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In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people’s game-making in an after-school programme targeting Latin American migrants in London/UK. I will pay special attention to how my subjectivities influenced planning, data generation and analysis of this programme, and to how context, lived experiences, curricular decisions and interpersonal relationships shaped the kinds of knowledge produced through this research. Findings emerging from this experience included relevant dissonances between curricular design/decisions and the use of participatory approaches in game-making, and the limitations of traditional analytical categories within the Social Sciences field (e.g., gender and intersectionality) to understanding subjectivities expressed through game-making. This study offers relevant insights into the place of reflexivity in research on digital media production by young people by highlighting its complexity and by calling for more critical and less homogenising approaches to this type of research.
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This article investigates the relationship between young people’s game-making practices and meaning-making in videogames. By exploring two different games produced in a game-making club in London through a multimodal sociosemiotic approach, the author discusses how semiotic resources and modes were recruited by participants to realize different discourses. By employing concepts such as modality truth claims and grammar, he examines how these games help us reflect on the links between intertextuality, hegemonic gaming forms and sign-making through digital games. He also outlines how a broader approach to what has been recently defined as the ‘procedural’ mode by Hawreliak in Multimodal Semiotics and Rhetoric in Videogames (2018) can be relevant for promoting different and more democratic forms of meaning-making through videogames.
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This paper explores a game-making programme for 14 Latin American migrants aged 13-18 in London/UK, carried out between October/2017-January/2018, where I investigated the relationships between game conventions, platforms and personal preferences in the curation of fluid identities through game production. Participants presented varying levels of affinity with games linked both to access issues and to other specific elements (e.g. perception of games in contemporary culture, gender). Questionnaires, observations, unstructured/semistructured interviews and gaming archives were employed to explore this participatory initiative and data was analysed through Multimodal Sociosemiotics. Findings remarked how shared understandings about digital games can find their way into platforms and act as “cultural-technical gatekeepers”, supporting or hindering the engagement with game-making of those often perceived as outsiders to gaming culture. This gatekeeping happens when there are “creative dissonances” between, for example, personal preferences and platforms aligned to normative/mainstream genres. These dissonances, however, can end up fostering subversive designs, contravening gaming conventions and potentially challenging traditional gaming boundaries. This insight is relevant for understanding “cultural-technical constraints” and subversive/non-mainstream game-making, especially in relation to innovation and appropriation of game-making resources/strategies by non-mainstream groups.
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En 2007, le monde du jeu vidéo est secoué par une violente polémique au sujet du jeu vidéo Resident Evil 5. Ce dernier est accusé de faire commerce du racisme, en invitant à se glisser dans la peau d'un américain blanc body-buildé, missionné dans une région africaine anonyme, et tuant des dizaines d'hommes et de femmes noires présentées comme de dangereux zombies infectés du virus T. Depuis, la communauté des joueurs et joueuses de jeux vidéo interpelle régulièrement les créateurs et créatrices des jeux sur les questions du racisme et du sexisme.Dans son ouvrage, Mehdi Derfoufi analyse les rapports de force qui structurent l'industrie du jeu vidéo, dévoilant comment le racisme se niche parfois insidieusement au cœur de scénarios de jeux vidéo à succès. Il nous invite à nous questionner. Quels sont les pays qui pèsent sur les milliards d'euros du marché mondial du jeu vidéo ? Qui sont les game designers et auteurs des jeux ? Comment les représentations racistes sont-elles véhiculées à travers les personnageset les imaginaires vidéoludiques ? L'auteur nous dévoile avec brio les logiques racialisantes à l’œuvre au sein d’un marché économique très concurrentiel où des stéréotypes exotisants servent régulièrement à faire vendre un jeu. Il nous montre aussi comment la division internationale du travail et la hiérarchie économico-politique Nord/Sud pèse sur le marché du jeu vidéo et ralentit l’émergence de nouvelles représentations. Pourtant, de nombreux espoirs, notamment dans les pays du Sud participent au renouvellement de la culture geek : face aux violences racistes, la riposte s’organise.
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Despite great heterogeneity, the vast continent of Africa and the diverse people of its countries and diasporas have often been represented through the most reductive, essentialising, and denigrating paradigms— a process that Nigerian writer Chimamanda Adichie Ngozi has referred to as “the danger of a single story”. One of the most dangerous of these paradigms is the developmentalist one, which shoehorns Africa into a western, capitalist teleological framework that overlooks and denies Africa’s production of and participation in forms of leisure, pleasure and entertainment.
