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  • Stemming from Grosfoguel’s decolonial discourse, and particularly his enquiry on how to steer away from the alternative between Eurocentric universalism and third world fundamentalism in the production of knowledge, this article aims to respond to this query in relation to the field of the art produced by Latin American women artists in the past four decades. It does so by investigating the decolonial approach advanced by third world feminism (particularly scholar Chandra Talpade Mohanty) and by rescuing it from—what I reckon to be—a methodological impasse. It proposes to resolve such an issue by reclaiming transnational feminism as a way out from what I see as a fundamentalist and essentialist tactic. Following from a theoretically and methodological introduction, this essay analyzes the practice of Cuban-born artist Marta María Pérez Bravo, specifically looking at the photographic series Para Concebir (1985–1986); it proposes a decolonial reading of her work, which merges third world feminism’s nation-based approach with a transnational outlook, hence giving justice to the migration of goods, ideas, and people that Ella Shohat sees as deeply characterizing the contemporary cultural background. Finally, this article claims that Pérez Bravo’s oeuvre offers the visual articulation of a decolonial strategy, concurrently combining global with local concerns.

  • Publié en 2000, le livre de Boaventura de Sousa Santos — un sociologue émérite portugais — intitulé Critique de la raison indolente a eu un grand impact au Brésil comme dans le reste de l’Amérique Latine (De Sousa Santos, 2000/2003). Il y développait ce qu’il a appelé « les Épistémologies du Sud » global en opposition aux « Épistémologies du Nord », global également. De Sousa Santos entendait par « Épistémologies du Sud » les connaissances, théories et savoirs qui réfléchissent avec créativit...

  • 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.

  • This project examines the critical play of a variety of games about immigrant and refugee experience. These border games take place within fictional or actual borderlands and follow characters either in transit or trapped in detainment centers between nations. Spanning a range of genres, each deals differently with the major problem posed by their content - how to create a sensitive procedural rhetoric around migration. Drawing from Flanagan's conceptualization of critical play and Mukherjee's work on the ambivalence of postcolonial playing back, I explore the possibilities of critically playing border games and the extent to which each game's design (dis)allows for certain forms of play and protest. I focus on three paired case studies, Escape from Woomera (2003) and Smuggle Truck (2012); Papers, Please (2013) and Liberty Belle's Immigration Nation (2014); and Bury Me, My Love (2017) and The Waiting Game (2018). By considering both the design of these border games and the metagaming practices that have developed around them, I show how postcolonial misplay of fictional games draw more effective critical attention to injustice than the most well-intentioned and serious educational game

  • In the Togelese game Origin - the Rise of Dzitri that was developed in Lome, the character Edoh takes you on a journey to historic places in the city to revive the spirit of Dzitri. Deyfou-lah Sani Bah-Traore, programmer and game developer, spoke with Lisa Kienzl about his and his Teammate s work on Origin - the Rise of Dzitri

  • De 2003 à 2017, le jardin des Premières-Nations du Jardin botanique de Montréal a été le lieu d'exposition de 12 œuvres d'artistes autochtones dans le cadre du Concours d'œuvre murale éphémère lancé par Sylvie Paré. Ce mémoire rassemble l'ensemble de cette exposition afin d'en relever le discours général et les liens que les œuvres entretiennent entre elles, avec le Jardin et avec les territoires

  • 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.

  • This essay aims to trace an overview of the decolonial aesthetics through the analysis of artistic expressions that occurred in Latin American territory. This analysis will allow us to enhance the cultural and artistic practices within its plurality and the typical spatial archetypes within its temporal resignification. The necessity of creation and the search for new epistemological fields translate the historical movements of the Latin-American cultural mouvance and the juxtaposition of temporalities, practices and the confluence of knowledge. We can find a stage of resistance and socio-historical borders subverted, mainly in the context of artistic and cultural manifestations and its capacity of invention and relativization. This essay aims to bring a reflection on the construction of cultural spaces and the dismantling of a single hegemonic perspective to define the artistic practices. The analysis and the epistemological questioning of the Latin-American trans-historical movement delineates an overview of the history of artistic productions that came out of practices and every-day life inventions and the elaboration of temporary spaces of claim and contestation through exhibitions, performances, festivals, and so forth. The idea of subverting a geopolitical imaginary and a cartography of the world (even if initially in local dynamics) consists of a central focus of this work.

