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Darkest Africa, the imagining of colonial fantasy, in many ways still lives on. Popular cultural representations of Africa often draw from the rich imagery of the un-charted, un-knowable ‘other’ that Africa represents, fraught with post-colonial tensions. When Capcom made the decision to set the latest instalment of its Resident Evil series in an imagined African country, it was merely looking for a new, unexplored setting, and they were therefore surprised at the controversy that surrounded its release. The 2009 game Resident Evil 5 was accused of racially stereotyping the black zombies and the white protagonist. These allegations have largely been put to rest, as this was never the intention of Capcom in developing the game or selecting the setting. However, the underlying questions remain: How is Africa represented in the game? How does the figure of the zombie resonate within that representation? And why does this matter?
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From Nausicaa to Sailor Moon, understanding girl heroines of manga and anime within otaku culture.
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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.
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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.
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This chapter examines the relationship between culture, economics and policy within the creative industries (which for the purposes of this paper, are assumed to be equivalent to the cultural industries), and their manifestation in Asia. Addressing any one of these three issues is a challenge in itself, but addressing all three of them together raises the complexity even further. Early writers on the “creative economy” have noted how it works differently from the traditional economy (Florida 2002; Howkins 2001).1 Culture is vitally important to understanding how creative industries develop, but the role of culture in shaping national competitive advantage is not that clear. The same can be said for policy, and a discussion of the triad can be quite convoluted. Having said that, all three levels are still very relevant to the proper description of a creative industry — as I will show in this chapter.This paper attempts to address this triad of issues primarily with a production-and-innovation-oriented view of industrial organisation, bringing in creativity, culture and policy where possible. I shall do this primarily through the lens of one sector in particular — the video games industry — in which Asia has been investing heavily lately, and in which Japan has been an early leader. I will also provide a limited focus on the animation sector for comparative purposes. I will first provide a summary of how creative production in video games occurs in the US, followed by an examination of how Asian patterns compare. In particular, I am interested in whether individual and industrial level creativity differs in Asia. Within Asia, more detailed cases of the Chinese online games industry and the Philippine animation industry will be discussed, but relevant observations are also drawn from general knowledge and a literature review of Japan, Korea and Singapore, as well as interviews which corroborate those observations.
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This paper is based on ongoing research into the gendered use of mobile convergent media in the Asia-Pacific region. In particular, what role does the cute have and how does it correlate with types of consumption? As a region, the Asia-Pacific is marked by diverse penetration rates, subject to local cultural and socio-economic nuances. Two defining locations - Seoul (South Korea) and Tokyo (Japan) - are seen as both mobile centres and gaming centres which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile) IT revolution with devices such as i-mode, South Korea has become a centre for mobile DMB (Digital Multimedia Broadband) with the successful implementation of TV mobile phones (TU mobile) in 2005. One of the key features of mobile media technologies is the attempt by the industry to find the next killer application . One such application is the possibility of online multiplayer games accessed through mobile (broadband) telephonic devices such as MMO golf RPG Shot Online (a golf game for mobile phones). Amongst this frenzy of trend spotting and stargazing, Seoul as a mobile broadband and gaming centre provides a curious case study for the social and cultural intricacies informing the rise of gaming as an everyday practice for many Koreans.This article begins by outlining the game play and technoculture particular to South Korea and then explores the phenomenon of Kart Rider in South Korean gaming cultures - and its perception/ reception outside Korea - to sketch some of the issues at stake in playing it cute (particularly in the form of cute avatars), consuming Korea and the endurance of co-present communities. In particular, it contemplates the implications of current emerging online mobile gaming genres such as so-called female games such as the cute' Kart Rider in order to think about changing modes of game play and attendant social spaces.
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This collection of essays explores the mosaic of East Asian cinema by focusing on issues of identity, history and trans-regional cultural flow withnin this dynamic region. The argument of the editors is firstly, cinematic cross-pollination within East Asian film has been a constant since 1945, and second, any discussion of the complex identity of East Asia and its national cinemas must consider regional historical issues. These arguments run counter to recent literature published in the field of East Asian cinema that claim responses to Western globalization and modernization are the shaping forces for Asian cultural identity.
