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  • In 'Eros Ideologies' Laura E. Perez explores the decolonial through Western and non-Western thought concerning personal and social well-being. Drawing upon Jungian, people-of-color, and spiritual psychology alongside non-Western spiritual philosophies of the interdependence of all life-forms, she writes of the decolonial as an ongoing project rooted in love as an ideology to frame respectful coexistence of social and cultural diversity. In readings of art that includes self-portraits by Frida Kahlo, Ana Mendieta, and Yreina D. Cervantez, the drawings and paintings of Chilean American artist Liliana Wilson, and Favianna Rodriguez's screen-printed images, Perez identifies art as one of the most valuable laboratories for creating, imagining, and experiencing new forms of decolonial thought. Such art expresses what Perez calls eros ideologies: understandings of social and natural reality that foreground the centrality of respect and care of self and others as the basis for a more democratic and responsible present and future. Employing a range of writing styles and voices-from the poetic to the scholarly-Perez shows how art can point to more just and loving ways of being.

  • "African American Cinema through Black Lives Consciousness uses critical race theory to discuss American films that embrace contemporary issues of race, sexuality, class, and gender. Its linear history chronicles black-oriented narrative film from post-World War II through the presidential administration of Barack Obama. Editor Mark A. Reid has assembled a stellar list of contributors who approach their film analyses as an intersectional practice that combines queer theory, feminism/womanism, and class analytical strategies alongside conventional film history and theory. Taken together, the essays invigorate a "Black Lives Consciousness," which speaks to the value of black bodies that might be traumatized and those bodies that are coming into being-ness through intersectional theoretical analysis and everyday activism. The volume includes essays such as Gerald R. Butters's, "Blaxploitation Film," which charts the genre and its uses of violence, sex, and misogyny to provoke a realization of other philosophical and sociopolitical themes that concern intersectional praxis. Dan Flory's "African-American Film Noir" explains the intertextual-fictional and socio-ecological-dynamics of black action films. Melba J. Boyd's essay, "'Who's that Nigga on that Nag?': Django Unchained and the Return of the Blaxploitation Hero," argues that the film provides cultural and historical insight, "signifies" on blackface stereotypes, and chastises Hollywood cinema's misrepresentation of slavery. African American Cinema through Black Lives Consciousness embraces varied social experiences within a cinematic Black Lives Consciousness intersectionality. The interdisciplinary quality of the anthology makes it approachable to students and scholars of fields ranging from film to culture to African American studies alike."

  • Roshaya Rodness is a senior doctoral candidate in the Department of English and Cultural Studies at McMaster University. Her dissertation addresses recent movements in queer theory with a special focus on cinema, poststructuralist ethics, and the nonhuman. She has published in Canadian Literature, Chiasma: A Site for Thought , and World Picture on topics that include contemporary film, indigenous authorship, postcontinental philosophy, and dream theories.

  • While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like 'Mass Effect' or 'Dragon Age', Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. 'Video Games Have Always Been Queer' argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D.A. Miller can bring to the popular 2007 video game 'Portal', or what Eve Sedgwick offers 'Pong', Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in 'Octodad' or explore the pleasure of failure in 'Burnout: Revenge', Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.

  • Le territoire (Nitaskinan), dans la pensée autochtone, est une notion centrale et pluridimensionnelle ; elle induit un territoire historique, géographique et politique revendiqué ainsi qu'un territoire cosmologique inscrit au cœur de rites et de croyances ancestrales. C'est l'articulation et l'harmonisation de ce territoire pluriforme que l'artiste atikamekw Eruoma Awahish entreprend de présenter dans son œuvre. Ce mémoire adresse la manière dont l'artiste représente le territoire, à la fois dans une volonté d'ancrage traditionnel et de réactualisation contemporaine dans une perspective diachronique. L'artiste déploie une esthétique franche et colorée, elle s'emploie à renverser les codes du colonialisme et développe des stratégies afin de contribuer aux revendications et à l'affirmation territoriale des Premières Nations. Par le biais d'une production artistique politisée, Eruoma Awashish applique un prisme décolonisateur ; elle réinvestit une histoire coloniale et offre aux symboles et aux narrations autochtones une place centrale et active. Ce mémoire met subséquemment l'emphase sur la capacité des nations autochtones à s'adapter, à s'auto-définir et à s'auto-représenter. Les artistes se font les témoins et les vecteurs d'une affirmation et d'une recherche de souveraineté qui, chez Awashish, est à la fois visuelle, culturelle et territoriale. Déployant une approche interdisciplinaire, à l'image de la production de l'artiste, ce mémoire prend pour appui les écrits de penseur.se.s autochtones afin de présenter la démarche et la production d'une artiste ancrée dans un contexte contemporain complexe soumis à de nombreuses revendications politiques, culturelles et territoriales. Si les œuvres d'Awashish transmettent et diffusent ces revendications, elles sont toutefois, avant tout, le reflet de croyances et d'une histoire territoriale atikamekw.

