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When Rivers Were Trails is a 2D adventure game wherein The Oregon Trail meets Where the Water Tastes Like Wine through an Indigenous lens. The game depicts a myriad of cultures during the player’s journey from Minnesota to California amidst the impact of land allotment in the 1890s. Initiated by the Indian Land Tenure Foundation, the game was developed in collaboration with the Games for Entertainment and Learning Lab at Michigan State University thanks to support from the San Manuel Band of Mission Indians and the many Indigenous creatives who contributed design, art, music, and writing. Uniquely, When Rivers Were Trails is a sovereign game, meaning that it was directed and informed by Indigenous creatives who maintained the role of final decisions during development. Merging design research and close reading methods, this study sets out to describe the game’s design, development process in regards to the game writing, and the resulting themes which emerged as a result of engaging Indigenous writers in self-determined representations.
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The educational video game, When Rivers Were Trails, was launched in 2019. The purpose of the game is to teach players about Indigenous perspectives of history, US federal allotment policies affecting tribal nations, and some of the effects of these policies on Indigenous peoples. This article explores tribal college student experiences playing When Rivers Were Trails in hopes that it provides the basis for further research into how tribal college faculty may be able to teach the game within their own classrooms. Tribal colleges and universities were created by tribal nations to provide for the higher education needs of their citizens. Using phenomenological research methods, seven college students volunteered to participate in a brief study about their experiences playing the video game. Upon transcription and analysis of the interview data, three themes were developed that capture how these students define their experience with When Rivers Were Trails: feelings of representation, histories of land dispossession, and resilience of communities.
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Video games can be dynamic sovereign spaces for Indigenous representation and expression when the self-determination of Indigenous people is supported. Where ga...
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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
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In the last decade or so, cinema has revealed itself to be an ideal medium for the transfer and/or remediation of the spoken word as well as stories coming from oral tradition and Indigenous culture. Indeed, cinema is a place of expression which favours cyclical creativity and contributes to the decolonization of stereotyped images propagated by external voices that do not understand the subtleties of languages (real and symbolic) that are anchored in indigenous peoples’ cultural memory. By exploring indigenous cinema as practised by women of diverse nations, this piece demonstrates how cinema can induce the compression and dilation of time, to bring to the audience the fluidity of a story that has been reconfigured according to a new time and carried by spoken words that have chosen to either emancipate themselves from the image or to materialize themselves in it. Furthermore, this article illustrates how a new generation of Indigenous women use cinema to retrace and/or rewrite their personal narrative with the help of autobiographical or collective stories that travel back in time to fill in the blanks left by a fragile memory and to express their will to make peace with a difficult colonial past. Finally, the writings of Lee Maracle (I Am Woman, 1988) and Natasha Kanapé Fontaine (Manifeste Assi, 2014) are being brought forth to show how films such as Suckerfish (Lisa Jackson, 2004) Bithos (Elle-Máijá Tailfeathers, 2015) and Four Faces of the Moon (Amanda Strong, 2016) contribute to the individual and community healing of Indigenous peoples of Canada, through an aesthetic of reconciliation. The exploration of these works, therefore allows us to shed light on and better understand the roles/internal mechanisms of visual autobiographies in the larger context of reconciliation with individual and collective stories/memories.
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"This edited collection focuses on "unsettling" Northwest Coast art studies, bringing forward voices that uphold Indigenous priorities, engage with past and ongoing effects of settler colonialism, and advocate for practices for more accountable scholarship. Featuring authors with a variety of perspectives, backgrounds, and methodologies, Unsettling Art Histories offers new insights for the field of Northwest Coast art studies. Key themes include discussions of cultural heritage protections and long-standing defenses of natural resources and territory; re-centering women and the critical role they play in transmitting cultural knowledge across generations through materials, techniques, and creations; reflecting on the decolonization work being undertaken in museums; and examining how artworks function beyond previous scholarly framings as living documents carrying information critical to today's inquiries. Re-examining previous scholarship and questioning current institutional practices by prioritizing information gathered in Native communities, the essays in this volume exemplify various methods of "unsettling" and demonstrate how new methods of research have reshaped scholarship and museum practices."
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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. .
