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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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This book proposes contemporary decolonization as an approach to developing cultural economies in the Global South. This book represents the first critical examination and comparison of cultural and creative industries (CCI) and economy concepts in the Caribbean and Africa.
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1. Racism and Mainstream Media / Lori Kido Lopez -- 2. Image Analysis and Televisual Latinos / Mary Beltrán -- 3. Visualizing Mixed Race and Genetics / Meshell Sturgis and Ralina L. Joseph -- 4. Listening to Racial Injustice / Dolores Inés Casillas and Jennifer Lynn Stoever -- 5. Branding Athlete Activism / Jason Kido Lopez -- 6. The Burden of Representation in Asian American Television / Peter X. Feng -- 7. Indigenous Video Games / Jacqueline Land -- 8. Applying Latina/o Critical Communication Theory to Anti-Blackness / Mari Castañeda -- 9. Asian American Independent Media / Jun Okada -- 10. Remediating Trans Visuality / Amy Villarejo -- 11. Intersectional Distribution / Aymar Jean Christian -- 12. Podcasting Blackness / Sarah Florini -- 13. Black Twitter as Semi-Enclave / Raven Maragh-Lloyd -- 14. Arab Americans and Participatory Culture / Sulafa Zidani -- 15. Diaspora and Digital Media / Lia Wolock -- 16. Disrupting News Media / Meredith D. Clark -- 17. Latinx Audiences as Mosaic / Jillian M. Báez -- 18. Media Activism in the Red Power Movement / Miranda J. Brady -- 19. Black Gamers' Resistance / Kishonna L. Gray -- 20. Cosmopolitan Fan Activism / Susan Noh.
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Computer Science education research establishes collaboration among students as a key component in learning, particularly its role in pair programming. Furthermore, research shows that girls, an underrepresented population in computing, benefit from collaborative learning environments, contributing to their persistence in CS. However, too few studies examine the role and benefits of collaborative learning, especially collaborative talk, among African-American girls in the context of complex tasks like designing video games for social change. In this exploratory study, we engage 4 dyads of African-American middle school girls in the task of designing a video game for social change, recording the dyads' conversations with their respective partners over an eight-week summer game design experience during the second year of what has now become a six-year study. Qualitative analysis of dyadic collaborative discussion reveals how collaborative talk evolves over time in African-American middle-school girls.
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There was no meaningful attempt to counter the black aesthetic with conceptual criteria for creating and evaluating art which would simultaneously acknowledge its ideological content even as it allowed for expansive notions of artistic freedom. To re-open the creative space that much of the black aesthetic movement closed down, it seems vital for those involved in contemporary black arts to engage in a revitalized discussion of aesthetics. In part, a radical aesthetic acknowledges that the people are constantly changing positions, locations, that their needs and concerns vary, that these diverse directions must correspond with shifts in critical thinking. Innovative African-American artists have rarely documented their process, their critical thinking on the subject of aesthetics. Certainly many of the revolutionary, visionary critical perspectives on music that were inherent to John Coltrane’s oppositional aesthetics and his cultural production will never be shared because they were not fully documented.
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Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you’re not part of the supposed “majority”. Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo
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Dans le contexte de l’héritage canadien de colonialisme et de profond racisme, les musées ont contribué à l’oppression des Noir.e.s, des communautés de couleur et des peuples autochtones en gardant le silence ou en supprimant certaines histoires sous prétexte d’« objectivité ». Cet article examine les pratiques commissariales de deux femmes noires canadiennes, Gaëtane Verna, directrice et conservatrice en chef de la galerie d’art contemporain The Power Plant, et Andrea Fatona, commissaire indépendante, afin de situer le commissariat critique à l’intérieur de perspectives afroféministes intersectionnelles. En conformité avec une base conceptuelle fondamentale de ce féminisme, je soutiens que ce qui rend l’acte commissarial « critique » est la reconnaissance non seulement de la position qu’une personne occupe dans la société, mais aussi de celles dont elle ne fait pas toujours l’expérience. En examinant les pratiques de ces deux femmes, je mets au jour une riche histoire de l’art et du commissariat des Noir.e.s au Canada.
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How have video games evolved to now create meaningful stories about race and sports? This essay examines how Spike Lee's film-within-a-game, Livin' Da Dream (2015), reproduces some existing procedural and racial logics that reflect the desire to constantly manage and contain the centrality of black athletic greatness in mainstream sports and video game culture. While Lee's long-form cinematic model for turning sports video games into narrative games has been emulated across the medium as a whole, fans and gamers continually discuss the film as an evidently "broken" part of the popular NBA 2K video game series. As I argue here, however, the film-within-a-game productively insists on a default blackness when it functions as what I call "procedural cinema" (a rules and process based narrative). Ultimately, in functioning procedurally, Lee's otherwise conservative melodramatic story serves as a particularly instructive example of how computational blackness may, in systematically subverting the rules of the game, signify disruptively both within and against the machine.
