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El presente artículo rastrea y explora el sentido poético y las posibilidades epistémicas del término relación a partir de la obra Tratado del todo-mundo, de Édouard Glissant, asumida como aporte del pensamiento afroantillano al proyecto del giro decolonial de los estudios interculturales latinoamericanos. En un primer momento, se identifican los rasgos y contornos operatorios de la identidad relación a partir de las siguientes claves de lectura: imaginería, poética y retórica, espiritualidad y ética, política y epistémica. En el segundo momento, se identifican las conexiones e implicaciones más relevantes para el contexto andino. De la exploración, se desprende que el pensamiento afrocaribeño de Glissant, contribuye a generar posibilidades discursivas potentes para enriquecer identidades abiertas en su diferencia y prácticas epistémicas sin amurallamientos identitarios o ilusiones uniformizantes. Finalmente, el aporte de Glissant, ofrece espacios de búsquedas a los movimientos sociales andinos para enriquecer sus prácticas de identidad en tanto relación, más allá de los esencialismos y la pretensión de raíz única. Cet article retrace et explore le sens poétique et les possibilités épistémiques du terme relation dans le traité d’Édouard Glissant, Traité du Tout-Monde, en tant que contribution afro-antillaise au projet du virage décolonial dans les études interculturelles latino-américains. Premièrement, nous identifions les traits et les contours opératoires de l›identité relationnelle à partir de clés suivantes : imagerie, poétique et rhétorique, spiritualité et éthique, politique et épistémique. Les liens les plus pertinents et les implications pour le contexte andin sont alors identifiés. De cette exploration, il est clair que la pensée afro-antillaise de Glissant contribue à générer de puissantes possibilités discursives pour enrichir des identités ouvertes dans leurs différences et leurs pratiques épistémiques, sans de murs identitaires ni d’illusions normalisatrices. Enfin, la contribution de Glissant ouvre des espaces de recherche pour les mouvements sociaux andins afin d’enrichir leurs pratiques d’identité en tant que relation, au-delà des essentialismes et de la prétention d’une seule origine.
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"By bringing together a provocative selection of essays and images, Only Skin Deep: Changing Visions of the American Self addresses the issues of nation, race, and selfhood and how they are depicted in ways that are challenging and informative, prompting readers to consider the impact of photography on our everyday lives." "If photographs are chiefly responsible for perpetuating myths of American identity, can a different reading of these representations break down distorting stereotypes? This is the central question posed by Only Skin Deep. The authors in this book forcefully argue that race and nation - and, indeed, photography itself - are fictions, cultural constructions that shape our social interactions. Even as symbols, these photographic depictions of ethnic difference and cultural superiority have very real consequences. This collection of works and essays addresses, for example, the lingering consequences of American colonial expansion; the conflict between public and private visualizations of individuals; the role of commercial imagery in shaping gender roles; the impact of fantasy in ethnic or ethnographic photography; and the uses of science to provide justification for politicized depictions of "race."" "Accompanying a major exhibition of the same name, Only Skin Deep offers a critical rereading of the archive of the history of photography. This applies to the works of famous photographers - such as Dorothea Lange, Walker Evans, Ansel Adams, and Edward Steichen - as well as lesser-known historical figures, including Charles Eisenmann, Frances Benjamin Johnston, Will Soule, and Toyo Miyatake. A substantial part of the book is devoted to contemporary artists and photographers who have moved beyond the multicultural approach to representations of "race" and have made an investigation of the semiotics of cultural identity a prevalent theme over the past decade. Among the recent photographers included are: Nancy Burson, Nikki S. Lee, Glenn Ligon, Paul Pfeiffer, Hulleah Tsinhnahjinnie, Cindy Sherman, Lorna Simpson, and Andres Serrano."--(BOOK JACKET)
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Samella Lewis has brought African American Art and Artists fully up to date in this revised and expanded edition. The book now looks at the works and lives of artists from the eighteenth century to the present, including new work in traditional media as well as in installation art, mixed media, and digital/computer art. Generously and handsomely illustrated, the book continues to reveal the rich legacy of work by African American artists.
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This landmark work of history and theory challenges every accepted notion about the nature of black women’s lives. Ain’t I A Woman examines the impact of sexism on black women during slavery, the historic devaluation of black womanhood, black male sexism, racism within the recent women’s movement, and black women’s involvement with feminism. hooks refutes the antifeminist claim that black women are not victims of sexist oppression nor in need of an autonomous women’s movement. She pushes feminist dialogue to new limits by claiming that all progressive struggles are significant only when they take place within a broadly defined feminist movement which takes as its starting point that race, class, and sex are immutable facts of human existence. bell hooks’ insight as a black woman and a feminist extends the scope of feminist theory and practice for us all, and marks the emergence of a revitalized feminism in the 1980s.
