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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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Peut-on envisager une autre histoire du jeu vidéo ?
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"Les bandes dessinées, chansons, films, jeux vidéos, musées, reconstitutions, romans, séries télévisées et voyages occupent de plus en plus de place dans la vie des élèves. Comment exploiter en classe ces biens, loisirs et services culturels d'histoire pour que les élèves posent de mieux en mieux certains actes mentaux que les historiennes et historiens doivent effectuer lorsqu'elles et ils adoptent leur pratique? Pour répondre à cette question, les auteures et auteurs de cet ouvrage explorent les usages scolaires possibles et souhaitables des produits qui ne sont pas associés à l'histoire savante et sur l'exploitation didactique de ce que la Loi québécoise sur les biens culturels désigne comme "?une oeuvre d'art, un bien historique, un monument ou un site historique ... une oeuvre cinématographique, audiovisuelle, photographique, radiophonique ou télévisuelle?". Les auteures et auteurs s'intéressent à des oeuvres qui ne sont pas créées pour l'école, mais qui peuvent néanmoins servir aux enseignantes et enseignants pour faire apprendre l'histoire aux élèves."--Résumé de l'éditeur.
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James Brady was a mid twentieth-century Indigenous political organiser, trapper, prospector, writer, and intellectual. He was also a prolific photographer. This article considers the significance and aesthetics of Brady’s photographic archive through the lens of Indigenous visual sovereignty. Brady was Métis - one of Canada’s three recognised Indigenous peoples along with First Nations and Inuit. The Métis engaged in two conflicts with the Canadian state and negotiated the entry of a province into confederation. For a significant period of history, they lived outside Canadian infrastructures, whether the system of First Nations’ reserves created in the post-treaty era or Euro-Canadian settlements. Particularly vulnerable to land loss and displacement, the Métis were in desperate condition when Brady first began travelling with his camera. Brady’s photographs document the political rebirth of Métis people and the resilience and persistence of Métis communities in northern Alberta and Saskatchewan. They bear photographic witness to the lived experience of sovereignty rooted to place and continue to resonate with his subjects and their descendants
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Artists and cultural practitioners from Indigenous communities around the world are increasingly in the international spotlight. As museums and curators race to consider the planetary reach of their art collections and exhibitions, this publication draws upon the challenges faced today by cultural workers, Indigenous and non-Indigenous, to engage meaningfully and ethically with the histories, presents and futures of Indigenous cultural practices and world-views. Sixteen Indigenous voices convene to consider some of the most burning questions surrounding this field. How will novel methodologies of word/voice-crafting be constituted to empower the Indigenous discourses of the future? Is it sufficient to expand the Modernist art-historical canon through the politics of inclusion? Is this expansion a new form of colonisation, or does it foster the cosmopolitan thought that Indigenous communities have always inhabited? To whom does the much talked-of 'Indigenous Turn' belong? Does it represent a hegemonic project of introspection and revision in the face of today's ecocidal, genocidal and existential crises?"--Page 4 de la couverture. Autres auteurs/titres:edited by Katya García-Antón ; contributors, Daniel Browning, Kabita Chakma, Megan Cope, Santosh Kumar Das, Hannah Donnelly, Léuli Māzyār Luna'i Eshrāghi, David Garneau, Biung Ismahasan, Kimberley Moulton, Máret Ánne Sara, Venkat Raman Singh Shyam, Irene Snarby, Ánde Somby, Megan Tamati-Quennell, Prashanta Tripura, Sontosh Bikash Tripura.