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"Through innovative and critical research, this anthology inquires and challenges issues of race and positionality, empirical sciences, colonial education models, and indigenous knowledges. Chapter authors from diverse backgrounds present empirical explorations that examine how decolonial work and Indigenous knowledges disrupt, problematize, challenge, and transform ongoing colonial oppression and colonial paradigm. This book utilizes provocative and critical research that takes up issues of race, the shortfalls of empirical sciences, colonial education models, and the need for a resurgence in Indigenous knowledges to usher in a new public sphere. This book is a testament of hope that places decolonization at the heart of our human community." -- Prové de l'editor.
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"The Routledge Companion to Media and Race serves as a comprehensive guide for scholars, students, and media professionals who seek to understand the key debates about the impact of media messages on racial attitudes and understanding. Broad in scope and richly presented from a diversity of perspectives, the book is divided into three sections: first, it summarizes the theoretical approaches that scholars have adopted to analyze the complexities of media messages about race and ethnicity, from the notion of 'representation' to more recent concepts like Critical Race Theory. Second, the book reviews studies related to a variety of media, including film, television, print media, social media, music, and video games. Finally, contributors present a broad summary of media issues related to specific races and ethnicities and describe the relationship of the study of race to the study of gender and sexuality"--Provided by publisher.
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This book seeks to interrogate the representation of Black women in television. Cheers explores how the increase of Black women in media ownership and creative executive roles (producers, showrunners, directors and writers) in the last 30 years affected the fundamental cultural shift in Black women’s representation on television, which in turn parallels the political, social, economic and cultural advancements of Black women in America from 1950 to 2016. She also examines Black women as a diverse television audience, discussing how they interact and respond to the constantly evolving television representation of their image and likeness, looking specifically at how social media is used as a tool of audience engagement.
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Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
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Computational algorithmic thinking (CAT) is the ability to design, implement, and assess the implementation of algorithms to solve a range of problems. It involves identifying and understanding a problem, articulating an algorithm or set of algorithms in the form of a solution to the problem, implementing that solution in such a way that the solution solves the problem, and evaluating the solution based on some set of criteria. CAT is an important scaffolded on-ramp as students develop more advanced computational thinking capabilities and apply computational thinking to solve problems that are more constrained and require greater expertise. Supporting Computational Algorithmic Thinking (SCAT) is both a longitudinal between-subjects research project and a free enrichment program supporting and guiding African-American middle school girls over three years as they iteratively design a set of complex games for social change. This article explores Scholars' reflections about the difficulties they faced while using CAT capabilities as they engaged in collaborative game design for social change over those three years. We particularly focus on how these difficulties changed over the course of three years as well as new difficulties that emerged from year to year as Scholars become more expert game designers and computational algorithmic thinkers.
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Within Spoken Soul, better known as Ebonics, the term down can be used as an adjective to describe a person that willingly yields a tremendous amount of support to another person. The “Down Ass Bitch” (DAB) is a controlling image of the black woman that calls for her unwavering support of the black man, even when it is pernicious to her best interest. In fact, we can see this in the black community on many levels: (1) from black women faithfully waiting years for men to be released from prison; (2) hiding domestic abuse or rape at the hands of black men for the sake of protecting the race; or (3) sexually exploiting our bodies for the financial benefit of black men. However, what is most interesting about this particular stereotype of the black woman being “down” for her man is that this is not an expectation that is asked of the black man. It is this author’s contention that the “Down Ass Bitch” is obsequious to the powers of black men— though she is portrayed as being strong, aggressive, and assertive. Essentially, the “Down Ass Bitch,” a highly celebrated image in the black community, is the black version of the submissive white woman, the Eurocentric construction of the idealized womanhood. Various controlling images of black womanhood— such as the mammy, the jezebel, and the welfare queen— served as justifications for the oppression of black women and have been discussed significantly by scholars.
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In this chapter we analyze three reality TV (RTV) shows whose main characters do not fit the old movie stereotypes of dark-skinned maternal Mammies, bossy, brown Sapphires or light-skinned sexy Jezebels. Many RTV shows with black cast members are falling back on such stereotypical representations. In contrast, the female characters we analyze are smart and sophisticated, and they live in multi-racial environments. Hence, the primary mediarelated question we address concerns how one slice of black motherhood is represented. The social question we address concerns the extent to which the character presentations actually point to social progress, with diverse symbols and meaning making of real life, or are they as artificial and stereotypical— perhaps in new ways— as the old portrayals?