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"In the critical essays collected in Black Looks, bell hooks interrogates old narratives and argues for alternative ways to look at blackness, black subjectivity, and whiteness. Her focus is on spectatorship--in particular, the way blackness and black people are experienced in literature, music, television, and especially film--and her aim is to create a radical intervention into the way we talk about race and representation. As she describes: 'The essays in Black Looks are meant to challenge and unsettle, to disrupt and subvert.' As students, scholars, activists, intellectuals, and any other readers who have engaged with the book since its original release in 1992 can attest, that's exactly what these pieces do"(Provided by publisher)
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Qu'est-ce que l'identité noire ? Contre ceux qui en défendent une conception ethniciste ou nationaliste, ou qui cherchent avant tout à en préserver l'authenticité, Paul Gilroy montre comment cette identité complexe, nourrie d'une diversité irréductible, repose sur l'existence d'un espace transnational en constante transformation, qui n'est pas spécifiquement africain, américain, caribéen ou britannique, mais tout cela à la fois : l'Atlantique noir. L'objet de ce livre est de donner à voir l''existence de cet espace constitué dès le XVIIe siècle à travers l'histoire de la traite négrière, de retracer ce réseau serré de relations, d'échanges à multiples sens, d'idées, d'hommes et de productions culturelles. Au fil de pages peuplées par les figures les plus hétéroclites, de Spike Lee à Walter Benjamin en passant par les Jubilee Singers, Richard Wright, W. E. B. Du Bois, Jimi Hendrix, Wynton Marsalis et Hegel, l'espace et le temps singuliers de l'Atlantique noir prennent forme et consistance de façon saisissante. La musique, mode d'expression de prédilection d'une culture enracinée dans l'expérience des terreurs indicibles de l'esclavage, avec ses usages et ses allers-retours inattendus d'un bord à l'autre de l'Atlantique, joue ici un rôle de premier plan. Le retour sur l'esclavage et son caractère intrinsèquement moderne, opéré dans les oeuvres de nombreux écrivains noirs, ouvre par ailleurs à une relecture critique de la modernité, d'une portée universelle, au même titre que la critique des conceptions figées et réductrices de l'identité.
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In the 1920s, Harlem was the capital of Black America and home to an epochal African-American cultural flowering called the Harlem Renaissance. This book presents the work of the most important visual artists of the day, including Meta Warrick Fuller, Aaron Douglas and Palmer Hayden.
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John Hope Franklin, one of the US's foremost historians, collects twenty-seven of his most influential shorter writings. The essays are presented thematically and include pieces on southern history; significant but neglected historical figures; historiography; and the connection between historical problems and contemporary issues.
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For the first time, a major exhibition examines the impact of African culture on black artists, both trained and self-taught, in a stunning range of 157 works which are variously bold, witty, historical, and mysterious. 49 biographical outlines; 320 illustrations, 170 in full color.
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This important book showcases institutional and private efforts to collect, document, and preserve African American art in American's fourth largest city, Houston, Texas. Eminent historian John Hope Franklin's essay reveals his passionate commitment to collect African American art, while curator Alvia J. Wardlaw discusses works by Robert S. Duncanson, Henry Ossawa Tanner, Horace Pippen, and Bill Traylor as well as pieces by contemporary artists Kojo Griffin and Mequitta Ahuja. Quilts, pottery, and a desk made by an African American slave for his daughter contribute to the overview. The book also focuses on the collections of the "black intelligentsia," African Americans who taught at black colleges like Fisk University, where Aaron Douglas founded the art department. A number of the artists represented were collected privately before they were able to exhibit in mainstream museums.
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Conçu comme un discours et non comme un simple référent géographique, le Nord se déploie dans des formes littéraires et culturelles qui en déterminent les particularités. Pluriculturel, variable selon les époques, les lieux et les points de vue, le Nord ouvre des problématiques sur les liens entre le référent et la représentation, entre le discours et l'imaginaire. Qu'il soit scandinave, québécois, finlandais, inuit ou européen, qu'il se manifeste dans les récits, les films, les romans, la poésie, la photographie ou les arts visuels, qu'il soit le lieu d'une dénonciation post-coloniale ou d'un discours impérialiste, d'une recherche formelle ou de l'expression de la culture populaire, le discours du Nord et sur le Nord converge en des paradigmes et des problématiques qui lui sont propres. Dans ce recueil, issu des travaux du Laboratoire international d'étude multidisciplinaire comparée des représentations du Nord et initié par la tenue d'un colloque organisé en décembre 2003 par Joël Bouchard et Amélie Nadeau, le lecteur trouvera quelques pistes d'analyse pour saisir la complexité du système discursif du Nord, réparties en trois sections intitulées: «Formes et intertextualité», «Territoires», ainsi que «Iconographie, voyages, et cinéma».