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Cet article s'intéresse aux diverses compréhensions de la notion d'autochtonie qui peuvent être mises au jour par l'étude du travail de photographes autochtones en Amérique du Nord. Pour cela, nous étudions deux brochures d'expositions collectives de photographes autochtones : Contemporary Native American Photography (1984), et Steeling the Gaze. Portraits by Aboriginal Artists (2011)
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Deeply grounded in the legacy of Black lesbian artists, writers, and filmmakers, current Black lesbian filmmakers are helping to build infrastructure for a transformed future using deeply interconnected methods to transform the whole world and (while we’re at it) the meaning of life. This chapter looks at two projects, the established and evolving Queer Women of Color Media Arts Project based in San Francisco and the emerging Queer Renaissance and Black Feminist Film School Project based in Durham, North Carolina, as examples of the robust future of Black lesbian filmmaking as a transformative community-building practice. The Queer Women of Color
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Ce texte, qui trace le parcours d’une œuvre de Carl Beam depuis sa présentation à Peterborough en 1989 jusqu’à son intégration à la collection permanente du Musée des beaux-arts du Canada en 2010, interroge le statut de la première itération d’un projet dont le passage hors du cadre local transforme cet évènement (exposition conçue pour un lieu et temps précis) en archive d’un présent, toujours national, détaché du territoire qui est une de ses conditions d’émergence.
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Mapping Modernisms" brings together scholars working around the world to address the modern arts produced by indigenous and colonized artists. Expanding the contours of modernity and its visual products, the contributors illustrate how these artists engaged with ideas of Primitivism through visual forms and philosophical ideas. Although often overlooked in the literature on global modernisms, artists, artworks, and art patrons moved within and across national and imperial borders, carrying, appropriating, or translating objects, images, and ideas. These itineraries made up the dense networks of modern life, contributing to the crafting of modern subjectivities and of local, transnationally-inflected modernisms. Addressing the silence on indigeneity in established narratives of modernism, the contributors decenter art history's traditional Western orientation and prompt a re-evaluation of canonical understandings of twentieth-century art history. 'Mapping Modernisms' is the first book in Modernist Exchanges, a multivolume project dedicated to rewriting the history of modernism and modernist art to include artists, theorists, art forms, and movements from around the world."
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"Queerness in Play examines the many ways queerness of all kinds - from queer as 'LGBT' to other, less well-covered aspects of the queer spectrum - intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games - as a culture, an industry, and a medium - help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games."--Provided by publisher.
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Around 1994 or 1995 I came across a call for articles for an anthology to be published by the XII Black International Cinema , documenting ten years of the festival and associated activities, 1986– 95. The request asked for articles and film lists from an international and intercultural group of scholars and filmmakers, and I thought this was an opportunity to document the exciting and pioneering work that was being done by a community of emerging Black lesbian and gay film-and video makers at the time.
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In novel ways, and from a surprising location, Yvonne Welbon’s Remembering Wei-Yi Fang, Remembering Myself: An Autobiography (1995) explores some of the same dilemmas that earlier African American expatriate artists promulgated, using their time abroad as a win dow onto America, while relishing the nurturing possibilities of partial escape from American racism. Some of the most complex and insightful observations about America and American racism have been crafted by African American expatriate artists such as James Baldwin and Josephine Baker. These artists’ depictions of their encounters abroad complicate our understandings of American identity and American racism.
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"Art for a New Understanding, an exhibition from Crystal Bridges Museum of American Art that opened in October 2018, seeks to radically expand and reposition the narrative of American art since 1950 by charting a history of the development of contemporary Indigenous art from the United States and Canada, beginning when artists moved from more regionally-based conversations and practices to national and international contemporary art contexts. This accompanying book documents and expands on the histories and themes of this exciting exhibition. This fully illustrated volume includes essays by art historians and historians and reflections by the artists included in the collection. Also included are key contemporary writings--from the 1950s onward--by artists, scholars, and critics, investigating the themes of transculturalism and pan-Indian identity, traditional practices conducted in radically new ways, displacement, forced migration, shadow histories, the role of personal mythologies as a means to reimagine the future, and much more. As both a survey of the development of Indigenous art from the 1950s to the present and a consideration of Native artists within contemporary art more broadly, Art for a New Understanding expands the definition of American art and sets the tone for future considerations of the subject. It is an essential publication for any institution or individual with an interest in contemporary Native American art, and an invaluable resource in ongoing scholarly considerations of the American contemporary art landscape at large."