  • 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?

  • Le colloque « L’appropriation culturelle et les peuples autochtones : entre protection du patrimoine et liberté de création », organisé à l’UQAM en avril 2018, a suscité un dialogue fructueux à propos des multiples dimensions de l’appropriation culturelle. Réunissant des acteurs des milieux des arts et de la culture, du droit, de la politique, du tourisme et de la santé, ce colloque a permis de susciter des avenues de réflexion ainsi que différentes pistes d’action. Ce colloque, organisé par le Groupe de recherche interuniversitaire sur les affirmations autochtones contemporaines (GRIAAC-UQAM) en collaboration avec la Faculté des sciences humaines (FSH), la Société Recherches amérindiennes au Québec (SRAQ) et l’organisme Terres en vues, visait à réunir des experts et des praticiens des cultures et des sociétés autochtones (Premières Nations, Inuits et Métis), mais aussi des spécialistes des questions juridiques liées à la propriété intellectuelle, au droit d’auteur et aux droits collectifs, autour d’une question commune : comment respecter et protéger les traditions, les conceptions, les symboles, les savoirs, les patrimoines culturels matériels et immatériels autochtones, tout en continuant à favoriser la créativité et les échanges entre les cultures? À travers des présentations générales et des tables rondes réalisées sous forme d’ateliers, ce colloque visait non seulement à poser les termes de ces questions complexes, mais également à identifier des pistes concrètes d’actions pour que soient reconnues et respectées l’histoire, les lois et l’épanouissement tant des cultures autochtones que des autres cultures, et en particulier de la culture québécoise.

  • 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.

  • 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.

  • 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.

  • Le territoire (Nitaskinan), dans la pensée autochtone, est une notion centrale et pluridimensionnelle ; elle induit un territoire historique, géographique et politique revendiqué ainsi qu'un territoire cosmologique inscrit au cœur de rites et de croyances ancestrales. C'est l'articulation et l'harmonisation de ce territoire pluriforme que l'artiste atikamekw Eruoma Awahish entreprend de présenter dans son œuvre. Ce mémoire adresse la manière dont l'artiste représente le territoire, à la fois dans une volonté d'ancrage traditionnel et de réactualisation contemporaine dans une perspective diachronique. L'artiste déploie une esthétique franche et colorée, elle s'emploie à renverser les codes du colonialisme et développe des stratégies afin de contribuer aux revendications et à l'affirmation territoriale des Premières Nations. Par le biais d'une production artistique politisée, Eruoma Awashish applique un prisme décolonisateur ; elle réinvestit une histoire coloniale et offre aux symboles et aux narrations autochtones une place centrale et active. Ce mémoire met subséquemment l'emphase sur la capacité des nations autochtones à s'adapter, à s'auto-définir et à s'auto-représenter. Les artistes se font les témoins et les vecteurs d'une affirmation et d'une recherche de souveraineté qui, chez Awashish, est à la fois visuelle, culturelle et territoriale. Déployant une approche interdisciplinaire, à l'image de la production de l'artiste, ce mémoire prend pour appui les écrits de penseur.se.s autochtones afin de présenter la démarche et la production d'une artiste ancrée dans un contexte contemporain complexe soumis à de nombreuses revendications politiques, culturelles et territoriales. Si les œuvres d'Awashish transmettent et diffusent ces revendications, elles sont toutefois, avant tout, le reflet de croyances et d'une histoire territoriale atikamekw.

  • 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.

  • Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

  • "Afterlives of Indigenous Archives offers a compelling critique of Western archives and their use in the development of “digital humanities.” The essays collected here present the work of an international and interdisciplinary group of indigenous scholars; researchers in the field of indigenous studies and early American studies; and librarians, curators, activists, and storytellers. The contributors examine various digital projects and outline their relevance to the lives and interests of tribal people and communities, along with the transformative power that access to online materials affords. The authors aim to empower native people to re-envision the Western archive as a site of community-based practices for cultural preservation, one that can offer indigenous perspectives and new technological applications for the imaginative reconstruction of the tribal past, the repatriation of the tribal memories, and a powerful vision for an indigenous future."

  • 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.

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