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Ce travail s’intéresse à la population trans MtF latino-américaine issue des secteurs populaires. Le travail a pour objectifs de (1) connaître les normes de genre du milieu d’origine de cette population (2) comprendre le lien du milieu d’origine avec leur parcours dans l’identité trans (3) examiner les parcours migratoires et comprendre leur très forte inscription dans la prostitution. L’enquête de terrain a été réalisée principalement en France et en Espagne. Concernant le cheminement identitaire, la recherche montre le poids de la formation sociale du milieu d’origine, et particulièrement le poids des normes relatives au genre dans les milieux populaires (hétéronormativité, homophobie, sanction des masculinités déviantes). Cette imbrication classe/sexe situe les personnes dans la position sociale marginale et stigmatisée de la prostitution. L’article apporte un éclairage sur cet environnement, où l’imaginaire festif côtoie l’ordinaire des violences. L’expérience migratoire, très valorisée dans le pays d’origine, est examinée. Le type de liens tissés avec la famille, et les difficultés liées à l’isolement linguistique et à la solitude sont abordés.
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"Queerness in Play examines the many ways queerness of all kinds - from queer as 'LGBT' to other, less well-covered aspects of the queer spectrum - intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games - as a culture, an industry, and a medium - help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games."--Provided by publisher.
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The postcolonial has still remained on the margins of Game Studies, which has now incorporated at length, contemporary debates of race, gender, and other areas that challenge the canon. It is difficult to believe, however, that it has not defined the way in which video games are perceived; the effect, it can be argued, is subtle. For the millions of Indians playing games such as Empire: Total War or East India Company, their encounter with colonial history is direct and unavoidable, especially given the pervasiveness of postcolonial reactions in everything from academia to day-to-day conversation around them. The ways in which games construct conceptions of spatiality, political systems, ethics, and society are often deeply imbued with a notion of the colonial and therefore also with the questioning of colonialism. This article aims to examine the complexities that the postcolonial undertones in video games bring to the ways in which we read them.
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Burn the Boards (Causa Creations, 2015) portrays the life of an Indian worker who recycles electronic waste in a precarious environment. Phone Story (Molleindustria, 2011) simulates the journey and process of production and consumption of mobile phones, from Congo and China to Pakistan. Whereas Phone Story is described as ‘an educational game’ that addresses the player directly as a consumer, Burn the Boards is a resource management puzzle that creates compassion through role playing. These games bring to the fore a hidden reality of the everyday that is ingrained in historical relationships and power dynamics, drawing attention to what Michael Rothberg has recognized as ‘exploitation in an age of globalized neo-liberal capitalism’ (2014: iv). This article explores how these games denounce the smartphone industry by using that same technology. For this purpose, we refer to Game Studies theory on procedural rhetoric; values and ethics; and the role of the player, combined with questions of (neo)colonization, globalization, and neoliberalism drawn from Postcolonial Studies. Our analysis shows the complicity of users and their confrontation with the extreme vulnerability of others, emphasizing how the coloniality of power works in our global consumer society. Thus we study the power relationships described and established by these games, the affective reactions which they seek to trigger, and their potential to transform players from passive observers into ethical players and consumers.
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Video games are inherently transnational by virtue of their industrial, textual and player practices. Until recently, the focus of research on the social and cultural aspects of video games has been on the traditional centers of the video game industry consumption, while the international flows of digital gaming remained largely underexplored. This chapter analyzes the cultural dynamics and technological processes influencing both video game development and the gaming culture in the Middle East. It conceptualizes Middle Eastern video games as imaginary spaces that entangle diverse and contradictory processes: global cultural flows, media policies of nation states, visions and engagements of private entrepreneurs, and migration and appropriation of Western game genres and rule systems. By mapping out dominant trends, the chapter offers the opportunity to think about processes and flows influencing the video game industry in the Middle East during the first fifteen years of its existence
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The Prince of Persia in Prince of Persia: The Sands of Time (Ubisoft 2003) is ever reluctant to accept an ignominious end to his story, whether after a fall from atop a tower or after being killed by the sand demons. Every time he fails, the Prince exclaims ‘no no, that is not how it happened at all’. Like the videogame player controlling his avatar, the Prince wants the game sequence to be reloaded and replayed; only he appeals to an entity that the player often does not notice – memory. The Prince justifies the reload because he does not remember the events as they happen and he hankers for a return to a ‘true’ memory. There is an implicit problem here, however. We cannot ask the Prince what he remembers and during the game the player ends up remembering the ‘false’ memories, albeit often unconsciously. To progress further in the game, the player needs to have learned from his mistakes or, in other words, to have remembered the previous iterations of gameplay. According to the Prince’s memory, these failed instances of gameplay never happened; yet they happened in the gameplay and are remembered by players. Often, many players share the same experience and this exists as a shared memory. Players might also be drawing on collectively recorded memories – the written step by step guidelines in a walkthrough and the comments left by players on various gaming forums or wikis. What the player remembers is also often influential in determining the in-game identity of the player. Videogames themselves, such as Assassin’s Creed (Ubisoft 2008) and STALKER: Shadow of Chernobyl (GSC Gameworld 2007) have started self-reflexively exploring memory in their plots. Therefore, it will be useful to move the study of memory in videogames out of its relative obscurity and explore its multi-layered complexity.
