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Katharina Nötzold explores whether and how mass media can contribute to nation-building after civil war. Drawing on the example of Lebanon’s audiovisual media organisations, which are mostly privately owned by politicians, she demonstrates how political elites use television to transmit their visions of post-war society. Lebanon’s nation-building process from 1990 to 2005 was characterized by Syrian dominance over political life. From an extensive content analysis of Lebanese news and interviews with analysts, journalists and managers from all Lebanese TV stations, it emerges that political information on television focused more on divisive experiences than cohesive ones. This has underpinned continued sectarianism in Lebanon, in the media as in society at large, and has impeded nation-building. Biographische Informationen Katharina Nötzold is a political scientist and RCUK Research Fellow at the University of Westminster's Arab Media Centre, and she completed her PhD in Media and Communications at the University of Erfurt, Germany. She lived in Beirut and Amman and worked previously for the Center for International Peace Operations, Berlin. She is editor of Westminster Papers in Communication and Culture and author of articles on Arab media and media representations of migrants and Islam. Reihe Medien und politische Kommunikation – Naher Osten und islamische Welt - Band 19
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Video games are an enormous segment of popular media today, comparable to tele-vision and movies. Moreover, video games represent a new form of media distinguishedfrom previous forms due to the interactive element, where game players have the ability to change and influence the game world. This paper contributes to the study of race and popular media by examining how race is presented in role-playing video games throughthe feature of avatar creation. Capabilities for avatar creation are analyzed in over sixty massively multiplayer online role-playing games (MMORPGs) in service as of early2010 and twenty offline role-playing games (RPGs) published over the past 10 years.The analysis shows that the vast majority of games, both online and offline, do not allow for the creation of avatars with a non-white racial appearance. Forcing an Angloappearance on avatars that purport to represent the player has the potential to reinforce asense of normative whiteness as well as shape the social composition of online worldsinto all-white virtual spaces, contributing to the creation of a virtual“white habitus.”
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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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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.
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Video games are inherently transnational by virtue of their industrial, textual, and player practices. This collection includes essays from scholars from eight countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play
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Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
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The years following the Cultural Revolution saw the arrival of television as part of China's effort to 'modernize' and open up to the West. Endorsed by the Deng Xiaoping regime as a 'bridge' between government and the people, television became at once the official mouthpiece of the Communist Party and the most popular form of entertainment for Chinese people living in the cities. But the authorities failed to realize the unmatched cultural power of television to inspire resistance to official ideologies, expectations, and lifestyles. The presence of television in the homes of the urban Chinese strikingly broadened the cultural and political awareness of its audience and provoked the people to imagine better ways of living as individuals, families, and as a nation. Originally published in 1991, set within the framework of China's political and economic environment in the modernization period, this insightful analysis is based on ethnographic data collected in China before and after the Tiananmen Square disaster. From interviews with leading Chinese television executives and nearly one hundred families in Beijing, Shanghai, Guangzhou, and Xian, the author outlays how Chinese television fosters opposition to the government through the work routines of media professionals, television imagery, and the role of critical, active audience members.
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Drawing on original research I conducted in the late 1980s, the book argues for a critical approach to the study of children and television. It begins with critical reappraisals of previous empiricist and interpretative studies to set the ground for a different theoretical inquiry which links biography with history. The situated activity of children's television viewing therefore has to be related to the broader historical and cultural formations in post-Mao China. By way of a methodological pluralism of questionnaire survey, in-depth interviews and observation, the book provides the reader with a thorough critical analysis of the rise of the new commercial ethic in Chinese society in general, and in the sector of media and communications in particular, at the very historical turning point of the late 1980s. Soon after that, Deng Xiaoping made his significant tour to south China, reckoning a big step forward towards further liberalization and started to form a brave new world in China ever since.
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In Visual Political Communication in Popular Chinese Television Series, Florian Schneider analyses political discourses in Chinese TV dramas, the most popular entertainment format in China today.
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In this chapter, the creation of a value chain during the process of digital games development in Turkey is discussed using a critical political economy approach. This study claims to be the first of its kind that intends to examine the topography of the digital game industry in Turkey and gives a brief history and describes the present status of digital games production in Turkey. All the components of a value chain, namely, the industrial structure and development process, publishing and licensing, distribution and marketing structure, labor force, legal regulations, and governmental policies will be considered in that order to map out the present topography of the industry. The final part of the study will deal with possible solutions for further development in the industry. At this point, the study stresses the fact that all components of the value chain must be performed uninterrupted if the actors in Turkey’s digital game industry desire to position themselves as “producers” in global or local markets.