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In recent years, scripted television has been joined by a more “realistic” look into peoples’ lives— reality television. Reality television claims to give viewers an unmediated glimpse into how real people live. The “realness” of reality television invokes controversy by providing a voyeuristic and potentially exploitive look into people’s lives. As the genre has matured, shows that offer insight into communities that are systemically underrepresented have become common. Indicative of this trend are shows that depict the lives of African Americans and opportunistically exploit representations of black culture for drama, ratings, and profit. One network that has taken considerable advantage of this is VH1— first, with the success of Flavor of Love and its spinoffs, then more recently with shows such as Basketball Wives and Love and Hip Hop. In fact, the excessive amount of fighting among Black women on Basketball Wives led to a boycott of the show, which prompted creator Shaunie O’Neal to promise less violence in its next season. Akin to Basketball Wives , Love and Hip Hop Atlanta exemplifies the trend of exploiting black culture. As members of the black community, we find ourselves both intrigued and troubled by the implications of the show. Capturing the essence of our paradoxical interpretation of Love and Hip Hop Atlanta — as one of many reality television shows that simultaneously reproduces and challenges negative stereotypes about blackness— are contradictory headlines such as “The 21 Most Ratchet Women of Black Reality TV,” “How Reality TV has Changed our Daughters,” and “Wealthy Reality Stars Humanize Black Women.”
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Jones’ comments reflect a general consensus among TV critics and viewers that: 1) the black women who command the most attention on reality television tend to portray stereotypical, Sapphire-like characters; 2) as audiences consume such portrayals, there is a consistent line of argument from producers that insists “pitting [black women] against each other” is expected or “what the people want;” and 3) black female reality TV stars are willing to indulge the Sapphire fantasy if it means they will be able to further a personal and/or professional agenda. These are important themes to interrogate, especially given the history of mass mediated representations of black Americans, as well as the present-day “evolution” of black characters and other characters of color on unscripted and scripted American television. However, because attention is primarily focused on arguably “negative” portrayals, there has not been much critical analysis of “alternative” or more nuanced portrayals of black women in the televisual sphere. This chapter represents an attempt to fill in some of that blank space by focusing attention on an underexplored and relatively new consortium of reality television programming that features black women who are defined by their roles as mothers and entrepreneurs.
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The display of spirituality, faith and religion is not a new phenomenon among black women in the United States, nor is it new to the world of media. Africans came to the Americas with their own sense of spirituality and religion, and the awareness of a higher being became the mortar that bound the community together during the trials of enslavement and subsequent oppression. Not surprisingly, this legacy of worship continues to provide solace and strength, with black women at the helm.
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It is near impossible to have a discussion of black women in reality television without mentioning the infamous Angry Black Woman (ABW). In fact, some critiques have argued reality television is damaging for black women since many shows focus heavily on this character. 1 This stereotypical characterization of black women is long-standing, due largely to its constant inclusion in media messages. As noted in chapter one, audiences were first officially introduced to her in the 1920s as Sapphire Stevens from the Amos ‘n’ Andy Show ; and her character continued to resurface throughout the years, across several different genres. Despite the many time periods through which this image has traveled, the key characteristic of the Sapphire— her unexplainable anger and aggression— seem to resonate in many modern day images of black women.
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Reality programs rose to prominence based on claims that the shows depicted “real life,” but in recent years many shows have come under fire for being anything but “reality.” Orbe (1998) suggests viewers are drawn to such programs based on the notion that they show “real people in everyday interactions,” and there is a certain level of “unpredictability that comes with reality.” However, what has become predictable and potentially problematic, over the past two decades, are the negative stereotypes associated with African American women on these programs. This skewing of reality is particularly significant when we consider the limited opportunities these shows provide viewers to witness the many facets of black womanhood. From the head-bobbing and finger-waving of Alicia Calaway on season two of the hit show Survivor to the on-and-off-air mudslinging between Kenya Moore and NeNe Leakes of Real Housewives of Atlanta fame, black women are portrayed as disloyal, bitchy, lazy, difficult to work with, and a threat to others.
Explorer
1. Approches
- Analyses formalistes (1)
- Approches sociologiques (32)
- Épistémologies autochtones (3)
- Étude de la réception (4)
- Étude des industries culturelles (10)
- Étude des représentations (30)
- Genre et sexualité (25)
- Histoire/historiographie critique (14)
- Humanités numériques (3)
- Méthodologie de recherche décoloniale (3)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice noir.e
- Auteur.rice (4)
- Auteur.rice autochtone (1)
- Auteur.rice LGBTQ+ (2)
- Auteur.rice PANDC (40)
- Autrice (31)
- Créateur.rice autochtone (3)
- Créateur.rice LGBTQ+ (1)
- Créateur.rice noir.e (5)
- Créateur.rice PANDC (7)
- Créatrice (5)
- Identités diasporiques (3)
4. Corpus analysé
- Amérique du Nord
- Afrique (7)
- Amérique centrale (3)
- Amérique du Sud (2)
- Asie (3)
- Europe (6)
- Océanie (1)
4. Lieu de production du savoir
- Afrique (1)
- Amérique du Nord (42)
- Amérique du Sud (1)
- Asie (1)
- Europe (5)