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Interview With Ben Joseph P. Banta, Founder Of Ranida Games
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Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game
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Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio
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In recent years, the Middle East’s information and communications landscape has changed dramatically. Increasingly, states, businesses, and citizens are capitalizing on the opportunities offered by new information technologies, the fast pace of digital transformations, and enhanced connectivity. These changes are far from turning Middle Eastern nations into network societies, but their impact is significant. The growing adoption of a wide variety of information technologies and new media platforms in everyday life has given rise to complex dynamics that beg for a better understanding. Digital Middle East sheds a critical light on continuing changes that are closely intertwined with the adoption of information and communication technologies in the MENA region. Drawing on case studies from throughout the Middle East, the contributors explore how these digital transformations are playing out in the social, cultural, political, and economic spheres, exposing the various disjunctions and discordances that have marked the advent of the digital Middle East.
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Interview with Avinash Kumar, Creative Director & Co-Founder, Quicksand Design Studio, India.
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Interview with Avichal Singh, Founder and Game Designer of Nodding Heads Games, Pune, India.
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Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India
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Film and Television Culture in China gives a provocative analysis of film and television culture in China. The author first gives a panoramic picture of Chinese culture in which film and television was born and shaped. He then delineates the definition, composition, and basic relations in film and television culture. Also discussed are the two traditions in Chinese film and television culture--the worldly spirit and the poetic style. The two traditions are deeply rooted in Chinese Confucianism and Taoism, and have influenced Chinese film and television from the start. The author provides in-depth and original readings of the phenomena in Chinese film and television culture, such as: the reform films and the reflection films; the character and mission of television documentary; and a dialogue between the mainland and Taiwan. Film and Television Culture in China will be an essential guide to understand the film and television culture in China, from early screen to the present day.
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"The Routledge Companion to Media and Race serves as a comprehensive guide for scholars, students, and media professionals who seek to understand the key debates about the impact of media messages on racial attitudes and understanding. Broad in scope and richly presented from a diversity of perspectives, the book is divided into three sections: first, it summarizes the theoretical approaches that scholars have adopted to analyze the complexities of media messages about race and ethnicity, from the notion of 'representation' to more recent concepts like Critical Race Theory. Second, the book reviews studies related to a variety of media, including film, television, print media, social media, music, and video games. Finally, contributors present a broad summary of media issues related to specific races and ethnicities and describe the relationship of the study of race to the study of gender and sexuality"--Provided by publisher.
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A report of the 2017 collaborative research project Video Game Development in Asia. Cultural Heritage and National Identity.
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This study compared the effects of episodic framing of the Checkpoint scenario and the Military Raid scenario in Global Conflicts (2010), a computerized simulation of the Israeli-Palestinian conflict, on developing impartial attitudes towards this conflict. The former presents a more human, individual and personal framing of the conflict than does the latter. Two hundred and ten Israeli-Jewish and Palestinian undergraduate students participated in the experiment. They filled in questionnaires measuring attitudes towards the Israeli-Palestinian conflict before and after playing the scenarios. Results suggested that participants playing the Checkpoint scenario became more impartial toward the Israeli-Palestinian conflict, unlike those playing the Military Raid scenario. The results show that computerized simulations of the Israeli-Palestinian conflict can be used for attitude change intervention, but the framing of the story in the game may be crucial in determining whether the players become impartial regarding the situation or not.
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Analyses the narrative and formal elements of Kim Kyung-mook's "Stateless things" (2011) to argue how it critiques South Korea’s ethnocentrism and homophobic social structures by delineating a queer use of space. Gives recent examples of homoeroticism in commercial and independent South Korean cinema. Argues that Kim's film expand the definition of queer Korean cinema by deconstructing and reconstructing the heteronormative, progress-driven cityscape of Seoul.
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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.
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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.
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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.
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"This book considers the changing nature of intimacy in contemporary China, providing a unique case study of romantic subjectivities in young people in the world's fastest growing economy. Since the implementation of reform in 1978, the economic and socio-cultural environment of modern China has experienced a dramatic transformation under the influence of urbanization and globalization, facilitating more individualized identity among Chinese youth. This book bridges the gap between an emergent emphasis on individualisation and the country's traditional norms and values. It focuses on young people's understandings of various forms of relationships such as cohabitation, extramarital relationships and multiple relationships, suggesting a challenge to traditional familial values and an increasingly diversified understanding of the concepts of love and romance. By examining the formation of relationships among 21st century Chinese youth, notably through the lens of popular Chinese TV dating programs, this book considers how dating and relationships mirror China's changing societal structure and examines social and cultural transformations in Chinese society."
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Before the liberalisation of television in 2000, Pakistan had one terrestrial channel.The Pakistan Television Corporation (commonly known as PTV) had been the statebroadcaster since 1964 and thus PTV content reflected the policies of differentgovernments. Liberal governments relaxed control over gender on screen – womencould be seen without dupatta – while religiously inclined governments brought intheir own agendas with restrictions on appearance of women, such as the dupattapolicy (see, for example, Ali, 1986; Suleman, 1990; Kothari, 2005; Nasir, 2012).1 In2002, the Independent Media Corporation launched its channel Geo News fromPakistan, followed by other networks, marking the formal launch of the policy ofliberalisation of media on television. Presently, five media groups have control of thePakistani media industry, including electronic and print media. These are Inde-pendent Media Corporation, Pakistan Herald Publications, ARY Group, WaqtGroup and Lakson Group (see for example Proffitt and Rasul, 2013). The broad-casting industry in Pakistan follows an advertiser-driven model that is run through asystem of ratings. At the time of the fieldwork reported here (October-April 2011),Media Logic and Gallup were the two operators that determined the popular tastesof consumers through ratings.2
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“Internet addiction” in China and elsewhere is considered a serious social problem. In China, some psychiatrists have claimed 10% of all Internet users—60 million—are potentially “addicted” to the Internet. Following on the heels of the publication of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), this qualitative-based research article critically investigates the new concept Internet gaming disorder, a category recently included in the DSM-5 as a condition “warranting more clinical research and experience before it might be considered for inclusion in the main book as a formal disorder.” This article takes up this challenge and responds in the following way: When we investigate the social existence of online gamers labeled Internet addicts in China, and then subject their social existence to the DSM’s own definition of a mental disorder, we discover not a clearly understood mental disorder called Internet gaming disorder but more so an issue of social deviance.
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This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.
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)