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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.

  • This article comes out of a longer project looking at digital commemorations of slave rebellion. In this excerpt from that work, the author considers the issues at stake in videogamic representations of colonial Saint Domingue and its denizens, particularly for their depiction of the prehistory of the Haitian Revolution. In two mainstream videogames, both part of the Assassin’s Creed franchise, the history of Saint Domingue, its legacy of slave resistance, and the Haitian Revolution are made into fodder for an interactive entertainment experience that intervenes in and reshapes history in a complex manner. There are several issues at stake, which the author focuses on exclusively in terms of the commodification of Saint Domingue. First, the games place the history of slave revolt into the hands of game players of diverse ancestry, allowing for a redistribution of ownership over narratives of emancipation and empowerment. Second, the games identify themselves as tampering with history, and their mélange of fictional characters and real personages seems to risk rewriting the history of Saint Domingue’s legacy of slave revolt and—by extension—of the Haitian Revolution itself. Given recent events in the United States, and increased attention to strategies of black resistance such as the Black Lives Matter movement, it seems all the more imperative that our depiction of slave revolts in popular culture be handled with care. And yet, the author finds a subversive maneuver visible in the games: the use of untranslated language, especially Haitian Kreyol, may work to preserve and limit the player’s mastery over these histories. This article provides a tour of this complex territory of digital Saint Domingue.

  • Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.

  • The publication of Whose Land Is It Anyway? A Manual for Decolonization is inspired by a 2016 speaking tour by Arthur Manuel, less than a year before his untimely passing in January 2017. The handbook provides a variety of Indigenous perspectives on the history of colonialism, current Indigenous activism and resistance, and outlines the path forward to reconciliation

  • This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience ? including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.

  • Between 1974 et 1996, the Canadian artist of Mexican origin Domingo Cisneros was seen as a leading figure in contemporary art in Canada. He played a major role in the process of self-determination that First Nations artists undertook following the infamous 1969 White Paper, the Statement of the Government of Canada on Indian Policy. Cisneros was recognized both in the Native and Quebec francophone contemporary art worlds, and was internationally acclaimed within the conceptual and contextual art milieu gathered around the Polish artist Jan Swidzinski. His contribution has nevertheless been forgotten. Coinciding with his seventy-fifth birthday, this article aims to review, conceptually frame, and contextualize Cisneros’s role and impact on the Canadian art scene. It argues that his interdisciplinarity, or “indiscipline,” was instrumental in building connexions and bridges between heterogeneous values, cultural protocols, and epistemological principles.

  • Résumé livre : The image of the “land” is an ongoing trope in conceptions of Canada—from the national anthem and the flag to the symbols on coins—the land and nature remain linked to the Canadian sense of belonging and to the image of the nation abroad. Linguistic landscapes reflect the multi-faceted identities and cultural richness of the nations. Earlier portrayals of the land focused on unspoiled landscape, depicted in the paintings of the Group of Seven, for example. Contemporary notions of identity, belonging, and citizenship are established, contested, and legitimized within sites and institutions of public culture, heritage, and representation that reflect integration with the land, transforming landscape into landmarks. The Highway of Heroes originating at Canadian Forces Base Trenton in Ontario and Grosse Île and the Irish Memorial National Historic Site in Québec are examples of landmarks that transform landscape into a built environment that endeavours to respect the land while using it as a site to commemorate, celebrate, and promote Canadian identity. Similarly in literature and the arts, the creation of the built environment and the interaction among those who share it is a recurrent theme. This collection includes essays by Canadian and international scholars whose engagement with the theme stems from their disciplinary perspectives as well as from their personal and professional experience—rooted, at least partially, in their own sense of national identity and in their relationship to Canada.

