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  • En 2014, une collaboration entre le studio Upper One Games et des conteurs et aînés iñupiats d’Alaska a mené au lancement du jeu vidéo Kisima Inŋitchuŋa (Never Alone). Ce jeu de plateforme invite à une immersion poétique dans un univers nordique guidée par une trame narrative inspirée d’une légende traditionnelle. Dans une perspective culturelle, les fonctions ludique et documentaire du jeu permettent d’acquérir des connaissances en lien avec les pratiques traditionnelles et la vision du monde des Iñupiats. Ainsi, l’étude exploratoire présentée dans cet article contribue à comprendre les caractéristiques du jeu (design, narration, mécaniques) et les stratégies relevant de sa conception. Les résultats invitent à reconsidérer des représentations dominantes du Grand Nord et soulignent en quoi le jeu vidéo se fait vecteur d’expression du patrimoine culturel, artistique et oral d’un peuple autochtone de l’Arctique.

  • Avec Alex Wilson, Jeffrey McNeil, Teddy Syrette, May Ela and Ahmed Maswadeh.

  • "Women have long been the creative force behind Native American art, yet their individual contributions have been largely unrecognized, instead treated as anonymous representations of entire cultures. 'Hearts of Our People: Native Women Artists' explores the artistic achievements of Native women and establishes their rightful place in the art world. This lavishly illustrated book, a companion to the landmark exhibition, includes works of art from antiquity to the present, made in a variety of media from textiles and beadwork to video and digital arts. It showcases more than 115 artists from the United States and Canada, spanning over one thousand years, to reveal the ingenuity and innovation fthat have always been foundational to the art of Native women."--Page 4 de la couverture.

  • Cet article se penche sur les relations et collaborations récentes entre les cinéastes autochtones et québécois. Une brève exploration des représentations autochtones antérieures et du contexte contemporain de co-réalisation Québec/Autochtonie nous permet d’esquisser un portrait plus nuancé des nouvelles configurations transnationales du paysage cinématographique québécois. De même, les notions d’autochtonisation du médium, de souveraineté visuelle et de survivance nous aideront à mieux cerner les œuvres de fiction réalisées par des cinéastes autochtones, qui contribuent à l’enrichissement d’un cinéma qui propose de nouvelles façons d’habiter les territoires québécois/autochtones.

  • The overlap of marginalised race and sexuality is highlighted in the 1990 documentary "Paris is burning" which depicts the life of New York's black and Latino drag queens. The author offers an analysis of the social circumstances that gave birth to this culture which originated in 1980s Harlem.

  • Encounters on Contested Lands analyzes films, plays, visual art, and protest marches by Indigenous artists in Québec, Canada, to explore the performance of cultural identity, sovereignty, and nationhood in Québec's independence movement

  • Ce mémoire cherche à dresser l'historiographie de l'artiste anishnabé Nadia Myre. Il s'agit d'une analyse à la fois qualitative et quantitative de près de 200 textes récoltés au sujet de l'artiste du début de sa carrière (1995) jusqu'en 2016. En plus d'offrir une visualisation de l'accomplissement de celle-ci avec la création d'une feuille de calcul, le présent mémoire cherche aussi à analyser les différents propos des auteur.es au sujet de la pratique d'une artiste autochtone en territoire appelé Canada. Les œuvres les plus marquantes de l'artiste sont également analysées en profondeur.

  • When E. Carmen Ramos organized Our America: The Latino Presence in American Art (2013) at the Smithsonian American Art Museum in Washington, DC, art holdings of Latinx artists at the institution were minimal and unbalanced. The museum lacked works by foundational figures; entire groups like Dominican Americans were missing, as were genres like abstract art; and with a collection dominated by colonial and folk art and work by Mexican Americans, it was impossible to produce any comprehensive exhibition of contemporary Latinx art, much less one that represented the diversity of artists and trends. Ramos was one of the few Latinx curators hired in the aftermath of the infamous 1994 “Willful Neglect” report documenting a historical pattern of discrimination at the Smithsonian Institute and calling for the hiring of Latinx curators to help direct the Smithsonian’s priorities in research, collections, and exhibitions.1 Twenty-five years later, this pattern of exclusion continues apace. In 2018, a study by UCLA’s Chicano Studies Research Center found that while the Smithsonian’s Latinx workforce grew from 2.5 percent to 10.1 percent, this growth falls short of representing the growth of the Latinx population, which since 1994 has doubled to 17.8 percent of the total population. In sum, the task of putting a dent in a mostly white canonical art history and collection was a daunting one, and whatever Ramos did would be a politically charged intervention. This would be the first major scholarly survey exhibition of Latinx art, a statement to insert it as central to US art history, and the first major show of its type in a major North American museum in decades.

