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  • This chapter explores the ways in which the portrayal of children in Palestinian screen content compares with the positioning of children in leading pan-Arab children’s channels. Using critical discourse analysis, it compares the definition and representation of childhood in three Arabic language texts (two magazine shows and one animation), and examines the ways in which the texts construct narratives of childhood and whether they reproduce or challenge hegemonic definitions of childhood. The chapter analyses the language used to address the child audience and the ways in which adult–child relations are depicted. The chapter concludes that while there are some characteristics unique to Palestinian programming, the positioning of children and the “modes of address” are similar in all three programmes, and there are common assumptions and idealizations of childhood. However, there is some evidence that the Emirati animation analysed challenges dominant (adult-generated) definitions of childhood present in Arab societies by presenting childhood as a dynamic space of empowerment

  • 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 interview Xenia Zeiler, an associate professor of South Asian studies at the University of Helsinki, Finland. Her research is situated at the intersection of digital media, religion, and culture, with a focus on India and the worldwide Indian community.

  • 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.

  • 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.

  • 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.

  • 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

  • The First Podcast in a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India.

  • This chapter analyzes the reflections of Turkey’s neoconservative and neoliberal politics of gender on daytime television. The focus is on Bridal House, a popular daytime TV show in Turkey which interpellates women as domestic subjects competing with other women to prove their domestic abilities, particularly the ability to navigate the etiquette of domestic consumption. Hierarchies are instigated among women through symbolic battles on “tasteful” consumption, and the marital household surfaces as a space of constant regulation where women strive to be ideal housewives. By analyzing Bridal House through a Bourdieusian framework, this chapter traces the representations of the “ideal female subject” along neoconservative and neoliberal lines, and demonstrates the ways in which symbolic violences are enacted on women in contemporary Turkey’s daytime TV culture.

  • This book examines the phenomenon of prime time soap operas on Indian television. An anthropological insight into social issues and practices of contemporary India through the television, this volume analyzes the production of soaps within India’s cultural fabric. It deconstructs themes and issues surrounding the "everyday" and the "middle class" through the fiction of the "popular". In its second edition, this still remains the only book to examine prime time soap operas on Indian television. Without in any way changing the central arguments of the first edition, it adds an essential introductory chapter tracking the tectonic shifts in the Indian "mediascape" over the past decade – including how the explosion of regional language channels and an era of multiple screens have changed soap viewing forever. Meticulously researched and persuasively argued, the book traces how prime time soaps in India still grab the maximum eyeballs and remain the biggest earners for TV channels. The book will be of interest to students of anthropology and sociology, media and cultural studies, visual culture studies, gender and family studies, and also Asian studies in general. It is also an important resource for media producers, both in content production and television channels, as well as for the general reader.

  • Ce survol de l'art contemporain indigène, qui connut un succès retentissant dès son ouverture en novembre 2019, a été prolongé jusqu'au 4 octobre au Musée des beaux-arts du Canada. Àbadakone permet de découvrir des œuvres de plus de 70 artistes qui revendiquent leur appartenance à quelque 40 nations, ethnies et tribus de 16 pays, dont le Canada. Traitant des thèmes de la continuité, de l'activation et de l'interdépendance, Àbadakone explore la créativité, les préoccupations et la vitalité qui marquent l'art indigène de presque tous les continents. L'exposition est organisée par les conservateurs du Musée des beaux-arts du Canada Greg A. Hill, Christine Lalonde et Rachelle Dickenson, conseillés par les commissaires Candice Hopkins, Ariel Smith et Carla Taunton, ainsi que par une équipe d'experts du monde entier. .