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Digital games, with their capacity for expression and facilitating experience through code, design, art, and audio, offer spaces for Indigenous creatives to contribute to Gerald Vizenor’s characterization of survivance as an active sense of Native presence. Indigenous digital games can be acts of survivance both in the ways they are created as well as the resulting designs. We Sing for Healing is an experiment in developing an Indigenous digital game during limited Internet access that resulted in a musical choose-your-own adventure text game with design, art, and code by Anishinaabe, Métis, and Irish game developer Elizabeth LaPensée alongside music by Peguis First Nation mix artist Exquisite Ghost. The non-linear gameplay expresses traditional storytelling patterns while enabling players to poetically travel in, through, and around traditional teachings. The design uses listening, choosing, and revisiting to reinforce what is best described as a non-linear loopular journey.
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Digital games can uniquely express Indigenous teachings by merging design, code, art, and sound. Inspired by Anishinaabe grandmothers leading ceremonial walks known as Nibi Walks, Honour Water (http://www.honourwater.com/) is a singing game that aims to bring awareness to threats to the waters and offer pathways to healing through song. The game was developed with game company Pinnguaq and welcomes people from all over to sing with good intentions for the waters. The hope is to pass on songs through gameplay that encourages comfort with singing and learning Anishinaabemowin. Songs were gifted by Sharon M. Day and the Oshkii Giizhik Singers. Sharon M. Day, who is Bois Forte Band of Ojibwe and one of the founders of the Indigenous Peoples Task Force, has been a leading voice using singing to revitalize the waters. The Oshkii Giizhik Singers, a community of Anishinaabekwe who gather at Fond du Lac reservation, contribute to the healing for singers, communities, and the waters. Water teachings are infused in art and writing by Anishinaabe and Métis game designer, artist, and writer Elizabeth LaPensée. From development to distribution, Honour Water draws on Indigenous ways of knowing to reinforce Anishinaabeg teachings with hope for healing the water.
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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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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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"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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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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Indigenous peoples and their cultural heritages, their ways of knowing and living, are tied to land. As Mishuana Goeman states,“Land is foundational to people’s cultural practices, and if we define culture as meaning making rather than as differentiation and isolation in a multicultural neoliberal model, thanby thinking through land as a meaning-making process rather than a claimed object, the aspiration of Native people are apparent and clear,” (Goeman, 73).Goeman asserts here that land is not limited to physical space, and that land locates a group of people physically, culturally, spiritually, intellectually,etc. and provides them with both an internal and external locus of understanding for and within broader society. When digital representations of Indigenous peoples are completely removed from any meaningful connection to their land, anerasure of culture occurs. Moreover, the physical removal of Indigenous peoples from the virtual representations of their lands is another form of dispossession and the enactment of digital Manifest Destiny. This paperutilizes a decolonial Indigenous framework to analyze the dispossessions that take place within the digital realm of the video game, why they occur so frequently, and why they are so harmful.
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Women and racial/ethnic minorities account for a growing percentage of video game players in the USA. The economic future of the video game industry may, in part, depend on the industry's ability to adapt marketing efforts to appeal to the growing female and racial/ethnic markets. Contrary to these efforts, however, is advertisers' reliance on stereotypes in advertisements to quickly establish a common understanding and wide appeal to a mass audience. This study investigates how race and gender intersect in the stereotypical character depictions used to market video games to consumers. A systematic content analysis was carried out of 383 US magazine advertisements of console, mobile, and PC video games. Stereotyping and intersectionality literatures were used as theoretical guides for this research. Findings reveal that the marketing of video games in the USA upholds some longstanding media stereotypes of minorities and women, including that of the White male hero, submissive sexualized female, Asian ninja, and deviant Black male. The potential social and economic implications of the video game industry's reliance on character stereotypes for the marketing of video games are discussed.
Explorer
1. Approches
- Analyses formalistes (16)
- Approches sociologiques (108)
- Épistémologies autochtones (154)
- Étude de la réception (24)
- Étude des industries culturelles (64)
- Étude des représentations (144)
- Genre et sexualité (133)
- Histoire/historiographie critique (104)
- Humanités numériques (37)
- Méthodologie de recherche décoloniale (37)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (43)
- Auteur.rice autochtone (96)
- Auteur.rice LGBTQ+ (12)
- Auteur.rice noir.e (46)
- Auteur.rice PANDC (99)
- Autrice (176)
- Créateur.rice autochtone (147)
- Créateur.rice LGBTQ+ (23)
- Créateur.rice noir.e (24)
- Créateur.rice PANDC (35)
- Créatrice (115)
- Identités diasporiques (21)
4. Corpus analysé
- Amérique du Nord
- Afrique (17)
- Amérique centrale (27)
- Amérique du Sud (35)
- Asie (32)
- Europe (42)
- Océanie (18)
4. Lieu de production du savoir
- Afrique (4)
- Amérique centrale (5)
- Amérique du Nord (331)
- Amérique du Sud (16)
- Asie (20)
- Europe (36)
- Océanie (19)