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Remember localization! Game localization from an indie development perspective Abstract: The game industry is today a global industry, where digital storefronts are used to distribute the digital product you are developing. This presents a number of challenges for a small scale game developer and localization is one. The talk will focus on game localization from an indie game development perspective. The research is based on data from field studies in Sweden, China and India and is a part of a PhD project conducted at the Division of Game Development at the University of Skövde, Sweden. Bio: Marcus Toftedahl is a game researcher, developer and lecturer at the University of Skövde, Sweden. His main competences lies within game production, game localization and game design, from a practical and research perspective. Marcus has worked at the University of Skövde since 2009 and has since then co-developed the world's first full concentration game writing education at university level and is teaching game design and game production.
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La production de fictions sérielles turques est en constant développement. Ces fictions ont un très grand succès au niveau local (Tanriöver, 2011 ; Öztürkmen, 2018), avant d’être exportées au-delà des frontières turques depuis les années 2000, d’abord dans des pays sous l’influence culturelle de l’ancien Empire ottoman (à savoir les Balkans et le Moyen-Orient, puis au-delà (en Amérique latine, en Chine, au Pakistan, en Inde, au Bangladesh, etc.), faisant de la Turquie un leader mondial en matière de production et d’exportation. La Grèce est devenue un grand consommateur de fictions sérielles turques et les forts taux d’audience que ces dernières y réalisent ont conduit certains chercheurs à débattre du soft power turc. Plus précisément, en se basant sur les activités des fans des feuilletons en question (comme le tourisme en direction de la Turquie), certains ont soutenu que le visionnage des feuilletons turcs entraîne une amélioration des relations gréco-turques (Paris, 2013). En parallèle, de nombreux articles journalistiques, aussi bien en Grèce que dans d’autres pays, analysent le succès de ces feuilletons auprès du public grec comme une réussite diplomatique du gouvernement turc (Moore, 2013 ; Dimitrakopoulos, 2020).
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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.
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"Les liens entre l'art contemporain et les questions de colonialité, postcolonialité, et décolonialité sont anciens et multiples. Des artistes occidentaux et non-occidentaux, depuis plusieurs décennies déjà, s'en sont emparés pour produire des œuvres qui témoignent de leurs engagements politiques, sociétaux et esthétiques. Des concepts que les études postcoloniales ont approfondies ou inventées – agency (agentivité), mimicry (mimétisme/simulacre), ou essentialisme stratégique –, en autant d'outils utiles à démêler la complexité des relations coloniales et, au-delà, de toutes les relations de domination, sont ainsi revisités par les artistes. D'autre part, des auteurs, relevant de ces champs d'études qui conservent aujourd'hui toute leur actualité politique et leur pertinence théorique, disent à leur tour l'intérêt qu'ils portent à la création contemporaine. Associant vingt historiens de l'art et chercheurs en littérature, philosophie, droit ou psychanalyse, Postcolonial/Décolonial. La preuve par l'art présente des travaux portant sur des démarches artistiques (Betye Saar, Fred Wilson, Sarkis, Lidwien van de Ven, Voluspa Jarpa, des artistes du collectif Mira au Mexique, Iris Kensmil, Jean Renoir, et bien d'autres), mais aussi sur des propositions institutionnelles (notamment initiées par le Centro de Arte y Comunicación de Buenos Aires, la Biennale de Venise ou le Van Abbemuseum d'Eindhoven), associées en de nouveaux réseaux de solidarités. Une place particulière est réservée aux singularités artistiques, théoriques et juridiques en Amérique latine, lieu d'émergence des théories décoloniales. Sous un angle historiographique et épistémologique, on trouvera ici des analyses des fondements historiques, théoriques et idéologiques du postcolonial dont les théorisations, loin de la saturation conceptuelle dont certains veulent les accuser, concernent particulièrement l'histoire de l'art. "
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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.
