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  • Éros et tabou analyse les pratiques érotiques et les relations de genre au sein de diverses populations autochtones d'Amérique du Nord. Ces sociétés sont-elles plus ouvertes au principe de plaisir et aux pulsions sexuelles que les sociétés occidentales? L'ouvrage se penche particulièrement sur la tension existant parmi les Amérindiens et les Inuit entre, d'un côté, une sexualité d'apparence permissive qui peut acquérir un caractère public et décomplexé et, de l'autre, des pratiques strictement codifiées, souvent associées à des interdits. Le sexe apparaît donc comme un élément révélateur du social. Plusieurs thématiques sont examinées dans cette perspective, dont la différenciation des sexes et le travestissement, la contrainte et le consentement dans les unions et les mariages, la place du sexe dans la langue et la pensée symbolique, les relations sexuelles entre femmes autochtones et hommes d'origine européenne depuis le XVIe siècle ou encore la part jouée par les missionnaires dans la confrontation des Européens avec les moeurs autochtones. L'ouvrage est publié en hommage à Denys Delâge. Avec la collaboration de Marie-Pierre Bousquet, Denys Delâge, Raymond J. DeMallie, Louis-Jacques Dorais, Claude Gélinas, Anny Morissette, Murielle Nagy, Douglas R. Parks, Bernard Saladin d'Anglure et Olivier Servais.

  • Aboriginal Territories in Cyberspace (AbTeC) is a research network of artists, academics and technologists centrally concerned with Indigenous representation in, and production of, digital media (AbTeC, 2008). AbTeC investigates and identifies ways for Indigenous peoples to tell our stories via networked technologies, and in so doing, strengthen our communities while proactively participating in shaping cyberspace. We are based at Concordia University, in Montreal, Quebec.

  • This collection of essays provides a historical and contemporary context for Indigenous new media arts practice in Canada. The writers are established artists, scholars, and curators who cover thematic concepts and underlying approaches to new media from a distinctly Indigenous perspective. Through discourse and narrative analysis, the writers discuss a number of topics ranging from how Indigenous worldviews inform unique approaches to new media arts practice to their own work and specific contemporary works. Contributors include: Archer Pechawis, Jackson 2Bears, Jason Edward Lewis, Steven Foster, Candice Hopkins, and Cheryl L'Hirondelle.

  • Postcolonialismo y feminismo utilizan conceptos comunes para el análisis y de/construcción de las narrativas dominantes. En países donde la colonización ha hecho estragos, las mujeres ponen en valor su empoderamiento como protagonistas de su destino. En esta línea las mujeres han aportado sus propuestas feministas para una nueva visión de lo colonial/postcolonial. Este trabajo pretende hacer un chequeo por aquellos trabajos videográficos de mujeres que, después de haber sido colonizadas, han realizado una descolonización cultural, situando su creatividad en varios continentes.

  • ouble Desire challenges the tendency by critics to perpetuate an aesthetic apartheid between Indigenous and Western art. The double desire explored in this book is that of the divided but also amplified attractions that occur between cultural traditions in places where both indigenous and colonial legacies are strong. The result, it is argued, produces imaginative transcultural practices that resist the assimilation or acculturation of Indigenous perspectives into the dominant Western...

  • "Sexual Futures, Queer Gestures and Other Latina Longings proposes a theory of sexual politics that works in the interstices between radical queer desires and the urgency of transforming public policy, between utopian longings and everyday failures. Considering the ways in which bodily movement is assigned cultural meaning, Juana Maria Rodriguez takes the stereotypes of the hyperbolically gestural queer Latina femme body as a starting point from which to discuss how gestures and forms of embodiment inform sexual pleasures and practices in the social realm. Centered on the sexuality of racialized queer female subjects, the book's varied archive--which includes burlesque border crossings, daddy play, pornography, sodomy laws, and sovereignty claims--seeks to bring to the fore alternative sexual practices and machinations that exist outside the sightlines of mainstream cosmopolitan gay male culture. Situating articulations of sexual subjectivity between the interpretive poles of law and performance, Rodriguez argues that forms of agency continually mediate among these various structures of legibility--the rigid confines of the law and the imaginative possibilities of the performative. She reads the strategies of Puerto Rican activists working toward self-determination alongside sexual performances on stage, in commercial pornography, in multi-media installations, on the dance floor, and in the bedroom. Rodriguez examines not only how projections of racialized sex erupt onto various discursive mediums but also how the confluence of racial and gendered anxieties seeps into the gestures and utterances of sexual acts, kinship structures, and activist practices. Ultimately, Sexual Futures, Queer Gestures, and Other Latina Longings reveals--in lyrical style and explicit detail--how sex has been deployed in contemporary queer communities in order to radically reconceptualize sexual politics"--

