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From Amos 'n' Andy to The Jeffersons to Family Matters to Chappelle's Show, this volume covers it all with entries on all different genres_animation, documentaries, sitcoms, sports, talk shows, and variety shows_and performers such as Muhammad Ali, Louis Armstrong, Bill Cosby, and Oprah Winfrey. Additionally, information can be found on general issues, ranging from African American audiences and stereotypes through the related networks and organizations. This book has hundreds of cross-referenced entries, from A to Z, in the dictionary and a list of acronyms with their corresponding definitions. The extensive chronology shows who did what and when and the introduction traces the often difficult circumstances African American performers faced compared to the more satisfactory present situation. Finally, the bibliography is useful to those readers who want to know more about specific topics or persons.
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Games and gaming have always been an important part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have not only become ubiquitous in everyday recreational life but have also permeated many professional fields and disciplines for multiple purposes including teaching and learning.The Handbook of Research on Effective Electronic Gaming in Education presents a framework for understanding games for educational purposes while providing a broader sense of current related research. Compiling over 50 groundbreaking research studies from leading international authorities in the field, this advanced and uniquely comprehensive reference is a must-have for academic and research libraries and for all those interested in expanding their theoretical and practical knowledge of the exciting field of electronic gaming.
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This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.
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"An innovative and important contribution to Indigenous research approaches, this revised second edition provides a framework for conducting Indigenous methodologies, serving as an entry point to learn more broadly about Indigenous research."--
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This paper approaches the debate over the notion of “magic circ-le” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of diffé-rance to understand gameplay as process; questioning its boun-daries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
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Extending Alexander Galloway’s analysis of the action-image in videogames, this essay explores the concept in relation to its source: the analysis of cinema by the French philosopher Gilles Deleuze. The applicability of the concept to videogames will, therefore, be considered through a comparison between the First Person Shooter S.T.A.L.K.E.R. and Andrey Tarkovsky’s film Stalker. This analysis will compellingly explore the nature of videogame-action, its relation to player-perceptions and its loca-tion within the machinic and ludic schema.
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Catalogue d'exposition avec des textes de Ryan Rice; Jason Baerg; Lori Blondeau; Martin Loft; Cathy Mattes; Nadia Myre; Ariel Lightningchild Smith.
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A large-scale content analysis of characters in video games was employed to answer questions about their representations of gender, race and age in comparison to the US population. The sample included 150 games from a year across nine platforms, with the results weighted according to game sales. This innovation enabled the results to be analyzed in proportion to the games that were actually played by the public, and thus allowed the first statements able to be generalized about the content of popular video games. The results show a systematic over-representation of males, white and adults and a systematic under-representation of females, Hispanics, Native Americans, children and the elderly. Overall, the results are similar to those found in television research. The implications for identity, cognitive models, cultivation and game research are discussed.
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This book explores the political, economic, and cultural forces, locally and globally that have shaped the evolution of Chinese primetime television dramas, and the way that these dramas in turn have actively engaged in the major intellectual and policy debates concerning the path, steps, and speed of China’s economic and political modernization during the post-Deng Xiaoping era. It intertwines the evolution of Chinese television drama particularly with the ascendance of the Chinese New Left that favors a recentralization of state authority and an alternative path towards China’s modernization and China’s current administration’s call for building a "harmonious society." Two types of serial drama are highlighted in this regard, the politically provocative dynasty drama and the culturally ambiguous domestic drama. The book also provides cross-cultural comparisons that parallel the textual and institutional strategies of transnational Chinese language TV dramas with dramas from the three leading centers of transnational television production, the US, Brazil and Mexico in Latin America, and the Korean-led East Asia region. The comparison reveals creative connections while it also explores how the emergence of a Chinese cultural-linguistic market, together with other cultural-linguistic markets, complicates the power dynamics of global cultural flows.
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While television in today's world increasingly displays a global character, national television systems are still firmly rooted in a specific locality. But in what ways does this locality actually shape the content and performance of national television? What is the significance of local cultures and local languages in these processes of mediation? And how do the local, the national, and the global intersect in discourses of and discourse on television? Taking a critical discourse analysis perspective, Watching Si Doel investigates these and related questions in the context of contemporary Indonesia. Starting from the nationwide popularity of the local television serial Si Doel Anak Sekolahan ("Educated Doel"), it examines the various ways in which the national government, Indonesian television producers, and local audiences shape, interpret, and struggle over the meaning of the phrase 'national television'. In doing so, the book explores what Indonesian television at the turn of the century sounds and looks like--and, significantly, ought to sound and look like--according to those who create and control television and those who watch and interpret it. While providing insight into the production, nature, and reception of television discourse in general, this book particularly seeks to clarify the relationship between television, language, and power in late New Order and post-Soeharto Indonesia.
