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.
-
Since the late 1990s, there has been a crucial and substantial transformation in China’s television system involving institutional, structural and regulatory changes. Unravelling the implications of these changes is vital for understanding the politics of Chinese media policy-making and regulation, and thus a comprehensive study of this history has never been more essential. This book studies the transformation of the policy and regulation of the Chinese television sector within a national political and economic context from 1996 to the present day. Taking a historical and sociological approach, it engages in the theoretical debates over the nature of the transformation of media in the authoritarian Chinese state; the implications of the ruling party’s political legitimacy and China’s central-local conflicts upon television policy-making and market structure; and the nature of the media modernisation process in a developing country. Its case studies include broadcasting systems in Shanghai and Guangdong, which demonstrate that varied polices and development strategies have been adopted by television stations, reflecting different local circumstances and needs. Arguing that rather than being a homogenous entity, China has demonstrated substantial local diversity and complex interactions between local, national and global media, this book will be of interest to students and scholars of Chinese media, politics and policy, and international communications.
-
La perspectiva de la modernidad/colonialidad provee un encuadre alternativo para los debates sobre la modernidad, la globalización y el desarrollo desde la periferia latinoamericana del sistema mundo moderno colonial. Las ideas que se exponen en el presente artículo, proporcionan un guía de lectura frente a los principales rasgos del entramado conceptual que rodea a este lugar de enunciación del conocimiento. La perspectiva modernidad/colonialidad aporta una reflexión sobre la cultura y diferentes planos de la realidad social y política, nutrida en debates académicos sustentados no desde una perspectiva intra-epistémica, como los discursos críticos europeos, sino desde la mirada de los receptores de los supuestos beneficios del mundo moderno. Se presenta así un contexto para interpretar Latinoamérica, entendida más como un espacio epistémico y de producción de conocimiento, que como una región objeto de conocimientos pre-establecidos.
-
"En Amérique latine comme ailleurs, la critique postcoloniale apparaît comme une condition pour le renouvellement des dialogues interculturels orientés vers la construction d'une modernité alternative, ou d'une vraie postmodernité, fondée sur une autre manière d'habiter la terre, moins dévastatrice pour la nature comme pour les humains. Reprenant d'une manière inédite la perspective ouverte au XXe siècle par des auteurs comme José Carlos Mariátegui, Alberto Flores Galindo, Pablo González Casanova ou René Zavaleta, les études postcoloniales latino-américaines contribuent à la critique d'un modèle culturel, social et politique fondé sur le clivage traditionnel entre la " civilisation " et la "barbarie". Articulée initialement par un versant de la modernité européenne qui trouvera au XVIIIe siècle une forme systématique dans l'anthropologie des Lumières (M. Duchet), cette dichotomie a été au départ la matrice idéologique de la domination coloniale européenne, et, plus tard, de celle des nouvelles élites " républicaines " attelées à la tâche de construire l'unité sociale et politique sur la base du modèle européen de l'État-nation. Au XIXe siècle et durant une bonne partie du XXe, l'unité de la "Nation" est imaginée de telle manière qu'elle implique l'exclusion de la différence culturelle dans l'espace public. Or, depuis les quatre dernières décennies, les nouvelles formes de la mobilisation indienne et la renaissance des identités afro-américaines participent à la crise des modèles identitaires établis et au surgissement, dans divers domaines du culturel et du politique, de manières inédites d'imaginer l'identité (subjective, sociale, culturelle, nationale) et d'assumer la diversité culturelle (inter-culturalité, multiculturalismes, indianisation) dans la sphère publique. Le présent ouvrage propose un aperçu des problématiques, recherches et discussions actuelles sur le postcolonial en Amérique latine, en prenant comme fil conducteur les processus de reconfiguration identitaire liés à l' " émergence indienne " et au renouveau actuel des identités afro-américaines."--Page 4 de la couverture.
-
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.
-
This article attempts to explore the popularization of Japanese console games in China in the past two decades, which reveals the tripartite relationship of the nation-state, transnational cultural power, and local agents.1 This study focuses on the formation and development of the console game industry in a non-Western context, where the society has undergone dramatic transformations and has been largely influenced by the globalization process. Encountering social anti-gaming discourse and cultural protectionism, the importation and distribution of Japanese console games did not get support from the state. However, it found its way to the audience and gained popularity through piracy, the black market, and the local agents’ appropriation, becoming an integrated part of many Chinese early gamers’ lives. This article draws upon the intersection of cultural globalization with game studies, calling for an investigation into the complexity of the game industry through its sociohistorical, political, and cultural environment.
-
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.
-
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
-
In this essay, I aim to engage the growing body of scholarship that employs Indigenous feminist theories to understand and mobilize against the sexual and gendered violence committed against Native peoples. To accomplish this, I construct a Native feminist analysis of the 2010 Tribal Law and Order Act. I posit that despite the overwhelmingly positive characterizations of the legislation as “historic” in its potential to address violence against Native women and reduce crime in Indian country, a Native feminist reading of the Tribal Law and Order Act illuminates the degree to which the Act emerges from, engages with, and advances settler colonial and heteropatriarchal logics that cause violence against Native women in the first place. I suggest that although the Act does contain measures that have the potential to alleviate the experience of violence in Native women’s lives, it also diminishes tribal sovereignty, perpetuates the ongoing encroachment of tribal jurisdiction, regulates the boundaries of Native identity, and limits our ability to envision and enact practices of decolonization.
-
Every form has its own structure. Technically, though there is a difference between computer games and literature, but structurally both reflect same modes of the presentation which is carried out by certain codes. The present paper looks into the structural analysis of computer games with technical aspect as well as literature aspect with special reference to Far Cry 3, a first person action adventure computer game which received several awards and critically acclaimed for its graphics, story line, features etc. Besides this paper relocate Vladimir Propp’s theory of narrative function in Far Cry 3 and decode how the computer game with the help of certain binary opposition and codes have become one of the fundamental tools of getting entertained in the popular imagination.
-
The Paramilitary Hero on Turkish Television: A Case Study on Valley of the Wolves explores the representation and reception of nationalism and masculinity in Turkey through an examination of the popular television serial, Valley of the Wolves which has been aired on Turkish television since 2003. This detailed examination of the show demonstrates a particular discourse of nationalism, namely the Turkish Islam synthesis embedded in a gender-specific regime in which the paramilitary hero is placed at the centre. The study draws on thirty-seven in-depth interviews with viewers of the programme from different social backgrounds. These viewers read the serial from various perspectives in the light of their gendered experiences, suggesting that the relationship between text and audience is not necessarily predetermined by the former, but is rather constructed through an interdiscursive process. The book also examines the pleasures of the “contesting” readers of Valley of the Wolves, drawing on the audience interviews, and argues that critical approaches to a particular media text do not present a barrier to audience pleasures.
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)