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An interview by Kathrin Trattner with Mira Wardhaningsih, Cultural Content Director from StoryTale Studios about the game Pamali
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Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio
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Interview With Ben Joseph P. Banta, Founder Of Ranida Games
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Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game
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Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India
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Interview with Avinash Kumar, Creative Director & Co-Founder, Quicksand Design Studio, India.
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Interview with Avichal Singh, Founder and Game Designer of Nodding Heads Games, Pune, India.
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Interview with the Indian Game Designer Shailesh Prabhu about his game Sky Sutra.
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"Featuring Females analyzes the portrayals of women in a variety of outlets, including reality television shows, films, print and electronic news programming, magazines, video games, and commercial advertising. A highly esteemed group of scholars and researchers provides informed, original psychological study, and their thought-provoking findings address the ways in which aging, race/ethnicity, body image, gender roles, sexual orientation and relationships, and violence are treated in the media. Featuring Females is a diverse volume, exploring images and characterizations of women young and old and inspiring discussion of the effects that these representations have on girls, women, and society at large"--
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Venba is a narrative cooking game, where you play as an Indian mom, who immigrates to Canada with her family in the 1980s. Players will cook various dishes and restore lost recipes, hold branching conversations and explore in this story about family, love, loss and more. More on Steam: https://store.steampowered.com/app/14.... Developer, Abhi, gives Game Studies India an exclusive preview talking about identity, nostalgia, memory and of course, food. In conversation with Poonam Chowdhury and Souvik Mukherjee.
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First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we talk with Poornima Seetharaman. She is the first Indian to be inducted in the Women in Games (WIGJ) Hall of Fame and is also the lead game designer at Zynga. Hear as we talk about her foray in the world of gaming.
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First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our second podcast where we interview Satyajit Chakraborty, a game developer, game designer and researcher. He also founded Flying Robots Studios in 2012 and has made various unique games. Here he talks about his first experiences with gaming in India.
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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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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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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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A history of a past phenomenon - racial art - which has ramifications for the present.
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Sakahàn' celebrates a growing international commitment to the collection, study and exhibition of indigenous art. Featuring more than 75 artists from around the world, this remarkable project places indigenous art squarely at the centre of contemporary art produced today.
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La producción visual de América Latina del siglo XX condensa una variable de emergentes artísticos diversosno solo por la complejidad histórica que caracteriza al continente sino por la pluralidad de comunidades nativas que conformaron su territorio geográfico. Así como la crítica cultural ha abonado fuertemente el terreno de las artes también han surgido otras vías de estudio enlazadas con dimensiones sociales, económicas y políticas. Cabe mencionar los aportes al ámbito de las producciones visualesde una perspectiva analítica que en el escenario latinoamericano se inscribe en el llamado ‘giro decolonial’. América Latina posee una tradición franqueada por luchas contra el colonialismo y el eurocentrismo. En la actualidad, la esfera artística contemporánea manifiesta sus posicionamientos colectivos frente a una sociedad globalizada. En este aspecto, las contribuciones de la inflexión decolonial permiten pensar otros sentidos inherentes a las formulaciones estéticas surgidas en estas regiones. Se analizarán las obras de Alfredo Jaar, Tania Bruguera y Milagros de la Torre.
Explorer
1. Approches
- Analyses formalistes (5)
- Approches sociologiques (36)
- Épistémologies autochtones (9)
- Étude de la réception (3)
- Étude des industries culturelles (32)
- Étude des représentations (22)
- Genre et sexualité (24)
- Histoire/historiographie critique (25)
- Humanités numériques (3)
- Méthodologie de recherche décoloniale (6)
2. Auteur.rice.s et créateur.rice.s
- Créateur.rice PANDC
- Auteur.rice (10)
- Auteur.rice autochtone (3)
- Auteur.rice LGBTQ+ (4)
- Auteur.rice noir.e (13)
- Auteur.rice PANDC (36)
- Autrice (32)
- Créateur.rice autochtone (11)
- Créateur.rice LGBTQ+ (7)
- Créateur.rice noir.e (13)
- Créatrice (15)
- Identités diasporiques (9)
4. Corpus analysé
- Afrique (12)
- Amérique centrale (14)
- Amérique du Nord (35)
- Amérique du Sud (25)
- Asie (24)
- Europe (9)
- Océanie (4)
4. Lieu de production du savoir
- Afrique (4)
- Amérique centrale (5)
- Amérique du Nord (43)
- Amérique du Sud (16)
- Asie (20)
- Europe (17)
- Océanie (1)