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Since the late 1990s, there has been a crucial and substantial transformation in China’s television system involving institutional, structural and regulatory changes. Unravelling the implications of these changes is vital for understanding the politics of Chinese media policy-making and regulation, and thus a comprehensive study of this history has never been more essential. This book studies the transformation of the policy and regulation of the Chinese television sector within a national political and economic context from 1996 to the present day. Taking a historical and sociological approach, it engages in the theoretical debates over the nature of the transformation of media in the authoritarian Chinese state; the implications of the ruling party’s political legitimacy and China’s central-local conflicts upon television policy-making and market structure; and the nature of the media modernisation process in a developing country. Its case studies include broadcasting systems in Shanghai and Guangdong, which demonstrate that varied polices and development strategies have been adopted by television stations, reflecting different local circumstances and needs. Arguing that rather than being a homogenous entity, China has demonstrated substantial local diversity and complex interactions between local, national and global media, this book will be of interest to students and scholars of Chinese media, politics and policy, and international communications.
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This article attempts to explore the popularization of Japanese console games in China in the past two decades, which reveals the tripartite relationship of the nation-state, transnational cultural power, and local agents.1 This study focuses on the formation and development of the console game industry in a non-Western context, where the society has undergone dramatic transformations and has been largely influenced by the globalization process. Encountering social anti-gaming discourse and cultural protectionism, the importation and distribution of Japanese console games did not get support from the state. However, it found its way to the audience and gained popularity through piracy, the black market, and the local agents’ appropriation, becoming an integrated part of many Chinese early gamers’ lives. This article draws upon the intersection of cultural globalization with game studies, calling for an investigation into the complexity of the game industry through its sociohistorical, political, and cultural environment.
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Informed by a mix of theoretical sources and interviews with middle-class Chinese amateur gold farmers, this article argues that within China, the figure of the Chinese gold farmer might function as focus for reflection on Chineseness and China’s role in an increasingly interconnected world, rather than as a carrier of third-world stereotype as it tends to do in the West. The concept of shanzhai—often associated with sometimes comical, sometimes innovative Chinese copying of foreign consumer goods—is employed as a key analytical tool and helps highlight the themes of “Chinese ingenuity,” independence (from game operators and to some extent also parents), and critique (of games).
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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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Interview with the Indian Game Designer Shailesh Prabhu about his game Sky Sutra.
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This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play
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El espesor de este libro es propio de este tiempo. Cuerpos que se desplazan en masivas inmigraciones huyendo de todo tipo de violencias alcanzan a más de sesenta millones de personas, la mayor cifra de refugiados desde la segunda guerra mundial. El mundo experimenta una crisis humanitaria sobrecogedora ante la cual las potencias apelan a los mismos discursos que ya Aimé Césaire o Fanon condenaran. Dramatismo del exilio de este nomadismo a escala planetaria, al cual Stuart Hall calificaría como “amensia imperial”. Genealogías críticas de la colonialidad en América Latina, África, Oriente es un libro que deja al descubierto la piel del mundo contemporáneo. Un hecho cultural disruptivo que, anudado a una genealogía latinoamericana abierta a sí misma y hacia Otros Sures se interroga sobre los intrincados modos de narrar y silenciar los pasados coloniales.
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This article addresses the proliferation of images and appearances in the realm of e-sports culture in urban China. The author’s findings are based upon ethnographic research and participant observation of e-sports audience members, teams, and tournaments, including the 2010 E-sports Champion League tournament in Beijing, the 2012 and 2013 World Cyber Games Festivals in Kunshan, and a 2014 Starcraft II tournament in Shanghai. A comparison of these events leads the author to argue that live e-sports events in China are less about spectatorship than they are about creating a spectacle that presents a carefully crafted vision of Chinese politics, nationalism, and capitalist consumer culture. In these cases, the participants and audience members are not only commodities to be sold but also a means of masking contradictory and highly ambivalent discourses about China’s role in technological production, digital game culture, and the promotion of the discourse of Internet addiction.