  • À l’heure où les artistes visuels autochtones (Premières Nations, Inuits et Métis) se détachent de la « politique de l’identité », les artistes allochtones (d’ascendance européenne) font de plus en plus souvent référence dans leurs oeuvres à des questions en lien avec l’autochtonie. Cet article examine certaines de ces questions en établissant trois dialogues entre le travail d’un artiste autochtone et d’un artiste allochtone vivant au Québec : l’exploitation industrielle des territoires autochtones dans le Nord du Québec, par l’Algonquine Nadia Myre et l’artiste d’origine suisse Thomas Kneubühler ; les nouvelles attitudes et comportements générés par la société d’hyperconsommation, par l’artiste laich-kwil-tach Sonny Assu et le collectif BGL ; les relations entre Autochtones et colons durant le régime colonial français, chez l’artiste innue Sonia Robertson et l’artiste montréalaise Cynthia Girard. Bien que l’autochtonie, à travers ces trois dialogues, apparaisse comme une question partagée par les artistes actuels autochtones et allochtones, à aucun moment il n’est possible d’établir une équivalence entre les uns et les autres. Alors que chez les artistes allochtones l’autochtonie est traitée comme un motif secondaire, passant parfois inaperçue aux yeux des critiques d’art, elle constitue toujours le thème central des artistes autochtones chez qui elle s’ancre dans le destin, souvent tragique, de leur communauté.

  • Inuit have been participating in the development of photo-reproductive media since at least the 19th century, and indeed much earlier if we continue on Michelle Raheja’s suggestion that there is much more behind Nanook’s smile than Robert Flaherty would have us believe. This paper examines how photographer Peter Pitseolak (1902-1973) and filmmaker Zacharias Kunuk have employed photography and film in relation to Raheja’s notion of “visual sovereignty” as a process of infiltrating media of representational control, altering their principles to visualize Indigenous ownership of their images. For camera-based media, this pertains as much to conceptions of time, continuity and “presence,” as to the broader dynamics of creative retellings. This paper will attempt to address such media-ontological shifts – in Pitseolak’s altered position as photographer and the effect this had on his images and the “presence” of his subjects, and in Kunuk’s staging of oral histories and, through the nature of film as an experience of “cinematic time,” composing time in a way that speaks to Inuit worldviews and life patterns – as radical renegotiations of the mediating properties of photography and film. In that they displace the Western camera’s hegemonic framing and time-based structures, repositioning Inuit “presence” and relations to land within the fundamental conditions of photo-reproduction, this paper will address these works from a position of decolonial media aesthetics, considering the effects of their works as opening up not only for more holistic, community-grounded representation models, but for expanding these relations to land and time directly into the expanded sensory field of media technologies.

  • By the end of the twentieth century, Mexican multimedia conglomerate Televisa stood as one of the most powerful media companies in the world. Most scholars have concluded that the company’s success was owed in large part to its executives who walked in lockstep with the government and the Partido Revolucionario Institucional (PRI), which ruled for seventy-one years. At the same time, government decisions regulating communications infrastructure aided the development of the television industry. In one of the first books to be published in English on Mexican television, Celeste González de Bustamante argues that despite the cozy relationship between media moguls and the PRI, these connections should not be viewed as static and without friction. Through an examination of early television news programs, this book reveals the tensions that existed between what the PRI and government officials wanted to be reported and what was actually reported and how. Further, despite the increasing influence of television on society, viewers did not always accept or agree with what they saw on the air. Television news programming played an integral role in creating a sense of lo mexicano (that which is Mexican) at a time of tremendous political, social, and cultural change. At its core the book grapples with questions about the limits of cultural hegemony at the height of the PRI and the cold war.

  • While sharing fundamental similarities with other colonial and post-colonial experiences, Latin America has a unique history of having been the proving ground for early Spanish and Portuguese imperial projects, of having experienced a relatively long duration of – but also historically early end to – these projects, and of negotiating a particular and complex trajectory of internal and external post-colonial relations. What can the study of this distinct colonial and post-colonial experience contribute to a broader program of postcolonial sociology? Conversely, what can a revitalized postcolonial sociology contribute to the study of Latin America? This article develops provisional answers to these questions by reviewing major currents in South and North American scholarship on the Latin American colonial and post-colonial experience. Some of this scholarship self-consciously identifies with broader movements in postcolonial studies; but much of it – both historical and contemporary – does not. By bringing together diverse strands of thought, this article sheds new light on what postcolonialism means in the Latin American context, while using the comparative leverage that this set of often overlooked cases provides to contribute to a new program of postcolonial sociology.