  • "Afterlives of Indigenous Archives offers a compelling critique of Western archives and their use in the development of “digital humanities.” The essays collected here present the work of an international and interdisciplinary group of indigenous scholars; researchers in the field of indigenous studies and early American studies; and librarians, curators, activists, and storytellers. The contributors examine various digital projects and outline their relevance to the lives and interests of tribal people and communities, along with the transformative power that access to online materials affords. The authors aim to empower native people to re-envision the Western archive as a site of community-based practices for cultural preservation, one that can offer indigenous perspectives and new technological applications for the imaginative reconstruction of the tribal past, the repatriation of the tribal memories, and a powerful vision for an indigenous future."

  • This article examines North American (i.e., Canada and the United States) video game developers’ understanding of race, how they construct narratives when they include characters of different races, and some of the pressures that may shape that process. Discourse analyses of semistructured interview texts found that video game developers operate under an internalized pressure to create game narratives that are quickly understandable and, thus, sellable. This pressure is normatively internalized in the profession as an attempt to hedge against market uncertainty. Video game developers, therefore, depend on social beliefs from the “real world” to inform how video game players might receive their games as well as narratives and themes from past texts such as the works of J. R. R. Tolkien. Therefore, this article argues that racism might be enabled because it is believed to be a hedge against market uncertainty.

  • Platformed racism offers a unique lens through which to investigate technological structures that enable racism. Online video games, such as EA Sports’ FIFA series — which dominates the soccer video game market share through its touted realism — feature these structures. Like many platforms, FIFA enables representations of real bodies (i.e., professional soccer players). But, unlike many games, FIFA enables game players to directly affect the creation/modification of these representation in the form of player character cards. Analyzing a census of six years of player cards, this study found that platformed racism was enabled because the game’s realism invited racism when players tried to maintain that realism. The study concludes that the catalyst for racism to emerge in FIFA was the drive towards realism.

  • Indigenous and decolonizing perspectives on education have long persisted alongside colonial models of education, yet too often have been subsumed within the fields of multiculturalism, critical race theory, and progressive education. Timely and compelling, Indigenous and Decolonizing Studies in Education features research, theory, and dynamic foundational readings for educators and educational researchers who are looking for possibilities beyond the limits of liberal democratic schooling. Featuring original chapters by authors at the forefront of theorizing, practice, research, and activism, this volume helps define and imagine the exciting interstices between Indigenous and decolonizing studies and education. Each chapter forwards Indigenous principles - such as Land as literacy and water as life - that are grounded in place-specific efforts of creating Indigenous universities and schools, community organizing and social movements, trans and Two Spirit practices, refusals of state policies, and land-based and water-based pedagogies.--publisher's description.

  • Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.

  • 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.

  • The genre of history strategy games is a crucial area of study because of what is at stake in the representation of controversial aspects of history in popular culture. Previous work has pointed to various affordances and constraints in the representation of history, based on the framing of the game interface, the alignment of goals with certain strategies and textual criticism of the contents of the games. In contrast, this article examines these games from the perspective of the player’s experience of play in relation to a wider gaming community. It is in these counterfactual communities that players negotiate their individual experience with their knowledge of the history that is presented in the games that they play, indicating that the relationship between digital games, players and history is highly contextual. The relevant practices of players of history strategy games are illustrated with examples from the official and unofficial communities of the Paradox Interactive games Europa Universalis II and Victoria: Empire Under the Sun. The shared paratexts demonstrate how positions are negotiated in relation to the ‘official’ version of history presented in the games. These negotiations are made tangible through the production and sharing of paratexts that remix the official history of the games to include other perspectives developed through counterfactual imaginations. These findings indicate the importance of including perspectives from gaming communities to support other forms of analysis in order to make rigorous observations about the impact of digital games on popular history.