  • Qualifié parfois de « dixième art », après que les jeux de rôles sur table (comme Donjons & Dragons) eurent commencé à céder du terrain dans les loisirs de la jeunesse à partir du mil…

  • The widespread popularity of sandbox games, and Minecraft in particular, may be a recent phenomenon, but their appeal may be much older. Rather than representing a wholly new development in gaming, these games may participate in a larger media ecology that flatters a neoliberal worldview. This research calls for greater attention to the coercive economic assumptions encoded in gamemechanics. Drawing on scholarship in ludology, postcolonial studies, and phenomenology, it suggests that sandbox games like Minecraft habituate players to myths of empire and capital that rationalize political and economic inequality. More than simply offering a blank slate for player creation, Minecraft rewards players for assuming their entitlement to the world’s resources and thus their superiority over other inhabitants of the game world.

  • Résumé livre : 4e de couv.: Les mutations qui se sont amorcées à partir de la fin de la Seconde Guerre mondiale et qui connaissent une accélération rapide avec les crises sociales, culturelles, économiques et environnementales contemporaines ont transformé le paysage muséal et les visions dont les musées se soutiennent et qu'ils entretiennent. La plupart des travaux produits au cours de ces années ont été portés par ces transformations et y contribuent : la recherche en muséologie s'est elle-même dissociée de la recherche dans les musées dans les années 1980. De plus, quelque chose s'est noué entre un tournant communicationnel dans les musées et un développement de la réflexion théorique et critique sur la communication. Dans une approche résolument pluridisciplinaire, cet ouvrage se propose d'analyser ces évolutions dans leurs dimensions institutionnelles, culturelles, communicationnelles, historiques, patrimoniales. Les perspectives réunies ici contribueront, sans aucun doute, à mettre au jour les mouvements de fond actuels, les tendances qui travaillent les institutions elles-mêmes, et le poids de ces changements dans la formulation des enjeux théoriques en muséologie.

  • Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

  • There was no meaningful attempt to counter the black aesthetic with conceptual criteria for creating and evaluating art which would simultaneously acknowledge its ideological content even as it allowed for expansive notions of artistic freedom. To re-open the creative space that much of the black aesthetic movement closed down, it seems vital for those involved in contemporary black arts to engage in a revitalized discussion of aesthetics. In part, a radical aesthetic acknowledges that the people are constantly changing positions, locations, that their needs and concerns vary, that these diverse directions must correspond with shifts in critical thinking. Innovative African-American artists have rarely documented their process, their critical thinking on the subject of aesthetics. Certainly many of the revolutionary, visionary critical perspectives on music that were inherent to John Coltrane’s oppositional aesthetics and his cultural production will never be shared because they were not fully documented.

  • Finalist, 2019 Lambda Literary Award in LGBTQ StudiesA profound intellectual engagement with Afrofuturism and the philosophical questions of space and time Queer Times, Black Futures considers the promises and pitfalls of imagination, technology, futurity, and liberation as they have persisted in and through racial capitalism. Kara Keeling explores how the speculative fictions of cinema, music, and literature that center black existence provide scenarios wherein we might imagine alternative worlds, queer and otherwise. In doing so, Keeling offers a sustained meditation on contemporary investments in futurity, speculation, and technology, paying particular attention to their significance to queer and black freedom.Keeling reads selected works, such as Sun Ra's 1972 film Space is the Place and the 2005 film The Aggressives, to juxtapose the Afrofuturist tradition of speculative imagination with the similar “speculations” of corporate and financial institutions. In connecting a queer, cinematic reordering of time with the new possibilities technology offers, Keeling thinks with and through a vibrant conception of the imagination as a gateway to queer times and black futures, and the previously unimagined spaces that they can conjure.

  • De 2003 à 2017, le jardin des Premières-Nations du Jardin botanique de Montréal a été le lieu d'exposition de 12 œuvres d'artistes autochtones dans le cadre du Concours d'œuvre murale éphémère lancé par Sylvie Paré. Ce mémoire rassemble l'ensemble de cette exposition afin d'en relever le discours général et les liens que les œuvres entretiennent entre elles, avec le Jardin et avec les territoires

  • Where do computer games "happen"? The articles collected in this pioneering volume explore the categories of "space", "place" and "territory" featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

  • Le colloque « L’appropriation culturelle et les peuples autochtones : entre protection du patrimoine et liberté de création », organisé à l’UQAM en avril 2018, a suscité un dialogue fructueux à propos des multiples dimensions de l’appropriation culturelle. Réunissant des acteurs des milieux des arts et de la culture, du droit, de la politique, du tourisme et de la santé, ce colloque a permis de susciter des avenues de réflexion ainsi que différentes pistes d’action. Ce colloque, organisé par le Groupe de recherche interuniversitaire sur les affirmations autochtones contemporaines (GRIAAC-UQAM) en collaboration avec la Faculté des sciences humaines (FSH), la Société Recherches amérindiennes au Québec (SRAQ) et l’organisme Terres en vues, visait à réunir des experts et des praticiens des cultures et des sociétés autochtones (Premières Nations, Inuits et Métis), mais aussi des spécialistes des questions juridiques liées à la propriété intellectuelle, au droit d’auteur et aux droits collectifs, autour d’une question commune : comment respecter et protéger les traditions, les conceptions, les symboles, les savoirs, les patrimoines culturels matériels et immatériels autochtones, tout en continuant à favoriser la créativité et les échanges entre les cultures? À travers des présentations générales et des tables rondes réalisées sous forme d’ateliers, ce colloque visait non seulement à poser les termes de ces questions complexes, mais également à identifier des pistes concrètes d’actions pour que soient reconnues et respectées l’histoire, les lois et l’épanouissement tant des cultures autochtones que des autres cultures, et en particulier de la culture québécoise.