  • Video games are an enormous segment of popular media today, comparable to tele-vision and movies. Moreover, video games represent a new form of media distinguishedfrom previous forms due to the interactive element, where game players have the ability to change and influence the game world. This paper contributes to the study of race and popular media by examining how race is presented in role-playing video games throughthe feature of avatar creation. Capabilities for avatar creation are analyzed in over sixty massively multiplayer online role-playing games (MMORPGs) in service as of early2010 and twenty offline role-playing games (RPGs) published over the past 10 years.The analysis shows that the vast majority of games, both online and offline, do not allow for the creation of avatars with a non-white racial appearance. Forcing an Angloappearance on avatars that purport to represent the player has the potential to reinforce asense of normative whiteness as well as shape the social composition of online worldsinto all-white virtual spaces, contributing to the creation of a virtual“white habitus.”

  • In this investigation, the authors ask how media exemplars of Black masculinity influence the views of and intentions toward other Black men. An experiment compared the effects of exposure to Black video game characters fitting the exemplar thug or street criminal (e.g., Carl Johnson from GRAND THEFT AUTO: SAN ANDREAS) versus exemplars of professional Black men (e.g., political leaders), on evaluations of an unknown and unrelated Black or White political candidate and on pro-Black attitudes. Results revealed significant interactions of exemplar type and candidate race on favorability and capability candidate ratings and on pro-Black attitudes. These data demonstrate the power of mass media exemplars of Black masculinity to prime meaningfully different outcomes in viewers. As the face of gaming evolves with advances in technology, so too should the characterization of race in games.

  • What does it mean to be white? This remains the question at large in the continued effort to examine how white racial identity is constructed and how systems of white privilege operate in everyday life. White Out brings together the original work of leading scholars across the disciplines of sociology, philosophy, history, and anthropology to give readers an important and cutting-edge study of ""whiteness""

  • Sakahàn' celebrates a growing international commitment to the collection, study and exhibition of indigenous art. Featuring more than 75 artists from around the world, this remarkable project places indigenous art squarely at the centre of contemporary art produced today.

  • Video games are inherently transnational by virtue of their industrial, textual, and player practices. This collection includes essays from scholars from eight countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play

  • Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

  • Article sur les machinimas de l'artiste Skawennati (Kanien'kehá:ka) et du travail du laboratoire d'ABTEC (Aboriginal Territories on cyberspace) à l'Université Concordia.

  • Depuis la « découverte de l’Amérique », les cosmologies amérindiennes et inuit n’ont cessé de nourrir l’imaginaire et les fantasmes de l’Occident. Les chroniqueurs missionnaires ont introduit un paradoxe qui persiste de nos jours, les Amérindiens et les Inuit étant souvent décrits comme des êtres religieux mais sans véritable religion (Désy, 1988 ; Gélinas et Teasdale, 2005). La notion de spiritualité est une manière commode de reproduire ce point de vue. D’une part, elle permet de regrouper ...

  • The history of videogames has largely been imagined as a patrilineal timeline. Women, when they emerge as participants in the game industry, are typically figured as outliers, exceptions, or early exemplars of “diversity” in the game industry. Yet the common practice of “adding women on” to game history in a gesture of inclusiveness fails to critically inquire into the ways gender is an infrastructure that profoundly affects who has access to what kinds of historical possibilities at a specific moment in time and space. This contribution aims to shift the relevant question from “Where are women in game history?” to “Why are they there in the way that they are?” To do so, the essay strategically deploys Sierra On-Line co-founder and lead designer Roberta Williams as an exceptional case study on the problem of gender in videogame history. Drawing from both media archaeology and feminist cultural studies, this contribution first outlines the function Roberta Williams serves as a gendered subject of game history. The remainder of the essay is organized as three short, non-chronological vignettes about specific objects and practices in the biography of Roberta Williams. Attention to the contextual specificity of Roberta Williams and her historical moment produces an alternative genealogy for gaming centered around relations of intimacy and labor in domestic space. Rather than producing a chronology, the method of this essay illustrates a historical critique by sketching a contour that unsettles the presumptive logic of what we must account for when we write about the objects and subjects of game history.

Dernière mise à jour depuis la base de données : 18/07/2025 13:00 (EDT)