  • In lieu of an abstract, here is a brief excerpt of the content: As I sit writing in my kitchen while the forces of the U.S. military state are brought to bear on thousands of Standing Rock water stewards and land protectors and their allies in Cannonball, North Dakota, I consider how this sail special issue on digital Indigenous studies not only represents a collection of essays about the critical work Indigenous women are performing in their various digital projects but also illustrates that these online “Indigenous territories” (Hearne), crafted on social media platforms such as Twitter and Facebook, save lives. Every single day since the protectors first gathered to oppose the proposed 1,170-mile Dakota Access pipeline (a project that would potentially contaminate the Missouri watershed and the Ogallala Aquifer and desecrate Dakota sacred sites), digital independent and social media have constantly covered the story. At least 1.3 million Facebook users checked in virtually at Oceti Sakowin and other Indigenous camps and communities to ensure that support presence is recognized, while the world monitors the presence of the military and police force gathering at the construction site to curb further violence. The Standing Rock gathering offers hope to networked Indigenous youth, a demographic between three and ten times as likely to commit suicide than the national average peer rate. The Nodapl action in the Indigenous imaginary is an invitation to stand at the front lines of a global movement to protect water and land resources for all living beings on this planet and to draw attention to and support those whose lives and ways of being are in peril through overt military action and consequential environmental destruction. It is also an occasion, in the words of Jolene Rickard, “to invest in the apparatus of the imagination” (Bernardin). One need only look at the online art, handwritten signs, and logos representing #nodapl, #standingrock, [End Page 172] #waterislife, and #rezpectourwater to see the ways in which Indigenous artists are creatively and powerfully envisioning this movement, most often immersed with work that features strong images of Native women and girls, the community backbone and life force. Or we need only view digital videos like computer animator and artist Joseph Erb’s black-and-red graphic history of Standing Rock, “Mni Wiconi / Water Is Life” (https://www.youtube.com/watch?v=kXoy5lzpjiM), and first-person game platforms like Elizabeth LaPensée’s Thunderbird Strike, which extend the conversations at Standing Rock to the struggles over Enbridge’s Alberta tar sands pipeline and fracking practices as players work to undo and prevent further environmental degradation. Following Idle No More’s digital and geospatial (re)articulation of Indigenous territories, we are now living and loving and hoping in this historic moment as new ways of relating to one another and living in deep connection with the land and all its forms of life are being physiologically, intellectually, and spiritually forged at the geospatial confluence of the Missouri and Cannonball Rivers. They are being forged as well through the confluences of digital rivers on our electronic devices and in our online conversations about the beauty and devastation of the events that are unfolding in Standing Rock. Susan Bernardin’s essay in this issue on Heid E. Erdrich’s “Pre-Occupied” considers the meaning of rivers to Native peoples and contends that images of waterways, particularly the Mississippi, are mobilized “to make visible the continuing claims of this and other imperiled riverine systems.” In her introduction, Joanna Hearne asks us, “How might such an intersection of digital and Indigenous specificities take place in a way that is ‘native to the device’; that is, how might Indigenous specificity be embedded in shared platforms that are therefore central to all of our digital lives?” The essays in this special issue respond to this question by theorizing digital media in fresh and innovative ways. Many of us teach digital humanities courses or classes with strong digital media content, but we lack the language for critically engaging this new field on its own terms as it intersects, extends, and radically reconceptualizes more familiar research areas such as cinema studies, Indigenous / Native American studies, communication, literature, art, and history.

  • Les années 1990 sont une décennie cruciale pour l'avancement et le positionnement de l'art et de l'autonomie autochtones dans les récits dominants des états ayant subi la colonisation. Cet article reprend l'exposé des faits de cette période avec des détails fort nécessaires. Pensé comme une historiographie, il propose d'explorer chronologiquement comment les conservateurs et les artistes autochtones, et leurs alliés, ont répondu et réagi à des moments clés des mesures coloniales et les interventions qu'ellesontsuscitéesdu point de vue politique, artistique, muséologique et du commissariat d'expositions. À la lumière du 150e anniversaire de la Confédération canadienne, et quinze ans après la présentation de la communication originale au colloque, Mondialisation et postcolonialisme: Définitions de la culture visuelle v, du Musée d'art contemporain de Montréal, il reste urgent de faire une analyse critique des préoccupations contemporaines plus vastes, relatives à la mise en contexte et à la réconciliation de l'histoire de l'art autochtone sous-représentée.

  • Le territoire constitue une force déterminante dans la création artistique. Les prairies austères, notamment, exigent des artistes actuels comme de ceux qui les ont précédés une adaptation constante, déterminée par l'accès aux ressources et la nécessité de mobilité. Cet article s'intéresse à l'impact du territoire sur la pratique du perlage telle qu'exercée par les femmes autochtones. Il met en relation des exemples de perlage traditionnel conservés dans les collections muséales de la Saskatchewan avec les œuvres de trois artistes contemporaines autochtones des plaines, soit Ruth Cuthand, Judy Anderson et Katherine Boyer. La comparaison vise à mieux comprendre le processus intergénérationnel de transmission des pratiques ancestrales et ainsi révéler comment s'exprime le territoire dans les objets et œuvres ornés de perles, qui contribuent à façonner le récit des plaines.

  • The in-depth, diverse, and accessible essays in Queer Game Studies use queerness to challenge the ideas that have dominated gaming discussions. This volume reveals the capacious albeit underappreciated communities that are making, playing, and studying queer games, demonstrating the centrality of LGBTQ issues to the gamer world and establishing an alternative lens for examining this increasingly important culture.

  • Homi Bhabha’s pivotal 1994 book,The Location of Culture, begins with an epigraph from Heidegger’s “Building Dwelling Thinking”: “A boundary is not that at which something stops but, as the Greeks recognized, the boundary is that from whichsomething begins its presencing.” Cultural engagement, whether antagonistic or affiliative in nature, is produced performatively – not as a reflection of something that is given or set in stone, but as an ongoing process of negotiation.