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Ce mémoire est globalement axé sur la légitimité de la notion d'identité dans les contextes postcolonial et postmoderne. Plus précisément, il porte sur le concept de métissage dans l'art actuel à l'heure de la mondialisation culturelle, lieu propice à un renouvellement de l'identité et de l'imaginaire pour les communautés des Premières Nations d'Amérique du Nord. Il est divisé en deux parties. Les deux premiers chapitres énoncent une perspective socio-ethnohistorique autour des notions d'identité et de métissage, alors que le troisième chapitre expose un point de vue analytique à partir d'un corpus d'oeuvres de trois femmes artistes autochtones du Québec et de l'Ontario s'exécutant sur la scène artistique contemporaine, soit Sonia Robertson, Sylvie Paré et Rebecca Belmore. Plus spécifiquement, le premier chapitre fait état des connaissances et des discours sur les définitions même d'identité et de métissage dans les contextes colonial / postcolonial et moderne / postmoderne. Par extension, je pose cette question concernant l'hybridité culturelle: s'agit-il d'un principe d'homogénéisation et d'essentialisation des cultures ou d'un facteur garant d'hétérogénéité, favorable au mélange et aux échanges interculturels ? Le deuxième chapitre, quant à lui, énonce les contextes de dépossession territoriale et d'exiguïté culturelle dans lesquels ont été contraints les peuples des Premières Nations depuis l'époque coloniale. Il fait aussi mention des métissages artistiques (post)postmodernes, qui contribuent à un renouveau de l'imaginaire amérindien. Dans un esprit à la fois de contestation face à l'image folklorisée de l'« Indien » et de transmission des valeurs traditionnelles, les artistes autochtones font place à la réappropriation culturelle. Enfin, le troisième chapitre souligne les parcours identitaires de Sonia Robertson (Ilnue), Sylvie Paré (métisse huronne-wendat) et Rebecca Belmore (Anishinabekwe). À titre de comparaison, j'analyse un corpus d'installations et de performances sous le thème de la mémoire et de l'identité en lien avec les concepts élaborés dans les chapitres précédents. Le choix d'examiner le travail de trois femmes artistes provenant de communautés différentes permet de rendre compte de réflexions personnelles de la part de femmes autochtones face à la culture dominante et par rapport à leur culture d'origine. Ce choix vise par ailleurs à circonscrire, au sein même de leur production, l'importance de la tradition en fonction de leur affirmation identitaire. Je souhaite ainsi étudier comment ces propositions se positionnent dans un contexte de déterritorialisation culturelle en fonction d'une réalité post(néo)colonialiste, corrélative d'un entre-deux mondes. Pour conclure, je reviens sur les questions d'identité, de mémoire et de territoire en soulignant l'importance idéologique du combat identitaire des communautés autochtones, qui vise la mise en échec des préjugés et des constructions mythiques persistantes entre le « Blanc » et l' « Indien ». Je mesure en ce sens l'impact que pourrait avoir la pensée universelle amérindienne sur nos sociétés hypermodernes en crise et en quête de valeurs.
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An exploration of how issues of race and ethnicity play out in a digital media landscape that includes MySpace, post-9/11 politics, MMOGs, Internet music distribution, and the digital divide.
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This chapter analyses a profound transformation of Bengali regional-languagecinema since the early 1980s, a transformation that fundamentally changedthe industry and one that can arguably be attributed at least partly to thecreation of a Bengali television-watching public in the same period. Itfocuses on a trend that emerged in mainstream Bengali cinema during the1980s and was sustained thereafter, and brought into prominence a newconfiguration of elements previously marginal to Bengali films. This trans-formation was to do with mainstream Bengali cinema’s increasing adaptation of what are commonly known as the ‘‘masala’’ or ‘‘formula’’ elementsof Bombay cinema such as racy dialogues, stereotypical villainous char-acters, stylized fights and song-and-dance sequences. This new genre, whichhas commonly been discredited as the Bengali film industry’s totally unim-aginative imitation of the popular Hindi-language cinema of Bombay,completely altered what had been the dominant aesthetic of Bengali cinematill about the mid-1970s. Until this point, Bengali cinema was marked by itsclose relationship with Bengali literature and a Bengali middle-class worldview, greater realism than Bombay cinema or other mainstream regionalcinemas, and naturalistic acting styles, and was radically transformed by agrowing adoption of the ‘‘formula’’ elements commonly identified withpopular Hindi cinema. Industry sources, however, indicate that this newtrend was successful in boosting the Bengali film industry, which had beenswamped by a severe economic crisis since the 1970s. The industry’s crisiswas caused by a host of factors: the most important of these was the Ben-gali middle-class audience’s shift to television as a result of an increasingly unsatisfactory film-going experience in this period. The creation of a Ben-gali television public in the early 1980s shifted audiences from the cinematheatres, thereby significantly reducing film revenues in Calcutta, until then the prime market for Bengali films.
