Votre recherche
Résultats 388 ressources
-
Ruth Phillips argues that these practices are "indigenous" not only because they originate in Aboriginal activism but because they draw on a distinctively Canadian preference for compromise and tolerance for ambiguity. Phillips dissects seminal exhibitions of Indigenous art to show how changes in display, curatorial voice, and authority stem from broad social, economic, and political forces outside the museum and moves beyond Canadian institutions and practices to discuss historically interrelated developments and exhibitions in the United States, Britain, Australia, and elsewhere. Drawing on forty years of experience as an art historian, curator, exhibition critic, and museum director, she emphasizes the complex and situated nature of the problems that face museums, introducing new perspectives on controversial exhibitions and moments of contestation. A manifesto that calls on us to re-imagine the museum as a place to embrace global interconnectedness, Museum Pieces emphasizes the transformative power of museum controversy and analyses shifting ideas about art, authenticity, and power in the modern museum.
-
In this deeply engaging account, Michelle H. Raheja offers the first book-length study of the Indigenous actors, directors, and spectators who helped shape Hollywood's representation of Indigenous peoples. Since the era of silent films, Hollywood movies and visual culture generally have provided the primary representational field on which Indigenous images have been displayed to non-Native audiences. These films have been highly influential in shaping perceptions of Indigenous peoples as, for example, a dying race or as inherently unable or unwilling to adapt to change. However, films with Ind
-
Multiple expressions of sovereignty beyond a narrow legal interpretation are discussed through the artwork of contemporary Iroquois artists, G. Peter Jemison (Seneca), Alan Michelson (Mohawk), Samuel Thomas (Cayuga), and Marie Watt (Seneca). Michelson's installation at the Massena homeland security border checkpoint between the United States, Canada, and the Mohawk Nation, titled The Third Bank of the River, draws on the Guswentah or Two Row Wampum underscoring the problematic yet ongoing assertion of Haudenosaunee sovereignty. A link is made between the work of these artists and the 2008 Courtney Hunt film, Frozen River, based on the cultural and political understanding of the Two Row Wampum. The Guswentah is discussed as a demonstration of sovereignty and is historicized through Cayuga chief Deskaheh's call for the recognition of Haudenosaunee sovereignty at the League of Nations in Geneva, in 1923, John Mohawk's 1978 Basic Call to Consciousness, and more recently, Taiaiake Alfred's 1999 Peace, Power, Righteousness. These artists demonstrate the critical role they play in the ongoing formation of sovereignty as a visual or aesthetic issue in conjunction with its historic legal positioning.
-
Nadia Myre is a multidisciplinary artist whose work explores themes of language, culture, and memory, and who sources the culture of her Algonquin ancestors as a way of confronting contemporary realities. This monograph provides a comprehensive first look at this Montreal-based artist's remarkable career
-
Though research examining violence in video games (VGs) and its potential real-world effects has been a target of academic attention, content analysis of demographical marginalization in VGs has not been as prolific. What little research there is reveals a pronounced absence and stereotyping of women and racial or ethnic minorities but ignores queer content altogether. This work explores video game demographics through quantitative analysis of the demographic composition and stereotyping of characters from 30 popular VG titles. Findings of this study support that of past analyses, evidencing that the representation of women and racial minorities is both rare and stereotyped. Queer characters are also shown to be sparse and stereotyped. While past research has largely treated race and gender separately, this study shows that multiply marginalized groups, including queers, are even more underrepresented and stereotyped. The sociocultural implications of these findings are discussed and suggestions are made for future analysis and marketing.
-
The culmination of three seminars at SAR's Indian Arts Research Center (IARC) that brought together Native women artists to discuss the balancing of their art practice with the myriad roles, responsibilities, and commitments they have. The artworks were diverse in media and content and are featured in the plates section of this volume, along with the artist statements that accompanied the pieces in the exhibit. The chapters reflect some of the seminars emerging themes: gender, home/crossing, and art as healing/art as struggle
-
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.
-
In 1971, I made a film entitled Self Portrait of a Nude Model Turned Cinematographer in which I explore the objectifying ‘male’ gaze on my body in contrast to the subjective lived experience of my body. The film was a radical challenge to the gaze that objectifies woman – and thus imprisons her – which had hitherto dominated narrative cinema. Since the objectification of women has largely excluded us from the privileged phallogocentric discourses, in this paper I hope to bring into the psychoanalytic dialogue a woman's lived experience. I will approach this by exploring how remembering this film has become a personally transformative experience as I look back on it through the lens of postmodern and feminist discourses that have emerged since it was made. In addition, I will explore how this process of imaginatively looking back on an artistic creation to generate new discourses in the present is similar to the transformative process of analysis. Lastly, I will present a clinical example, where my embodied countertransference response to a patient's subjection to the objectifying male gaze opens space for a new discourse about her body to emerge.