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Globalization of Japanese popular culture is reshaping the global cultural landscape. Some forms of Japanese popular culture (such as video games animation and sushi) are well-received internationally, whereas others (such as pop music, films and TV dramas) are only popular in Asia. Of all forms of Japanese popular culture, video game is perhaps the most powerful due to its strong universal appeal. It has dominated the world market since the mid-1980s. This article uses Singapore as a case study to demonstrate the global popularization of Japanese video games. There has been a boom of Japanese popular culture in Singapore in the 1990s. In particular, Japanese video games, comics and animation have become an integral part of youth culture in Singapore (Ng, March 2000: 234-246; Ng, May 2000: 44-56; Ng, June 2000: 1-14). Video game is a neglected topic in cultural studies. Although there are some basic studies of Japanese video games in the Western world (Hayes & Disney, 1995; Herz, 1997; Kinder 1991; Monopolies, 1995; Sheff, 1993), its impact in Asia is largely unknown. This article is a preliminary study of the Japanese video game culture and industry in Singapore from historical and socio-cultural perspectives, focusing on consoles, games and players. Based on interviews, questionnaires and data from newspapers and magazines, this research aims at pro viding a general overview of the history and impact of Japanese video games in Singapore. All the data and analyses are basic and this is beyond the scope of this paper to discuss any particular issue or theory in details. This paper consists of four sections. The first three sections outline the development of home video game consoles, handheld electronic games and game arcades respectively. The concluding section pinpoints the characteristics of the video
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This book develops a nuanced decolonial critique that calls for the decolonization of media and communication studies in Africa and the Global South. Last Moyo argues that the academic project in African Media Studies and other non-Western regions continues to be shaped by Western modernity’s histories of imperialism, colonialism, and the ideologies of Eurocentrism and neoliberalism. While Africa and the Global South dismantled the physical empire of colonialism after independence, the metaphysical empire of epistemic and academic colonialism is still intact and entrenched in the postcolonial university’s academic programmes like media and communication studies. To address these problems, Moyo argues for the development of a Southern theory that is not only premised on the decolonization imperative, but also informed by the cultures, geographies, and histories of the Global South. The author recasts media studies within a radical cultural and epistemic turn that locates future projects of theory building within a decolonial multiculturalism that is informed by trans-cultural and trans- epistemic dialogue between Southern and Northern epistemologies.
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An introduction is presented in which the editor discusses various reports within the issue on topics including where and how queerness is produced, the use of paratexts to expand and stop queer readings of films, and queers' non-reliance on mainstream media to produce queer stories.
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Beyond Bollywood is the first comprehensive look at the emergence, development, and significance of contemporary South Asian diasporic cinema. From a feminist and queer perspective, Jigna Desai explores the hybrid cinema of the 'Brown Atlantic' through a close look at films in English from and about South Asian diasporas in the United States, Canada, and Britain, including such popular films as My Beautiful Laundrette, Fire, Monsoon Wedding, and Bend it Like Beckham.
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This book provides a cultural history of queer representations in Chinese-language film and media, negotiated by locally produced knowledge, local cultural agency, and lived histories. Incorporating a wide range of materials in both English and Chinese, this interdisciplinary project investigates the processes through which Chinese tongzhi/queer imaginaries are articulated, focusing on four main themes: the Chinese familial system, Chinese opera, camp aesthetic, and documentary impulse. Chao's discursive analysis is rooted in and advances genealogical inquiries: a non-essentialist intervention into the "Chinese" idea of filial piety, a transcultural perspective on the contested genre of film melodrama, a historical investigation of the local articulations of mass camp and gay camp, and a transnational inquiry into the different formats of documentary. This book is a must for anyone exploring the cultural history of Chinese tongzhi/queer through the lens of transcultural media.
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This book looks closely at some of the most significant films within the field of queer Sinophone cinema. Examining queerness in films produced in the PRC, Taiwan and Hong Kong, the book merges the Sinophone with the queer, theorising both concepts as local and global, homebound as well as diasporic.
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Sakahàn' celebrates a growing international commitment to the collection, study and exhibition of indigenous art. Featuring more than 75 artists from around the world, this remarkable project places indigenous art squarely at the centre of contemporary art produced today.
Explorer
1. Approches
- Analyses formalistes (15)
- Approches sociologiques (119)
- Épistémologies autochtones (8)
- Étude de la réception (31)
- Étude des industries culturelles (148)
- Étude des représentations (106)
- Genre et sexualité (55)
- Histoire/historiographie critique (74)
- Humanités numériques (9)
- Méthodologie de recherche décoloniale (11)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (19)
- Auteur.rice autochtone (4)
- Auteur.rice LGBTQ+ (2)
- Auteur.rice noir.e (7)
- Auteur.rice PANDC (123)
- Autrice (86)
- Créateur.rice autochtone (6)
- Créateur.rice LGBTQ+ (4)
- Créateur.rice noir.e (1)
- Créateur.rice PANDC (24)
- Créatrice (11)
- Identités diasporiques (25)
4. Corpus analysé
- Asie
- Afrique (15)
- Amérique centrale (11)
- Amérique du Nord (32)
- Amérique du Sud (11)
- Europe (42)
- Océanie (8)
4. Lieu de production du savoir
- Afrique (4)
- Amérique centrale (3)
- Amérique du Nord (71)
- Amérique du Sud (4)
- Asie (105)
- Europe (58)
- Océanie (30)