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The role of television in democratic politics has been a subject of politicalcommunication studies at least since John F. Kennedy’s performance ontelevised debates supposedly turned around his electoral fortunes and wonhim the 1960 US presidential election. In India too, the potential of themedium in political communication has mostly been analysed in the contextof how television coverage of political leaders and parties, or the lack of it,affects voting behaviour. This chapter differs in its approach. In analysing television’s role in electoral politics in the southern Indian state of Tamil Nadu, it does not look at discourses prevalent on television. Instead, itunderscores how the medium itself has become a part of political discourse,particularly during elections. It points out how television acquired centre-stage as an electoral issue in the 2006 Tamil Nadu assembly elections, evengoing to the extent of dictating poll alliances. Tamil Nadu offers an inter-esting case study to understand the interface between television and Indianpolitics not only because Tamil films and state politics have been inex-tricably intertwined for decades, but also because the two notable political parties in the state have a stake in the private satellite television business.
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Catalogue d'exposition avec des textes de Ryan Rice, Françoise Charron, Emily Falvey et Hilda Nicholae.
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For any exposition of the television news medium to hold merit itbecomes imperative to glide into the past to recover its earliest antecedent –the newsreel. Newsreel presentation involved an intimate relationshipbetween its producers and events that print reporters had never faced: it wasentirely dependent on pictures that required the camera to be in positionbefore they unfolded (Montague, 1938: 49). Thus, the early producers ofnewsreels discovered that at times when there was a lack of any worthwhileor pictorial news it was possible to create it. It was also possible to ‘experiment’ with news. Newsreels in the United States, therefore, experi-mented with everything: news borrowed from newspapers, studies by collegeprofessors, animated diagrammatical representations of a volatile stockmarket, and so on. Since newsreels were exhibited before drama perfor-mances and film shows in theatres, a great degree of dramatisation andsensationalism was not deemed out of place. They too became part of theentertainment media.
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Le présent document est un rapport sur la série de consultations tenues en 2007 avec des artistes, des administrateurs des arts, des aînés, des jeunes et d’autres membres de la communauté autochtone. Cette série de consultations a eu lieu dans le cadre de l’initiative de recherche sur les arts autochtones, mise sur pied dans le but de planifier et d’entreprendre les travaux de recherche nécessaires pour appuyer et orienter le plan d’action sur les arts autochtones du Conseil des arts du Canada.
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Launched in 1980, cable network Black Entertainment Television (BET) has helped make blackness visible and profitable at levels never seen prior in the TV industry. In 2000, BET was sold by founder Robert L. Johnson, a former cable lobbyist, to media giant Viacom for 2.33 billion dollars. This book explores the legacy of BET: what the network has provided to the larger US television economy, and, more specifically, to its target African-American demographic. The book examines whether the company has fulfilled its stated goals and implied obligation to African-American communities. Has it changed the way African-Americans see themselves and the way others see them? Does the financial success of the network - secured in large part via the proliferation of images deemed offensive and problematic by many black communities - come at the expense of its African-American audience? This book fills a major gap in black television scholarship and should find a sizeable audience in both media studies and African-American studies.
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Today’s media are vast in both form and influence; however, few cultural studies scholars ad-dress the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.
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"This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book continues with a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming"--Provided by publisher.
Explorer
1. Approches
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- Étude de la réception (41)
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- Histoire/historiographie critique (101)
- Humanités numériques (38)
- Méthodologie de recherche décoloniale (24)
2. Auteur.rice.s et créateur.rice.s
- Autrice
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- Auteur.rice LGBTQ+ (4)
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- Créateur.rice noir.e (7)
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4. Corpus analysé
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4. Lieu de production du savoir
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