-
This major retrospective publication confirms Carl Beam (1943 - 2005) as one of North America's most important artists. Beam broke new ground throughout his career, notably as the first artist of Native Ancestry (Ojibwe) to have his work purchased by the National Gallery of Canada as Contemporary Art. Working in various mediums - photography, oil, acrylic, stone, cement, wood, ceramics and found objects - Beam's work continually explored the tensions between Western and Aboriginal relations. Featuring more than 50 of Beam's most remarkable works from his early career in the 1970s to the end of his production in the early 2000s, this richly illustrated monograph illuminates the artist's investigations into the metaphysical aspects of Western and Indigenous culture, while powerfully illustrating the wideranging physicality of his work. Source: Publisher
-
Many games touch upon issues that are related to the postcolonial culture we live in. Be it in the shape of referring to how it has generated ethnic differences, subscribing to (post) capitalist values of winning and gaining, or by employing militarist strategies that have been partly shaped our colonial histories, cultural notions that are related to our colonial past are often resonant in games. However, one particular strand of strategy games takes the notions of colonialism as its most central focus. Games like Age Of Empires (AOE), Civilization and Rise of Nations, may differ greatly in certain ludological aspects, but all share a strong fascination with colonial history. Through employing colonial techniques of domination like exploring, trading, map-making and military manoeuvring, players create their personal colonial pasts and futures. Even though it is evident that such games share an explicit fascination with colonial history, it remains less clear in what way they may be called postcolonial. In this article I will shed light on why and how such games can be called postcolonial and should even be conceived as one of the most significant arenas to express the tensions and frictions that are part of the postcolonial culture we live in. As postcolonial playgrounds they offer the perfect means to play with and make sense of how colonial spatial practices have shaped contemporary culture. I will argue that the very character of digital games as well as the specific game mechanisms of historical strategy games makes them postcolonial playgrounds par excellence.
-
The western media has been eager to construct an apparent link between the so-called moral desensitization of soldiers in the 2003 Iraq War and their expe-rience of video game combat. Commentators assert that ‘games have avoided engaging the real-life issues to which they are responding’ (Zacny 2008), includ-ing the issue of combat trauma. Contrary to such positions, many video games already simulate the trauma in their gameplay experience; this article explores this concept from Brown’s definition of trauma as ‘outside the range of human experience’ (1995: 101). This evokes recent work in games studies on in-game involvement and identity-formation and raises questions about the role of moral-ity in gameplay, especially in multi-player combat games like Counter-Strike, Call of Duty 4 and America’s Army. Working from these hitherto overlooked aspects of trauma in gameplay experiences, this article challenges the oversim-plified association of video games with the desensitization of US troops in recent conflicts.
-
Combines post-modern theory with the comic wisdom of the tribal trickster to explore the effects of nostalgic simulations of "Indian-ness".
-
From Amos 'n' Andy to The Jeffersons to Family Matters to Chappelle's Show, this volume covers it all with entries on all different genres_animation, documentaries, sitcoms, sports, talk shows, and variety shows_and performers such as Muhammad Ali, Louis Armstrong, Bill Cosby, and Oprah Winfrey. Additionally, information can be found on general issues, ranging from African American audiences and stereotypes through the related networks and organizations. This book has hundreds of cross-referenced entries, from A to Z, in the dictionary and a list of acronyms with their corresponding definitions. The extensive chronology shows who did what and when and the introduction traces the often difficult circumstances African American performers faced compared to the more satisfactory present situation. Finally, the bibliography is useful to those readers who want to know more about specific topics or persons.
-
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.
-
This article focuses on questioning and theorizing the visual and discursive disappearance of blackness from virtual fantasy worlds. Using EverQuest, EverQuest II, and World of Warcraft as illustrative of a timeline of character creation design trends, this article argues that the disappearance of blackness is a gradual erasure facilitated by multicultural design strategies and regressive racial logics. Contemporary fantasy massively multiplayer online role-playing games (MMORPGs) privilege whiteness and contextualize it as the default selection, rendering any alterations in coloration or racial selection exotic stylistic deviations. Given the Eurocentrism inherent in the fantasy genre and embraced by MMORPGs, in conjunction with commonsense conceptions of Blacks as hyper-masculine and ghettoized in the gamer imaginary, players and designers do not see blackness as appropriate for the discourse of heroic fantasy. As a result, reductive racial stereotypes and representations proliferate while productive and politically disruptive racial differences are ejected or neutralized through fantastical proxies.
-
This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.
-
"An innovative and important contribution to Indigenous research approaches, this revised second edition provides a framework for conducting Indigenous methodologies, serving as an entry point to learn more broadly about Indigenous research."--
-
The popularity and visibility of video games within American popular culture is prompted debates within from a spectrum of institutions, ranging from the media and the academy to Main Street and the political sphere. Erasing the complexity, much of the discourse focuses instead on questions of violence and the impact of gaming culture on (White) American youth. While focusing on Grand Theft: San Andreas specifically, this essay explores the culture wars surrounding American video game culture, arguing that the moral panics directed at video games and the defenses/celebrations of virtual reality operate through dominant discourses and hegemonic ideologies of race. Erasing their racial content and textual support for state violence directed at communities of color, the dominant discourse concerning youth and video games rationalizes the fear and policing of Black and Brown communities.
-
In the wake of 9/11, US popular culture has played an important role in the manufacture of consent and the mediation of contradictions. In particular, video games have aff orded the production of interactive, narrative spaces for the reassertion of race, nation, and gender. Through a close reading of two video games, Gun and Ghost Recon Advanced Warfighter 2, we unpack the insecurities of empire and how racialized violence, colonial categories, and territorial claims work to resecure Whiteness, masculinity, and Americanness. Special attention is given to the militarization of video games and rhetorical struggles over the meaning of race and culture amid the ‘War on Terror’.
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)