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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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In this chapter, I would like to consider how interactive reality television contributes to the negotiation between national particulars and transnational media flows. Specifically, I want to look at the successful franchise So You Think You Can Dance , a dynamic global media flashpoint and a remarkably adaptable format that serves as a site of pleasurable and contradictory engagement with the sense of national culture and community that television manufactures. But what makes the show of particular interest to me is that it allows audiences, in an increasing number of television markets around the world, to collectively determine their ideal national performers through a competition that requires mastery of a virtual international smorgasbord of popular dance forms and styles, the vast majority of which originate elsewhere, or from within the national, racial, and ethnic cultures of others. Second, in choosing to examine dance shows, I join with a growing number of scholars who have, over the past 15 years, argued for increased attention to dance as a primary site of knowledge production concerning bodies, identities, and representation.
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Livre : For decades, television scholars have viewed global television through the lens of cultural imperialism, focusing primarily on programs produced in the US and UK markets and exported to foreign markets. This book explores how, thanks to recent technological innovation and globalization, television is now finally becoming truly global. Global Television Formats aims to revise the place of the global in television studies. The essays gathered here explore the diversity of global programming and approaches, and ask how to theorize contemporary
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When scholars and policy makers contemplate the Arab “media revolution,” they mostly think of Al-Jazeera and its news competitors. They are guided by the assumption that all-news satellite television networks are the predominant, even the single, shaper of the Arab public sphere, a perspective exacerbated by the September 11, 2001 attacks. Drawing on a larger work (Kraidy, 2009, forthcoming), this chapter presents an alternative view, emphasizing instead the combined impact of Arab entertainment television and small media such as mobile phones on Arab governance. It explores how entertainment television is an active contributor to shaping what Arab publics discuss and do in both the social and political realms. As local (in this case regional/pan-Arab, reaching two dozen Arabic-speaking countries) adaptations of global television formats, Arab reality television shows exhibit a combination of signs and practices from several worldviews. As such, this chapter will show how Arab reality shows are open to multiple processes of appropriation and redeployment. Though numerous scholars have for years studied the differentiated “reception” of television texts in various contexts, this chapter focuses specifically on television formats in a context of growing media convergence and protracted political instability and social upheaval. Specifically, it focuses on reality television’s social and political impact, which stems primarily from its activation of new communication processes between a variety of information and media technologies creating what I call “hypermedia space.” In the new Arab information order, reality television activates hypermedia space because it promotes participatory practices like voting, campaigning and alliance building, via mobile telephones and related devices.
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The issue of identity formation when playing an avatar in a video game has recently become perceived as both increasingly complex and contentious. Game critics argue both for and against the apparent seamlessness in the identity formation in video games. However, while the case against seamlessness builds up with respect to other gaming genres, first-person shooters (FPS) are often still singled out as best representing this first-person identification whereby players were supposed to be totally immersed in their avatars while they played the game. In the light of recent research, this chapter builds on earlier research to reveal further problems in assuming a seamless merging of identity even in the FPS. It argues that the very conception of subjectivity has always been problematized through the FPS, and that the genre itself self-consciously keeps pointing this out. As an example of the latter, the chapter focuses on the S.T.A.L.K.E.R. video games to show how FPS games prompt players to question their in-game identity(ies) because the playing subject, instead of being a fixed entity, is hard-wired into the process of exploration that constitutes gameplay.
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The worldwide success of the Idol format may not require any explanation. We live under the ubiquitous sign of globalization; and hence it should come as no surprise that mass media— which together constitute an ecumenical vehicle of culture with an insatiable appetite for profit— would generate forms (or formats) of art that travel with ease and are translatable into every context. The reception of these formats is, at one level, as unproblematic as its dissemination. To be global (and who isn’t?) is to be eagerly accepting of certain languages, technologies, discourses and styles. The craze surrounding competitive singing can then be explained as one more instance of borders proving permeable to the formulas of international popular culture. It is my argument that in order to understand the unique valence and significance of global formats, we need to go beyond issues of production, distribution and reception, and focus instead on the phenomena that arise from their instantiation . This is so because implementing a format in a specific context has consequences that are neither written into the “program” nor purely derivable from local conditions. Let me provide an illustration. The call-in talk show has recently become a staple on Indian television. The format and content of these shows would be familiar to most Western viewers— a regular host, one or more “experts” discussing politics and culture, and a final segment devoted to phone calls from the public.
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Videogames’ ability to depict cultural iconographies and characters have occasionally led to accusations of insensitivity. This article examines gamers’ reactions to a developer’s use of Africans as enemies in a survival horror videogame, Resident Evil 5. Their reactions offer insight into how videogames represent Whiteness and White privilege within the social structure of ‘‘play.’’ Omi and Winant’s (1994) racial formation theory notes that race is formed through cultural representations of human bodies organized in social structures. Accordingly, depictions of race in electronic spaces rely upon media imagery and social interactions. Videogames construct exotic fantasy worlds and peoples as places for White male protagonists to conquer, explore, exploit, and solve. Like their precursors in science fiction, fantasy, and horror, videogame narratives, activities, and players often draw from Western values of White masculinity, White privilege as bounded by conceptions of ‘‘other,’’ and relationships organized by coercion and domination.
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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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