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Le lieu de la rupture, ici, se voit déplacé : s'il faut rompre, en cinéma autochtone, ce n'est pas avec ses propres prédécesseurs, comme l'ont fait Jean-Luc Godard, François Truffaut et Agnes Varda. Des cinéastes tels Barnaby, Freeland et Grace peuvent ainsi s'appuyer sur le travail d'ouvreurs de sentiers tels le réalisateur māori Lee Tamahori (Once Were Warriors, en traduction française, Nous étions guerriers, 1994), le réalisateur cheyenne et arapaho Chris Eyre (Smoke Signals, 1998) , ainsi que des précurseurs incontournables tels Barclay, en Aotearoa, Nouvelle-Zélande, et la documentariste abénaquise Alanis Obomsawin, figure de proue du cinéma autochtone au Canada. Dans un récent document interne sur le cinéma autochtone en son sein, l'Office national du film (ONF), cet important producteur et diffuseur public d'œuvres audiovisuelles au Canada, explique que pour « comprendre la situation actuelle des cinéastes autochtones a l'ONF », il faut l'envisager a partir des « anciennes politiques gouvernementales visant explicitement a éliminer toute culture autochtone de la société canadienne ». Elle est également sous-tendue par le désir de proposer un storytelling, un art de raconter, issu des peuples autochtones, déterminé par ces derniers tant au niveau de la forme et du contenu cinématographique que dans le processus de production, de réalisation et de diffusion de ces œuvres.
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Art, performance, and spoken or now written text, all belong to the same register of cultural practice in the First Nations I am familiar with or belong to: ceremony. This ceremonial register takes place in a set of spaces created to enact cultural responsibilities to place, people and balance. Galleries and museums, as sites of cultural production and presentation, have the potential to nurture new ceremonies and new working methods.
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In this edition, we consider Ancestral materiality, intellectual traditions and expressions spanning the great oceans, skies and lands connecting the kin and Country of First Peoples from around the world. We see the artistic, economic and cultural paradigms as a reflection on life and death, on black holes and shining stars illuminated as constellations in the night skies from the times of our Ancestors and traced in the footprints made on the lands we travel.
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Indigenous Futurisms: Transcending Past/Present/Future investigates a major trend in Contemporary Native Art--the rise of futuristic or science-fiction inspired Native American art. The essays and artworks present the future from a Native perspective and illustrate the use of Indigenous cosmology and science as part of tribal oral history and ways of life. Several of the artists use sci-fi related themes to emphasize the importance of Futurism in Native cultures, to pass on tribal oral history and to revive their Native language. However, Indigenous Futurism also offer a way to heal from the traumas of the past and present--the post-apocalyptic narratives depicted in some of the artworks are often reality for Indigenous communities worldwide.
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Video games, which uniquely interweave design, code, art, and sound, can be an especially robust way to express Indigenous cultures. Such games should involve Indigenous people in meaningful roles throughout design and development from conceptualization to distribution with a focus on building capacity to encourage self-determination for Indigenous game developers. This call to action informs SPEAR (Sovereignty, Positionality, Equity, Advocacy, and Reciprocity), a framework for design and development informed by the Indigenous cultural game Thunderbird Strike.
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"D'horizons et d'estuaires. Entre mémoires et créations autochtones est une collection d'essais réunissant les voix de 16 artistes, commissaires, historien·ne·s de l'art et travailleur·se·s culturel·le·s autochtones, tant francophones qu'anglophones, œuvrant dans les territoires que l'on nomme Québec. Faisant suite à des expositions, des performances, des résidences d'artistes et des discussions mises en place lors du Projet Tiohtià:ke (2017-2019) du Collectif des commissaires autochtones, ces textes honorent les relations et les affinités qui sont au cœur de ces pratiques en arts visuels. Quelle place occupe actuellement les créations visuelles autochtones dans la société québécoise? Comment les créateur·trice·s imaginent-iels le futur de leurs expressions culturelles? Par la diversité des points de vue et les enjeux soulevés par ces écrits, ce livre pose des questions cruciales sur l'avenir des arts autochtones et ouvre la porte à des dialogues longtemps attendus au Québec qui, nous l'espérons, permettront de créer de réels changements positifs. Il est maintenant temps de plonger dans ces imaginaires collectifs éblouissants et de nager dans les eaux ondulantes de ces mémoires résilientes. Le texte est accompagné de 28 photographies d'œuvres d'artistes autochtones."-- Fourni par l'éditeur
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"This book investigates international Indigenous methodologies in art curatorial practice from the geographic spaces of Canada, Aotearoa (New Zealand) and Australia. From a perspective of Indigenous peoples important place within society, this collection explores how Indigenous art and culture operate within and from a structural framework that is unique and is positioned outside of the non-Indigenous cultural milieu. Through a selection of contributions, Becoming Our Future articulates this perspective, defines Indigenous curatorial practice and celebrates Indigenous sovereignty within the three countries. It begins to explore the connections and historical moments that draw Indigenous curatorial practices together and the differences that set them apart. This knowledge is grounded in continuous international exchanges and draws on the breadth of work within the field. With contributions by Nigel Borell, Nici Cumpston, Freja Carmicheal, Karl Chitham, Franchesca Cubillo, Léuli Eshraghi, Reuben Friend, Jarita Greyeyes, Heather Igloliorte, Jaimie Isaac, Carly Lane, Michelle LaVallee, Cathy Mattes, Bruce McLean, Kimberley Moulton, Lisa Myers, Julie Nagam, Wanda Nanibush, Jolene Rickard, Megan Tamati-Quennell, and Daina Warren."-- Provided by publisher.
