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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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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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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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“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.
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As a case study, this article examines the development of China’s online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China’s evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that is both acceptable to and easily censored by the authorities. Therefore, cultural industries that adopt this strategy stand a good chance of prevailing in the Chinese market. This success explains why the regional competitors of Chinese online games—Korean games—are more successful in China than most of their Western counterparts. By providing a snapshot of the current ecology of China’s online game industry, this article also discusses the influence of regional and global forces in a concrete context and argues that the development of China’s online game industry depends more on political factors than economic factors.
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This article examines a terrain in which gender inclusion remains a challenge: competitive esports. In the male-dominated sphere of esports, the underrepresentation of women and nonbinary people often leaves these marginalized groups invisible, with a significant lack of women and nonbinary people competing in top-tier tournaments. We highlight the experience of Wang ‘BaiZe’ Xinyu, a Chinese Hearthstone player who became the first woman to compete in a Hearthstone Championship Tour event in the game’s 3-year history. The narrative surrounding BaiZe’s participation largely focused on her gender and ignored the achievements that led her to qualify for the event. We argue that BaiZe’s entrance to the championship scene was received negatively by both competitors and spectators, reinforcing barriers that exclude women and nonbinary people from entering this male-dominated space. The discrimination faced by these esports competitors reinforces sexism inherent not only in Hearthstone but also in esports in general.
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Extant research on e-sports has focused on the growth and value of the phenomenon, fandom, and participant experiences. However, there is a paucity of e-sports scholarship detailing women’s experiences from marginalized communities living in various conservative Muslim countries. This shortage of literature remains despite different radical Islamic groups’ consistent demand for banning several online video games and the Muslim youth’s resistance to these calls. This study aimed to understand the motives and lived experiences of Muslim women e-sports participants from Gilgit-Baltistan, Pakistan. The authors collected data via observations of online video games and in-depth interviews. The study participants revealed that they use e-sports as a vehicle for an oppositional agency and personal freedom from the patriarchal system. The findings also suggest that participants are facing systematic marginalization and grave intrusion of post-colonization. The study contributes to the limited scholarship concerning Indian subcontinent Muslim women’s e-sports participation.
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Peut-on envisager une autre histoire du jeu vidéo ?
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Qualifié parfois de « dixième art », après que les jeux de rôles sur table (comme Donjons & Dragons) eurent commencé à céder du terrain dans les loisirs de la jeunesse à partir du mil…
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En 2007, le monde du jeu vidéo est secoué par une violente polémique au sujet du jeu vidéo Resident Evil 5. Ce dernier est accusé de faire commerce du racisme, en invitant à se glisser dans la peau d'un américain blanc body-buildé, missionné dans une région africaine anonyme, et tuant des dizaines d'hommes et de femmes noires présentées comme de dangereux zombies infectés du virus T. Depuis, la communauté des joueurs et joueuses de jeux vidéo interpelle régulièrement les créateurs et créatrices des jeux sur les questions du racisme et du sexisme.Dans son ouvrage, Mehdi Derfoufi analyse les rapports de force qui structurent l'industrie du jeu vidéo, dévoilant comment le racisme se niche parfois insidieusement au cœur de scénarios de jeux vidéo à succès. Il nous invite à nous questionner. Quels sont les pays qui pèsent sur les milliards d'euros du marché mondial du jeu vidéo ? Qui sont les game designers et auteurs des jeux ? Comment les représentations racistes sont-elles véhiculées à travers les personnageset les imaginaires vidéoludiques ? L'auteur nous dévoile avec brio les logiques racialisantes à l’œuvre au sein d’un marché économique très concurrentiel où des stéréotypes exotisants servent régulièrement à faire vendre un jeu. Il nous montre aussi comment la division internationale du travail et la hiérarchie économico-politique Nord/Sud pèse sur le marché du jeu vidéo et ralentit l’émergence de nouvelles représentations. Pourtant, de nombreux espoirs, notamment dans les pays du Sud participent au renouvellement de la culture geek : face aux violences racistes, la riposte s’organise.