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From gold farmers and ‘100 million brain-damaged online gamers’ to the world’s biggest game company and more players than US citizens, China seems like the cabinet of curiosities for the whole world of digital gaming. This article focuses on news coverage around Chinese gaming and presents three phases of such journalism. China’s emerging games market was most prominently featured between 1999 and 2005, while 2006-2011 focused on extreme play behavior in China. Most recently, a discourse of vast business opportunities and stabilizing markets has been presented by Western news media. In total more than 853 news articles are explored in parallel to the theoretical concept of Sinological-orientalism. This article suggests significant historical changes in the ways in which knowledge of Chinese gaming has been produced in English language news media.
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While the Indian indie game development scene is still relatively young, it has already lived through big changes. Like in many regions worldwide, indie game developers in India have to negotiate between practical issues, for example regarding market requirements and expectations, and committed ambitions, for example regarding creative aspirations in art design and game content. On the one hand and in order to persist in the ever extending industry, they need to acknowledge mainstream wants and practical demands from especially (though not exclusively) the Indian game market which at present is characterized by an overall dominance of mobile card and casino games. On the other hand, we see that especially Indian indie developers increasingly reflect on the role of Indian cultural heritage (including elements from history, architecture, music, etc.) for India produced games. This turn to own roots, to implement Indian cultural and historical heritage in games, is now visible in a number of games which have been recently Greenlit on Steam and are in the final production phases, such as Asura (2017 forthc.), Antariksha Sanchar (2017 forthc.), and others.
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The Paramilitary Hero on Turkish Television: A Case Study on Valley of the Wolves explores the representation and reception of nationalism and masculinity in Turkey through an examination of the popular television serial, Valley of the Wolves which has been aired on Turkish television since 2003. This detailed examination of the show demonstrates a particular discourse of nationalism, namely the Turkish Islam synthesis embedded in a gender-specific regime in which the paramilitary hero is placed at the centre. The study draws on thirty-seven in-depth interviews with viewers of the programme from different social backgrounds. These viewers read the serial from various perspectives in the light of their gendered experiences, suggesting that the relationship between text and audience is not necessarily predetermined by the former, but is rather constructed through an interdiscursive process. The book also examines the pleasures of the “contesting” readers of Valley of the Wolves, drawing on the audience interviews, and argues that critical approaches to a particular media text do not present a barrier to audience pleasures.
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The kingdom of Bhutan drew the international spotlight in 1999 when it became the last nation on earth to introduce broadcast television. It was a deliberate and strategic move by a country that for centuries had chosen to isolate itself from the rest of the world, turning inward to nurture its own culture. The small Himalayan country, whose population in 2013 was estimated at just 733,000, 1 sits uneasily between two feisty behemoths – China and India – each with over a billion people and an ongoing history of border disputes. Bhutan has long been wary of being swamped, either politically or culturally, by these larger neighbours, as well as the world beyond (Penjore 2004 ).
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In the three decades after 1980, major changes took place in the ways in which culture in Tibet was produced, transmitted, and consumed.¹ These changes, however, were not evidence of the radical transformation often claimed as the result of digitization, but were brought about by earlier forms of technological development. In terms of music and radio, it was the arrival of cheap cassette players and recorders in Tibet in the late 1980s that allowed Tibetans to choose for the first time when to listen and, within the limits allowed by the market and the government, what to listen to (Dhondup
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Similar to the other countries discussed in this volume, elite dominance over mass media has been a main characteristic of Filipino history. Foreign-educated Filipino intellectuals from wealthy families founded the early periodicals that demanded reform and/or independence from Spanish colonization in the late nineteenth century (Anderson 1983 ). Today, ‘old rich’ landowning families own and operate television networks, radio stations, and newspapers not only as part of prestigious and profi table media conglomerates, but also in connection with their interests in industries as varied as oil and agriculture to insurance, shipping, and mining.