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The marriage show was a popular reality show format that invited people to find their soulmate and marry on live television in Turkey. Based on ethnographic fieldwork which took place in the show’s studio between 2011 and 2012, this chapter explores female participants’ investment of their trust in the show. While being reluctant about finding a spouse on television, women take on registers of safety, familiarity, and secrecy to navigate the show as a safe venue. This endeavor also involved women’s safeguarding of themselves on their way to marriage. The fragility of trust in the show, therefore, indicates how women foresee risks and yet strive for securing happiness and safety in marriage in general. This affective tension, at a larger scale, is related to the increased sense of insecurity at a global scale, and the systematic failure of the family to provide the safe living environment it promises in the Turkish context.
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The 1990s’ popular televised journalistic/history documentaries have played a vital role in the making of political television culture, society of political spectacle, and the production of popular history and memory in Turkey. Despite their importance, these documentaries did not attract enough scholarly attention. By focusing on arguably the most popular and impactful journalistic/history documentaries of Turkey’s history, developed by Mehmet Ali Birand in the 1990s, I will assess the role of television in teaching, telling, and writing the political history. In doing so, I will also contextualize the form and discourse of these documentary series within historical juncture of globalization and neoliberalization of television as well as the country’s political economy.
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Satellite television has not only provided migrant communities with stronger ties to their home countries but also enabled second-generation migrants in particular to know more about their country of origin beyond their family ties. The aim of this chapter is to explore the ways in which Turkish television contributes towards the making of the transnational identity of the “twice minority” group of Alevi Kurds through what I call mediatised culturalisation. Drawing on 17 in-depth interviews that I conducted with the second-generation members of the Alevi Kurdish community in London in 2016, I explore the role of Turkish television in contesting the boundaries of transnational social imaginaries of the second-generation viewers.
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This article aims to answer two questions. The first is: What is a Sámi art museum? The second question considers whether there is no Sámi art museum, as assumed by the Nordnorsk kunstmuseum (NNKM) as the title of a museum performance and exhibition in 2017. To answer the first question, it is necessary to tell the long story of the Sámi cultural-historical museum in Karasjok, Samiid Vuorká-Dávvirat (SVD). This museum was inaugurated in 1972 as an act of resistance against the increasing assimilation politics towards the Sámi population in the post-war period. The building that was erected became a cultural and political centre, and a living cultural institution that housed the increasing Sámi ethno-political movement and its energy. Furthermore, as I will argue, the activity that took place at the site became a part of Sámi cultural heritage. The museum has also collected art since 1972 - a collection that today comprises 1400 artworks. Since the 1980s, various plans have been made for a Sámi art museum in a separate building, somehow connected to SVD, however, none of these plans have yet been realised. The article discusses the different reasons for this, and points to the connotations embedded in the SVD building as a cultural and political centre as one of the contributing factors. To answer the question of whether there is no Sámi art museum, a critical reading of the Nordnorsk kunstmuseum’s 2017 museum performance There Is No is necessary. My answer to the question is that NNKM, unfortunately, fell into several traps in their attempt to focus on the fact that there is no physical building. One such trap, that is very common in Western museums displaying indigenous art, is their use of traditional art-historical models as interpretive lenses when displaying indigenous art. A different concept of what an art museum could be today, as a place where things happen, where we could meet counter narratives, or Sámi art and culture could be presented as being part of the present as well as the past and future, would have been closer to a Sámi art museum. I offer this conclusion both through the deeper understanding of Sámi cultural and ethno-political movements as offered in the story of SVD, and through my reading of the theories of the indigenous American scholar John Paul Rangel. While there may indeed be no physical building claiming to be a Sámi art museum, it does in fact exist through the Sámi concept of árbevierru.
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Sport has had a symbiotic relationship with television for decades, as it has always been one of the most marketable visual products for the medium. The new visual media technologies that have been introduced since the 1970s have altered this relationship greatly by incrementally commodifying sport at each step. One of the most crucial aspects of this relationship is globalisation, which initially depended on satellite television and took sport’s hyper-commodification to a whole new level. Turkey, which went through a massive transformation to a neoliberal rule following a bloody coup d’etat in 1980 that practically razed the whole social and political structure, has since become an important example of the roles of sport and television in an aggressively neoliberal setting. This chapter aims to explain why televised sport has had a remarkable role in the sociopolitical transformation of Turkey since the 1980 coup.