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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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This article offers a critical analysis of Matthew Baren’s 2018 film Extravaganza, a documentary about drag scenes in Shanghai. By focusing on some drag performers represented in this film, in tandem with an examination of the social and industry contexts of the film, as well as my interviews with the filmmaker and performers, I problematise the gender identity of the performers and the national identity of the film. Drawing on Deleuze and Guattari’s notion of ‘becoming’ and Song Hwee Lim’s discussion of ‘trans’, I propose to think about certain modes of transnational production with the critical concept of ‘becoming trans’. ‘Becoming trans’ offers a productive way of conceptualising new modes of ‘minor’ transnational cinematic connections in a globalised world without having to resort to identity politics.
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The silence around queerness is decisively broken. Much has happened in the last two decades. Today, there are queer groups, writers, activists, academics, filmmakers, and an increasing number of spaces where friendship, solidarity, and political engagement can be nurtured. Queer activism has been responsible for bringing a legal challenge to Section 377 (IPC) that criminalizes “sexual acts against the order of nature”.
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This book introduces the term "otherism" and looks at the discourse of otherism and the issue of otherness in South Asian religion, literature and film. It examines cultural questions related to the human condition of being the "other," of the process of "othering" and of the representation of "otherness" and its religious, cultural and ideological implications. The book applies the perspectives of ideological criticism, theories of hybridity, orientalism, nationalism, and gender and queer studies to gain new insights into the literature, film and culture of South Asia. It looks at the different ways of interpreting "otherness" today. The book goes on to analyze the ideological implications of the creation of "otherness" with regard to religious and cultural identity and the legitimation of power, as well as how the representation of "otherness" reflects the power structures of contemporary societies in South Asia. Offering a well-thought-out reflection on important cultural questions as well as a deep insight into the study of religion and "otherness" in South Asian literature and film, this book is a pioneering project that is of interest to scholars of South Asian Studies and South Asian religions, literatures and cultures.
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Much has been written about Nina Simone’s song “Mississippi Goddam” because it lyrically achieves the political consciousness of the embattled community whose experiences and energy it intends to speak to, through, and for. With its curse words, impatient tone, and energetic rhythm, it could never be mistaken for the traditional, Christian-inflected civil rights dirge. “Alabama’s got me so upset,” the chorus complains. “Tennessee made me lose my rest, and,” as if its atrocities need not be spelled out, “every body knows about Mississippi, goddam!” The song was banned from radio airplay but still became part of the civil rights sound
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The writer frames his analysis of Kan Lume and Loo Zihan's feature length film Solos (2007) with a historical overview of the representation of queer sexualities in new Singaporean cinema. This approach also takes in the Penal Code Section 377A, arguing that not only do these repressive laws force queer sexualities to the margins of culture and society, but also that the State's censorship laws are a means by which it can reify ‘the Asian value system's supposed rejection of queerness’.
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The writer examines Singapore's Media Development Authority's censorship of representations of lesbianism in film, music video, television and theatre. She highlights the government surveillance and repression of portrayals of LGBT cultures and communities in Singapore by unpacking the ambiguities and contradictions underlying the censorship of these popular media forms. This reflects an institutional ‘inability to read lesbians’.
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This study is an attempt to examine the ways in which popular culture can restructure the relationship between sexuality and power, through the case of Seoul Queer Films and Videos Festival, a cultural arena of newly emerged queer discourses in Korean society. In the past 10 years, queer discourses in Korea have undergone a rapid change. With heterosexual normativity being challenged and ‘queer’ being consumed as a cultural code, Korean spectators come to engage with a queer film festival in multilateral and sometimes contradictory contexts. This study will try to pose a controversial question to the heterosexual society by reading the complex interactions between film festivals, films and spectators while paying attention to the experiences of the participants in the Seoul Queer Films and Videos Festival and pointing at the political implications of queer films now in 2006. Through this, I try to look for possibilities of a queer cultural movement which rejects being co‐opted by the heterosexual society, constructs new ideas of social powers in relation with sexuality, and seeks alternative visions for such change in relations.
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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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