  • A non-foundationalist construct for the Feiticeiro/a character that assumes neither an essentialist nature nor a determinist set of activities is possible. This does not prescribe a ‘type’ of ‘pervert’ character, but instead delineates an epistemic framing for a Feiticeiro/a character. This chapter explores an etymologically based semiotic approach to character construction that accounts for a Derridean view that language is constituted by binary reciprocal delimitations and for a view of sex as a dereified expression of materialised instances of engagement by sexual subjects, in terms of which sexuality is rendered as an opened-outward and connected function. The chapter further deals with an approach based in an empathic engagement between audiences and Feiticeiro/a characters, which is apposite for audiences identifying with but not necessarily liking characters. The chapter closes the volume’s argument around how transgressive, sexually focused Feiticeiro/a characters might productively be constructed in terms other than of essences and determinist actions, but in terms of ‘meaning’ found in the points of connection between heterogeneous bodily surfaces.

  • Conservative discourses remain powerful in contemporary life. These demonise the notion of sexual transgressiveness without helping to give a clear, value neutral definition of what ‘transgressive’ is. Screenwriters attempting to write it into characters are therefore likely to rely on psychiatric epistemologies for sexual ‘perversion’ as framings for subjectivity. Unfortunately, Freudian epistemologies of ‘perversion’ render the psychical subject as invisible through built-in determining comparative reference to heteropatriarchal norms and through distinctions between ‘non-pathological’ and ‘pathological’ definitions. This chapter explores the Freudian constructs that entrench this, together with post-structuralist foundations that might revise the constitution and role of the individual subject (and therefore of filmic characters as facsimiles of real people) as he/she relates to the material world as a physical entity, and as he/she manipulates the discourses to which he/she is subject.

  • A post-humanist lens is useful as a starting-point to remedy the absenting and invisibilising effects of sexological epistemologies for the purposes of conceiving a constitution of ‘pervert’ filmic characters, since certain strains of existential thinking have a meta-theoretical pliancy that is useful for reflecting the non-binary character of complex people beyond simple identity categories, across a range of types and styles of filmic products. If matched with a semiological approach such as that espoused by Barthes, it thereby becomes possible to manipulate signs in the form of character constructions to represent people as more than the sum of their parts and to contain deeper significations that are built into the fabric of their construction. This requires a deeper understanding of the semiotic notion of ‘semes’ as the foundation for character construction. To this end, this chapter explores how sexual ‘perversion’ as reflected in notion of the ‘feitiço’ might serve as a foundation for a new episteme for ‘perverse’ characters, as the Feiticeiro/a as ‘sorcerer/sorceress’.

  • The notion of ‘perversity’ suggests inherent transgressiveness. However, a focus on practices does not help identify who filmic characters are in ways that might inform a paradigm for character identity suitable for translation into a visual medium. Failing to achieve this clarity, ‘perverts’ often end up as ‘ambulatory objects’ at once imagined and defined by what is not present. This chapter engages how this manifests in the nineteenth-century sexological discourses that reflected perverse prurience in terms of assumptions that all entities might be empirically identifiable in the same way that material phenomena can be perceived by means of the senses, which is especially visible in the various incarnations of Freudian constructs of ‘fetishism’ that refuse personal agency through reliance on a range of psychodynamic constructs.

  • If character actions are not to be seen in deterministic ways, then an alternative framing should be considered on which writers might base constructs of complexity of action. This is possible if action itself is seen as an expression of relationality rather than as activity-as-substance. Looking at people in this way enables the behaviour of Feiticeiro/a characters to be seen as activities that are more than the actions of combinations of sexed bodies in physical spaces. This chapter explores a construct for action on this basis as it becomes possible by acknowledging in a construct of ‘doing’ the phenomenological notions of ‘being’ as a Feiticeiro/a form constituted by a hybrid of ‘object-discourse-nature-society’ characterised by networks of confluence. The chapter explores the notion of the Feiticeiro/a character in terms of an internal coherency, taking account of interactions and activities (as exhibited through their material form), ‘naturalness’, linearity of course of action and embodied notions of meaning-creation.

  • Interesting and challenging Hollywood-style films that centre on sexually transgressive characters are not easy to script. Many writers fail as a result of an over-valuation of image at the expense of psychologically complex and challenging subjectivity. A hook for exploring the nature of this phenomenon lies in the notion of ‘involving and disturbing’, with a focus on how films might represent it and how audiences might perceive it, and with attention paid to how characters might be constructed. The chapter expands on how this notion of audience engagement might engage with screenwriting as a design function, aimed to construct characters in visual terms yet through words rather than pictures. In addressing certain epistemic limitations to writing character complexity, an alternative epistemic framing for ‘perverse’ characters is considered in terms of characterological ‘is-ness’, philosophical constitution and behaviours and actions.

Dernière mise à jour depuis la base de données : 18/07/2025 13:00 (EDT)