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On 19 September 2006, the fi rst indication many people in Thailand received that the country was undergoing another military coup d’ é tat, the eighteenth such putsch since 1932, was when the nation’s six free-to-air television networks suddenly suspended regular programming and, channel by channel, started to broadcast a generic mix of royal news and light entertainment (Connors and Hewison 2008). Final confi rmation came again via television later that evening in the form of an offi cial announcement, broadcast at regular intervals across all stations from a central feed, in which the armed commanders in chief behind the coup – the awkwardly titled ‘Administrative Reform Group under the Democratic System with the King as the Head of State’ – explained apologetically that they had temporarily taken control of the nation’s airwaves, as indeed of the nation, exhorting viewers to remain calm and reassuring them that normalcy would soon be restored, at which point broadcasting reverted to the same steady flow of innocuous entertainment programming. For all its exceptional gravity, the 2006 coup’s strategic blend of direct state interventionist control of broadcasting combined with a more indirect use of escapist entertainment as populist pacifi er is arguably a structural characteristic of Thai television history writ large.
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Since their development in their current format in the early 1990s as a means to attract female viewers in their twenties, Japanese prime-time television dramas-known commonly as ‘ dorama ’ 1 —have featured working women. Even police procedurals, medical dramas, and serials based on ‘ shojo manga ’ (graphic novels for girls) depict women working outside the home. The dorama most watched by Japanese audiences older than age 25, and those that continue to attract global fans, present the daily lives of independent women working in Tokyo. The protagonists enact fantasies about female professionals while depicting real issues facing the larger generations they represent. Viewers may not want to be these characters, but they can see aspects of themselves in them.
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My chapter looks at Chinese independent cinema as an institutionalizing enterprise. In other words, although many filmmakers keep emphasizing the individualistic quality of their agenda or the idiosyncrasy of their film works, independent films have developed things in common, such as certain thematics, addresses, formalistic styles, and modes of production. Their survival is also predicated more and more on shared infrastructures of film communities, distribution agents, and exhibition networks. Of course, this does not mean that the institution of Chinese independent cinema is settled and finalized; it isn’t like a breed of crops circled by impermeable ideological or physical fences.
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The construction of a problem, be it a crisis or a moral panic, is an attempt of policing and control, for the maintenance of hegemony and authority (Hall et al. 1978 ). A problem emerges as a problem only when it is out of its proper place, just like dirt becomes dirt only when it is not properly placed in the earth. The elimination of dirt is necessary in maintaining the cleanliness of the social order (Douglas 2002 ). In other words, it is the need for a particular social arrangement that constitutes the existence of a problem. Taiyu, the lingua franca of the Taiwanese, became a problem of dialect (called Minnanyu) to be eliminated when the KMT colonial regime moved to Taiwan, building it as a Chinese nation and instituting Mandarin as the national language. Television is central to the building of the Chinese nation. Taiyu serial dramas were broadcast soon after the fi rst network was established in 1962, but have been constructed as the most problematic and debased genre since the early 1970s when the second TV station, CTV (1969), and the third, CTS (1971), were established and used serial drama to compete for profi t. Accusations directed at the poverty of its quality and the vulgarity of the audiences have characterized mainstream criticisms and constructions of Taiyu serial dramas as problems from the 1970s to the present. This chapter investigates not only the how and what but also the why of this problem-construction, as an attempt to understand the power mechanisms at work in struggling for hegemonic control. It charts two historical moments – the 1970s and from the 1990s to the present – when language has played a signifi cant role in the articulations of serial dramas as problems and explores the changing political, economic and cultural forces that situate them as problems worthy of discussion. I argue that the history of this problem-making demonstrates the centrality of Chinese culture in political domination through cultural means, with ethnic/class politics playing a central role in the maintenance of a hierarchical social order. In the 1970s, Chinese culture was used to create ethnic/class divisions within Taiwan while simultaneously creating the illusion of a symbolic whole under the name of the Republic of China. However, since the 1990s, and intensifying after the 2000s, with the entanglement of democratization and neoliberalization in Taiwan and the rise of China, the ethnic/class tension is not just complicated by confl icted national identifi cations and Chinese culturepromoted by both the KMT Party’s Republic of China and the People’s Republic of China, but also for unifi cation purposes. While democratization, which involved the search for Taiwanese identity, led to the rise of Taiyu-based Hsiangtu drama, the neoliberal defi nition of culture as economic resource, which consecrates Chinese culture through capital investment, facilitates this unifi cation process while creating further ethnic/class/national identity divisions within Taiwan. The result is a disparaging of Taiyu-based culture in general and, in particular, Taiyu serial drama as a problem to be reformed.
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)