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Today’s explosion of Swedish films made by and about transgender people is sometimes considered in a vacuum. This article explores the long history of cross-gender performance in Swedish cinema and the relationship of these new films to older traditions. In this article, I will outline the contours of cross-gender performance in Swedish films from the 1908 to today, using some exemplary films to display the variety of styles, genres, and meanings that can be found: the short dance film Dances Through the Ages ( Skilda tiders danser , Walfrid Bergström, 1909); the swashbuckler Lasse-Maja (Gunnar Olsson, 1941); the romantic comedy Up With Little Märta ( Fram för Lilla Märta , Hasse Ekman, 1945); the dramatic art film The Magician ( Ansiktet , Ingmar Bergman, 1958); the recent romantic comedy Cockpit (Mårten Klingberg, 2012); and the trans art film Everything Falls Apart ( Nånting måste gå sönder , Ester Martin Bergsmark, 2016). I will show that the two main shifts in Swedish cinema’s representation of cross-gender performance occurred in the mid-1950s and in the 1990s, due to social changes and changes in the structure of the Swedish film industry. In Swedish cinema, as elsewhere, cross-dressing has never meant any one thing, so we must attend to the specific contexts of its expression in order to understand what it meant.
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During the last five decades we have witnessed an increase in activity among artists identifying themselves as Sami, the only recognised indigenous people of Scandinavia. At the same time, art and duodji (traditional Sami art and craft) have been organized and institutionalized, not least by the Sami artists themselves.
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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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The development of Global Renaissance art history has had an undeniable impact on the field of colonial Latin American art. Some of the earliest manifestations of this disciplinary partnership can be found in exhibitions, monographs, articles, and edited volumes produced around the quincentennial of Christopher Columbus’s 1492 voyage. Exhibitions such as Circa 1492 at the National Gallery and a wave of scholarly publications addressed the cataclysmic impact of the European invasion and subsequent colonization of the Americas at an epistemological, linguistic, political, biological, and aesthetic level. The year 1992 precipitated an outpouring of critical reflection on the history of colonialism in the Western hemisphere and its enduring legacies both within Latin America and its diasporic communities.
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This collection of new writing on contemporary Greek cinema builds and expands on existing work in the field, providing a coherent analysis of films which, despite their international importance, have so far received limited critical attention. The volume maps key trends in Greek cinema since the 1990s within the wider context of production and consumption at both national and international levels. It offers a wide range of critical analyses of documentary and avant-garde filmmaking, art house and popular cinema, and the work of established and new directors as well as deliberations on teaching methodologies and marketing strategies. The book seeks to highlight the continuities, mutual influences and common contexts that inform, shape and inspire filmmaking in Greece today.
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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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This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience ? including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
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Pedro Almodóvar is an internationally acclaimed Spanish director. The national and international fascination over Almodóvar's cinema lies in his ability to reflect the problems of contemporary society, his lucidity in combining the urban and the rural, his ability to express the frustrations of modern man, as well as his freshness and spontaneity. Although the vast majority of studies on this Spanish director have focused on women and the gay world, his films are crowded with many types and archetypes of heterosexual men. This groundbreaking edited volume studies the men in the cinema of Almodóvar from a broad yet comprehensive and complementary perspective. Each chapter of All About Almodóvar's Men methodically dissects these male characters—their misery and their greatness, their frustrations and their desires—offering a kaleidoscopic view of man that goes beyond the narrow framework in which many studies have locked the rich cinema of Almodóvar.