  • In the 1960s, topless entertainment became legal in San Francisco, although cross-dressing continued to be criminalized. This article documents queer Latina/x visual and performance cultures of San Francisco’s strip club industry during this critical moment. It employs visual and performance analyses that draw from ethnographic interviews and archival research about three Latinas who performed as exotic dancers during this period, two of whom were out transsexuals: Roxanne Lorraine Alegria, Vicki Starr, and Lola Raquel. Engaging Marcia Ochoa’s notion of “spectacular femininities” and Juana María Rodríguez’s theory of “queer gesture,” the article maps out a queer Latina/x herstoriography about the early days of topless entertainment in San Francisco. It demonstrates how the transgressive practices of these Latina performers enrich genealogies of queer and Latina/x performance and visual cultures since the 1960s. It thus contributes to the expansion and intersection of the fields of performance studies, Latina/x studies, and feminist, gender, and sexuality studies. These fields and their intertwinings offer critical tools to resist the sexism, homophobia, racism, transphobia, and whorephobia that pervade every level of society, as well as the cultural amnesia to which San Francisco has been increasingly prone due to its incessant gentrification and growing technocracy since the early 2010s.RESUMEN Este artículo documenta las culturas visuales y de performance latinas/x queer de los clubes de striptease de San Francisco durante un momento crítico en la historia de la ciudad. En la década de 1960, los shows en topless se legalizaron en San Francisco, aunque el travestismo se continuó criminalizando. Otálvaro-Hormillosa emplea análisis visuales y de performance que se basan en entrevistas etnográficas e investigación de archivo sobre tres latinas que actuaron como bailarinas exóticas durante este período, dos de las cuales reconocían públicamente que eran transexuales: Roxanne Lorraine Alegria, Vicki Starr y Lola Raquel. En diálogo con la noción de “feminidades espectaculares” de Marcia Ochoa y la teoría de “gestos queer” de Juana María Rodríguez, Otálvaro-Hormillosa describe una historiografía latina/x queer propiamente femenina sobre los primeros días del entretenimiento en topless en San Francisco. El artículo demuestra cómo las prácticas transgresoras de estas intérpretes latinas enriquecen las genealogías de las culturas visuales y de performance queer y latinas/x desde los años sesenta. Al hacerlo, contribuye a la expansión e intersección de los campos de los estudios de performance, estudios latinas/x, y estudios feministas, de género y de sexualidad. Estos campos y sus entrecruzamientos pueden ofrecer herramientas críticas para resistir el sexismo, la homofobia, el racismo, la transfobia y la putafobia que permea todos los niveles de la sociedad, así como la amnesia cultural a la que San Francisco ha sido cada vez más propenso debido a su incesante gentrificación y creciente tecnocracia desde principios de los años 2010.RESUMO Este artigo documenta a cultura visual e de performance na indústria de clubes de strip-tease de São Francisco, durante um momento crítico da história da cidade. Nos anos 60, o entretenimento topless se tornou legal em São Francisco, embora a prática do cross-dressing continuasse criminalizada. Otálvaro-Hormillosa emprega análise visual e de performance baseadas em entrevistas etnográficas e pesquisas de arquivos sobre três latinas que se apresentaram como dançarinas exóticas durante esse período, duas das quais eram transexuais: Roxanne Lorraine Alegria, Vicki Starr e Lola Raquel. Engajando a noção de “feminilidades espetaculares” de Marcia Ochoa e a teoria do “gesto queer” de Juana María Rodríguez, Otálvaro-Hormillosa mapeia uma herstoriografia queer latina/x sobre os sobre os primórdios do entretenimento topless em São Francisco. O artigo demonstra como as práticas transgressivas dessas artistas latinas enriquecem as genealogias das culturas visual e de performance queer e latina/x desde os anos 1960. Deste modo, contribui para a expansão e intersecção dos campos de estudos da performance, estudos latinos e estudos feministas, de gênero e sexualidade. Esses campos e seus entrelaçamentos podem oferecer ferramentas críticas para resistir ao sexismo, homofobia, racismo, transfobia e putafobia que permeiam todos os níveis da sociedade, bem como a amnésia cultural para a qual San Francisco tem sido cada vez mais propensa devido à sua gentrificação incessante e crescente tecnocracia desde o início dos anos 2010.

  • Redefines games and game culture from south to north, analyzing the social impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

Dernière mise à jour depuis la base de données : 17/07/2025 13:00 (EDT)