  • Transnational Korean Television: Cultural Storytelling and Digital Audience provides previously absent analyses of Korean TV dramas' transnational influences, peculiar production features, distribution, and consumption to enrich the contextual understanding of Korean TV's transcultural mobility. Even as academic discussions about the Korean Wave have heated up, Korean television studies from transnational viewpoints often lack in-depth analysis and overlook the recently extended flow of Korean television beyond Asia. This book illustrates the ecology of Korean television along with the Korean Wave for the past two decades in order to showcase Korean TV dramas' international mobility and its constant expansion with the different Western television and their audiences. Korean TV dramas' mobility in crossing borders has been seen in both transnational and transcultural flows, and the book opens up the potential to observe the constant flow of Korean television content in new places, peoples, manners, and platforms around the world. Scholars of media studies, communication, cultural studies, and Asian studies will find this book especially useful.

  • "Surveying the latest Chinese TV shows centered on romantic relationships, this book joins the expanding body of literature on the ever-evolving structures of feelings while breaking new grounds in media studies. With its thorough investigation of a wide range of genres, narratives, and public discourses, the volume makes timely and significant contributions to the fields of media studies, China studies, and the cultural history of love and romance."--Hui Faye Xiao, University of Kansas, USA "What does romantic love mean for Chinese people today? How is love represented in popular Chinese television programs? Huike Wens fascinating and important book explores how romantic love promises young Chinese urbanites individual freedom, fulfillment, and purpose in life, yet also plays an ideological role in creating social cohesion and maintaining traditional patriarchal values in post-socialist China. An entertaining and thought-provoking insight into how love functions in contemporary Chinese society." --Hsu-Ming Teo, Macquarie University, Australia This book examines how representations of romantic love in Chinese television programs reflect the contradictions inherent to changing dominant values in post-socialist Chinese mainstream culture. These representations celebrate individual freedom, passion, and gender equality, and promise change based on individual diligence and talent, while simultaneously obstructing the fulfillment of these ideals. Huike Wen is an Associate Professor at Willamette University (Salem, Oregon). Her research focuses on the intersection of genders, emotions, media technology, and nations in transnational Chinese and East Asian media and culture.

  • As a case study, this article examines the development of China’s online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China’s evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that is both acceptable to and easily censored by the authorities. Therefore, cultural industries that adopt this strategy stand a good chance of prevailing in the Chinese market. This success explains why the regional competitors of Chinese online games—Korean games—are more successful in China than most of their Western counterparts. By providing a snapshot of the current ecology of China’s online game industry, this article also discusses the influence of regional and global forces in a concrete context and argues that the development of China’s online game industry depends more on political factors than economic factors.

  • Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

  • "Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how Japan' has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally."-- Provided by publisher.

  • Chinese Television and Soft Power Communication in Australia discusses China’s soft power communication approach and investigates information handling between China and its targeted audiences in the eyes of key influencers – intermediate elites (public diplomacy policy elites in particular) in China and Australia. It explores CGTN (with staff from several professional cultures) and conducts a systemic test of how successful/unsuccessful China’s soft power message projection is in terms of congruence between projected and received frames as a pivotal factor of its power status. The analysis is based on a case study of frames in the messaging on Chinese international TV about China’s Belt and Road Initiative and in the minds of Australian public diplomacy policy elites. The question raised is whether and how Australia is listening.

  • 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.

  • 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.

  • An interview by Kathrin Trattner with Mira Wardhaningsih, Cultural Content Director from StoryTale Studios about the game Pamali

  • This book explores Vietnamese popular television in the post-Reform era, that is, from 1986, focussing on the relationship between television and national imagination. It locates Vietnamese television in the experiences of everyday life and the prevailing network of power relations resulting from marketization and globalization, and, as such, moves beyond the clichéd assumption of Vietnamese media as a mere propagandist instrument of the party state. With examples from a wide range of television genres, the book demonstrates how Vietnamese television enables novel conditions of cultural oppression as well as political engagement in the name of the nation. In sharp contrast to the previous image of Vietnam as a war-torn land, post-Reform television conjures into being a new sense of national belonging based on an implicit rejection of the socialist past, hopes for peace and prosperity, and anxieties about a globalized future. This book highlights the richness of Vietnam’s current culture and identity, characterized, the book argues, by ‘fraternity without uniformity’.

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