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"Women have long been the creative force behind Native American art, yet their individual contributions have been largely unrecognized, instead treated as anonymous representations of entire cultures. 'Hearts of Our People: Native Women Artists' explores the artistic achievements of Native women and establishes their rightful place in the art world. This lavishly illustrated book, a companion to the landmark exhibition, includes works of art from antiquity to the present, made in a variety of media from textiles and beadwork to video and digital arts. It showcases more than 115 artists from the United States and Canada, spanning over one thousand years, to reveal the ingenuity and innovation fthat have always been foundational to the art of Native women."--Page 4 de la couverture.
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What could a history of game studies be from the perspective of a queer Chickasaw feminist scholar? Should this be a disciplining manifesto, a polemical call to arms for radical transformation, a survey of the existing scholarship that has thus far framed games ludologically as fun, as sportsmanship, as design, or as epic struggles for political power where the player rather ominously wins or dies? I’m a bit of an interloper as a recent arrival from Indigenous studies to video-game studies, a field that represents both the end of history and the ahistoricity of pop-culturally–oriented archives that are presentist at best, and at worst, complicit with an industry derived from settler militaristic technologies and platforms and compelled by niche markets to innovate faster and faster to saturate more and more households at the structural level of occupation. And then there is the problem of what the history of game studies has been: Greco-Roman, European, cis white male, heterosexual, orientalist, algorithmic, and code driven with the techno-optimism of Silicon Valley alongside Jane McGonigal’s fundamental belief that games have and will save the world once they unite the collective brain power of all the gamers and bend them to a single task—and if not all that, then peak 1980s geekery with a hint of liberal multiculturalism thrown in, if Ernest Cline’s Ready Player One is anything to go by. It is as if the history of game studies has only ever been an imperial read-only memory to be mined, played, and spatialized within the conscriptions of conquistador archives already known and yet to be discovered.
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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.
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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.
Explorer
1. Approches
- Approches sociologiques (10)
- Épistémologies autochtones (85)
- Étude de la réception (3)
- Étude des industries culturelles (3)
- Étude des représentations (9)
- Genre et sexualité (15)
- Histoire/historiographie critique (21)
- Humanités numériques (14)
- Méthodologie de recherche décoloniale (14)
- Muséologie critique (29)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice autochtone
- Auteur.rice (17)
- Auteur.rice LGBTQ+ (2)
- Auteur.rice noir.e (1)
- Auteur.rice PANDC (2)
- Autrice (63)
- Créateur.rice autochtone (74)
- Créateur.rice LGBTQ+ (4)
- Créateur.rice noir.e (1)
- Créateur.rice PANDC (3)
- Créatrice (62)
- Identités diasporiques (1)
4. Corpus analysé
- Afrique (4)
- Amérique centrale (7)
- Amérique du Nord (96)
- Amérique du Sud (6)
- Asie (4)
- Europe (5)
- Océanie (15)
4. Lieu de production du savoir
- Afrique (1)
- Amérique centrale (2)
- Amérique du Nord (95)
- Amérique du Sud (2)
- Asie (1)
- Europe (2)
- Océanie (10)