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The in-depth, diverse, and accessible essays in Queer Game Studies use queerness to challenge the ideas that have dominated gaming discussions. This volume reveals the capacious albeit underappreciated communities that are making, playing, and studying queer games, demonstrating the centrality of LGBTQ issues to the gamer world and establishing an alternative lens for examining this increasingly important culture.
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What are the implications of freedom and agency when a player exercises agency to prevent another player or a non-player character fromacting freely? Such a scenario, taken to an extreme, would be that of slavery and in turn, would raise questions about the nature of freedom itself. Video games have recently begun to address questions of slavery in earnest although academic discussions on games have not yet caught up: the presence of slavers in Fallout 3, the portrayal of racism in Bioshock Infinite (Irrational Games 2014) and the direct depiction of the Caribbean slave trade in Assassin’s Creed: Freedom Cry (Ubisoft 2013) are extremely appropriate cases in point. This article compares the representation of slavery in video games to that of slave narratives in earlier media in order to examine how effectively digital games are able to convey the horrors of slavery as a human condition and what they can teach about the notion of human freedom and agency per se.
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Muslim members of the video game industry discuss the current state of Muslim representation within video games. This includes current problems with the way Muslims are represented and potential solutions. Our panelists come from all sides of the industry. From AAA, to indie, the panelists all have a unique voice and angle they would like to bring to the discussion. All panelists have grown up Muslim in western countries and have had to deal with certain adversities and challenges. It's through that experience that the panelists want to bring a lively discussion, backed with personal accounts and sources, that is not only engaging, but educational.
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Over the last decade Spain and Mexico have both produced an extraordinary wealth of television drama. Drawing on both national practices of production and reception and international theories of textual analysis this book offers the first study of contemporary quality TV drama in two countries where television has displaced cinema as the creative medium that shapes the national narrative. As dramatized societies, Spain and Mexico are thus at once reflected and refracted by the new series on the small screen.
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This article explores the ways game adaptations engage with existing popular culture constructions of race within the framework of commercial franchises. Its focus is on games which are part of the so-called “Frodo Franchise” based on Peter Jackson’s Lord of the Rings and The Hobbit films. It considers the role played by licensing agreements, the conventions, and ludic elements of different game genres, the need for new characters and narratives to keep audiences engaged with an existing world, and the opportunity games offer for interactive exploration of a digital world, to illuminate both the challenges to and the opportunities for disrupting conventional representations of race and difference.
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This article explores the attitudes of EVE Online players toward their Russian counterparts. Popular community opinion paints Russian players as aggressive, cliquish and hostile, and as cheats who exploit the game in order to make (real-world) money. The article also analyzes the ways in which Russian pilots challenge, subvert, and discuss these attitudes. Two key arguments are presented. First, that although perceptions of Russian EVE players are often negative, these discourses in EVE are complicated by the fact that aggression, organization, and tight player groups are prerequisites for success within the game. Second, the opinions and agency of Russian players are highlighted. By examining both Russian- and English-language discussions, we see that rather than being silent victims of discrimination, or economic migrants “ruining” the game for other players, Russian pilots inhabit a complex space in a community engaged in two-way dialogue about culture, ethnicity, and play practices in EVE.
Explorer
1. Approches
- Analyses formalistes (9)
- Approches sociologiques (33)
- Épistémologies autochtones (8)
- Étude de la réception (16)
- Étude des industries culturelles (31)
- Étude des représentations (50)
- Genre et sexualité (30)
- Histoire/historiographie critique (25)
- Humanités numériques (8)
- Méthodologie de recherche décoloniale (5)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (18)
- Auteur.rice autochtone (5)
- Auteur.rice LGBTQ+ (4)
- Auteur.rice noir.e (6)
- Auteur.rice PANDC (36)
- Autrice (27)
- Créateur.rice autochtone (7)
- Créateur.rice LGBTQ+ (4)
- Créateur.rice noir.e (2)
- Créateur.rice PANDC (9)
- Créatrice (11)
- Identités diasporiques (10)
4. Corpus analysé
- Europe
- Afrique (11)
- Amérique centrale (8)
- Amérique du Nord (42)
- Amérique du Sud (14)
- Asie (42)
- Océanie (7)
4. Lieu de production du savoir
- Afrique (2)
- Amérique centrale (3)
- Amérique du Nord (31)
- Amérique du Sud (6)
- Asie (24)
- Europe (49)
- Océanie (9)