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The interactive book is a term heard frequently in reference to early experiments in multimedia production. But how to translate the concept of the book into a medium that has no paper, no pages, remains a challenge. Is not a book an object one holds in one’s hands—the cover affected over time by the acids and oils perspiring from the user’s skin, pages turned down and yellowed, torn or marked up? Research could show that the notion of the traditional book has been challenged throughout history. But this challenge has been accelerated with the growing accessibility of new computer
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Dans le contexte de l’héritage canadien de colonialisme et de profond racisme, les musées ont contribué à l’oppression des Noir.e.s, des communautés de couleur et des peuples autochtones en gardant le silence ou en supprimant certaines histoires sous prétexte d’« objectivité ». Cet article examine les pratiques commissariales de deux femmes noires canadiennes, Gaëtane Verna, directrice et conservatrice en chef de la galerie d’art contemporain The Power Plant, et Andrea Fatona, commissaire indépendante, afin de situer le commissariat critique à l’intérieur de perspectives afroféministes intersectionnelles. En conformité avec une base conceptuelle fondamentale de ce féminisme, je soutiens que ce qui rend l’acte commissarial « critique » est la reconnaissance non seulement de la position qu’une personne occupe dans la société, mais aussi de celles dont elle ne fait pas toujours l’expérience. En examinant les pratiques de ces deux femmes, je mets au jour une riche histoire de l’art et du commissariat des Noir.e.s au Canada.
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Early in the following interview, Pamela Jennings explains to Yvonne Welbon that her work gradually expanded from an initial and abiding interest in street photography toward working with and through forms of computational media. Jennings equates her move toward what she describes as “computational-based creative expression” with her growing interest in multimedia throughout the early 1990s, and she uses the term multimedia as a way of marking her work in a variety of different media and her interest specifically in computational media because the formulation computational media was not available to her then. The compelling relationship Jennings narrates between her
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In this article, I examine the Machinima film Finding Fanon II, by London-based artists Larry Achiampong and David Blandy, for what it can tell us about the relationship between video gaming and the postcolonial. Evoking Frantz Fanon, one of the most piercing voices of the decolonisation movement of the 1950s and 1960s, in the context of Grand Theft Auto (GTA), one of the most technologically advanced and, at the same time, scandalous video game series of the 21st century, Finding Fanon II amounts to a scathing critique of both the game series’ depiction of race and academic scholarship that has been defending the series on the grounds of its use of humour and irony. Shot in the in-game video editor of GTA V, Finding Fanon II lets this critique emerge from inside the game and as an effect of the artists’ engagement with it. By suspending the game’s mechanisms and programmed forms of interaction, the artwork brings their racialised logic to the fore, pointing towards the ways in which GTA V commodifies black men for the consumption of white players. This commodification has the effect of normalising and naturalising the precarious position of black people in Western society. What the artwork adds to this argument through its facilitation of a Fanonian perspective is a reminder that it is not only the gaming experience of white players that is framed in this way. Players with ethnic minority backgrounds might also accept the white gaze of the game as a given. Acts of self-commodification along the lines of a white Western rationality must thus be seen as a plausible new form of cultural imperialism promoted by the GTA series.
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Le collectif d'artistes Nation to Nation crée en 1996 CyberPowWow, une galerie d'art numérique autochtone en ligne. Entre 1997 et 2004, le projet voit quatre éditions se succéder et plus d'une vingtaine d'artistes y participer. CPW développe un modèle alternatif pour une production, une diffusion et une critique autodéterminée des arts numériques autochtones au Canada, ce qui lui confère une place importante dans la structuration de cette scène. Le présent mémoire vise à étudier la position de CPW - sa plateforme muséographique et ses œuvres - au sein d'un ensemble de discours chronopolitiques qui opèrent à l'intersection des arts, des technologies numériques et des identités autochtones
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This thesis analyzes and discusses the complexities of digital representations involving Indigenous peoples through video games. Connecting both Game Theory and Native Studies, I analyze how digital games incorporate identity, culture, and relationships in diverse and intellectual ways and provide new spaces for Indigenous agency and semiotics. Beginning with an analysis of several historical and negative representations of Indigenous peoples, I then compare those tropes to projects within today’s environment and mainstream video game companies, independent companies, and educational service providers. I assert that while some digital media representations of Indigenous cultures are stereotypical and problematic, others facilitate a sense of cultural continuance and survivance. Lastly, some video games display both stereotypical and cultural continuance within them.
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)