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This chapter traces the evolution of the Turkish Public Service Broadcaster with a focus on its transnationalization. Drawing parallels between the changing dynamics in politics, culture, and media in Turkey; contemporary cosmopolitan media cultures; and the continuities and changes in Turkish Radio and Television Corporation’s (henceforth TRT) identity as a public service broadcaster, I shed light on the ways in which TRT has been engaging in transnational broadcasts since the beginning of 1990s. For this I elaborate on the ways in which transnational broadcasting processes in Turkey have been influenced by media transnationalization around the world. I discuss two different incentives behind TRT’s transnational endeavors. First, I elaborate on TRT’s attempts at engaging with the Turkish diaspora around the world; later, I articulate how, in more recent years, TRT sets out to exert a Turkish cultural presence in the Middle East and North Africa (MENA) region. The chapter aims to draw a general portrait of the concept of transnational broadcasting in Turkey with a specific focus on the country’s public service broadcaster, TRT.
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Police procedural has been historically perceived as a dominantly masculine genre for continually revolving around the investigations of male police officers. In accordance with the patriarchal norms that pervade Turkish society, local variations of the police procedural genre have conveniently appropriated this globally known convention and left little room for female detectives in their narratives. However, whenever they got a chance to be included in this male-dominated universe, female detectives have been frequently depicted as relatively independent women but also submitted to the traditional norms of womanhood in an ambivalent manner. This chapter examines this hesitant position of female police detectives in three contemporary Turkish police procedurals, Kanıt (The Evidence, 2010–2013), Cinayet (The Killing, 2014) and Sṃahsiyet (Personality, 2018), by building connections between the interest of police procedural genre in feminist debates in the global context and the influence of this interest on local variations.
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In contrast with radio broadcasting, which began in 1927, television started remarkably late in Turkey. When the country’s sole public service broadcaster, Turkish Radio and Television Corporation (TRT), was established in 1964 and all of the radio transmitters were transferred to the Corporation, even radio broadcasting was not successfully institutionalized to catch up with its Western counterparts. For a very young Republic like Turkey, radio was an integral part of the modernization and nation-building agenda of the early ruling elite and therefore it institutionalized as a part of the machinery of the state, under very strict state control. Much known indispensable merits of autonomy and independence attributed to the historical public service broadcasting model in Europe were hardly appreciated and supported in Turkey. Television broadcasting also had its share from this negative perception and had to face similar obstructions as radio from the beginning. This chapter traces the history of content regulation in television broadcasting by situating the political controversies at the center at different times from the 1960s until today. Unfortunately, as the saying goes, there is nothing new under the sun, not in Turkey.
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This chapter examines the social transformation of the television audience of rural Turkey. Villages near a metropolitan area, which were subject to an administrative decision to be relocated, were the focus of my fieldwork 30 years ago. Several visits between 1987 and 2019 to the same location, which is inhabited by television viewers and non-viewers alike, yielded an insightful mapping of engagement with popular culture via television at the periphery in Turkey from a historical perspective. While rural inhabitants are busy with daily labor in the countryside and are not keen on watching television, they are nonetheless aware of and connected to new, nationwide cultural trends and social changes. By reflexively discussing these experiences in ethnographic fieldwork on television habits and reception in rural Turkey over a 30-year span, I avoid the traps of modern-traditional and urban-rural binaries, allowing for an exploration of the role of television in mediating social change in the rural context and thus an analysis of the various complex layers and processes of mediatization among rural audiences.
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Since the1980s, the television (TV) drama has proved to be one of the most dominant formats on Turkish TV channels and occupied major slots on primetime throughout the 1990s and 2000s. As Internet penetration grew, on-demand services transformed audiences’ expectations of TV series. Internet series first became a trend on YouTube in 2013, and Netflix began broadcasting in Turkey at the beginning of 2016. Its entry to the sector triggered video-on-demand suppliers like Blu TV and Puhu TV which are digital enterprises of Doğan and Doğusṃ Holdings. Blu TV announced their first original project in 2017, Masum (Innocent), which was a big-budget series that included famous actors. In the same year, Puhu TV released their first original, Fi (Phi). Finally, Netflix launched their first original production in Turkey, Hakan: The Protector, in 2018. This chapter focuses on the implications of convergence for the production and distribution of TV dramas and considers the changes in the sector as television broadcasting shifted to new media platforms in Turkey.
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