  • As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshalabala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what mechanisms are at work in the enjoyment of empire-themed play experiences. To explore this question, this article develops the concept of ‘casual empire’, suggesting that the wish to play games as a casual pastime expedites the incidental circulation of imperialist ideology. Three examples – Resident Evil V (2009), The Conquest: Colonization (2015) and Playing History: Slave Trade (2013) – are used to demonstrate the production and consumption of casual empire across multiple platforms, genres and player bases. Following a brief contextualisation of postcolonial (game) studies, this article addresses casual design, by which I understand game designers’ casual reproduction of inferential racism (Hall, 1995) for the sake of entertainment. I then look at casual play, and players’ attitudes to games as rational commodities continuing a history of commodity racism (McClintock, 1995). Finally, the article investigates the casual involvement of formalist game studies in the construction of imperial values. These three dimensions of the casual – design, play and academia – make up the three pillars of the casual empire that must be challenged to undermine video games’ neocolonialist praxis.

  • Toni Morrison purportedly began her career as a novelist because she noticed a dearth of books about black women. As a result of this limitation, Morrison desired to write books “for people like [her], which is to say black people, curious people, demanding people—people who can’t be faked, people who don’t need to be patronized.”¹ Similarly the writer, director, and filmmaker Coquie Hughes (born Latasha Iva Hughes in Chicago in 1970) has produced narratives that feature an array of queer black women—“Girls Like Us” as she calls them in her web series—who are curious, demanding, flawed, and

  • An exhibition at Mexico City's Museo Jumex argues that from 1960 and '85, artists across Latin America created a "decolonial" cultural history. However, the use of the term is largely unclear.

  • "Le paradigme hégélien de la reconnaissance, admirablement critiqué par Frantz Fanon dans l'œuvre phare à laquelle ce livre rend hommage, est aujourd'hui évoqué, sous sa forme libérale, dans les débats entourant l'autodétermination des peuples colonisés, notamment les peuples autochtones d'Amérique du Nord. Politologue et militant, membre de la Nation dénée du Nord-Ouest du Canada, l'auteur reprend ici la critique fanonienne et démontre en quoi cette reconnaissance ne fait que consolider la domination coloniale. Cet ouvrage de théorie politique engagée appelle à rebâtir et redéployer les pratiques culturelles des peuples colonisés sur la base de l'autoreconnaissance, seule voie vers une réelle décolonisation. Penseur marxiste, Coulthard sait que le marxisme ne peut s'appliquer tel quel à la lutte des Autochtones, mais il en souligne la contribution potentielle et signe ici un véritable traité de combat décolonial et anticapitaliste."

  • Stresses the crucial importance of LGBT festivals in promoting examples of queer cinema throughout Europe and the USA.

  • Cet article discute de la pertinence d’identifier les arts visuels autochtones comme tel, de maintenir une forme de distinction vis-à-vis des œuvres produites par les artistes autochtones. Il s’agit d’éclairer le débat en soutenant qu’il existe bel et bien certains éléments précis qui permettent encore de définir les arts autochtones. Est également abordé le fait que les artistes continuent d’employer la stratégie claire de l’auto-identification. Sous cet angle, cette catégorie des arts autochtones ne semble pas encore caduque

  • Le travail de l’artiste huron-wendat Pierre Sioui est assez méconnu au Québec. Prolifique dans les années 1980 et ayant exposé aux quatre coins du Canada ainsi qu’aux États-Unis, Sioui a ensuite totalement disparu du milieu des arts contemporains autochtones. Une relecture du travail de cet artiste permet de redécouvrir un créateur fascinant tout à fait inscrit dans les préoccupations esthétiques et politiques de sa décennie. Sioui semble surtout avoir employé sa démarche artistique au service d’une redécouverte de son identité et de ses racines. Il l’a fait par le biais de recherches à la fois théoriques, cosmologiques et esthétiques des valeurs et de la culture huronne, le conduisant vers une thématique entourant principalement le sens des rituels, la mort et le cycle de la vie. Tous ces vieillards dans ses oeuvres, ces cadavres, ces ossements et ces crânes, parlent de relations entre mort et renaissance, entre colonialisme puis réappropriation, et semblent être pour Sioui une véritable trame créatrice à renouveler sans cesse.

  • At the 2012 Golden Globe awards, during her acceptance speech for the Best Actress award for her performance in The Iron Lady (Phyllida Lloyd, 2012), Meryl Streep gave a shout-out to Adepero Oduye for her role as Alike in Dee Rees’s feature film Pariah (2011). The sentiment behind this esteemed acknowledgment was that brilliant performances in important independent films were overlooked and deserved recognition. Streep would go on to win the Best Actress Oscar for a her portrayal of Britain’s first woman prime minister, the a ultraconservative Margaret Thatcher.

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