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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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Avec Alex Wilson, Jeffrey McNeil, Teddy Syrette, May Ela and Ahmed Maswadeh.
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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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A groundbreaking critique of the West's historical, cultural, and political perceptions of the East that is—three decades after its first publication—one of the most important books written about our divided world. "Intellectual history on a high order ... and very exciting." —The New York Times In this wide-ranging, intellectually vigorous study, Said traces the origins of "orientalism" to the centuries-long period during which Europe dominated the Middle and Near East and, from its position of power, defined "the orient" simply as "other than" the occident. This entrenched view continues to dominate western ideas and, because it does not allow the East to represent itself, prevents true understanding. Source: Publisher
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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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The article provides a comparative account of two paradigms of independent videogame production: the Japanese dojin (doujin) games and the increasingly global indie games. Through a multilayered analysis, it expounds the conceptual metaphors associated with indie and d jin games, traces the two movements respective histories, situates them in wider media environments, and compares their characteristic traits.
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An interview by Kathrin Trattner with Mira Wardhaningsih, Cultural Content Director from StoryTale Studios about the game Pamali
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Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio
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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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What counts as the field site when researching Nepali video game developers? Concentrating on the company Arcube Games and Animation, in the summer of 2017 I used the ethnoludographic method to research game development in the Kathmandu Valley. I recorded my findings in field notes, photographs, written documents and other material culture. My usual ethnographic method developed in two ways. First, I engaged in ludography, a humanistic qualitative method for interpreting gaming. Second, Nepal proved not to be an isolated location, but rather a vortex of global flows. I found that in the Kathmandu valley these flows are often focused on a fantasy of Shangri-La that poses Nepal as an underdeveloped traditional nation, full of picturesque poverty, and over-determined with religious culture, but blessed with beautiful Himalayan landscapes.
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This paper is a brief summary of a preliminary exploration of certain aspects of independent video game development in Japan. Initial interviews were conducted with researchers and indie game developers over a two-week period in Tokyo. Independent game developers from Kamakura were also interviewed as part of the research. Initial fieldwork was geared primarily toward doujin level game development and distribution. My key research question focused upon the religious and spiritual dimensions of doujin games. However, after conducting interviews it became clear that developers did not consider the Western frame or classification of religion and spirituality in their development but rather incorporated aspects of tradition, culture and values within their work.
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Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India
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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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Introduction to the gamevironments Special Issue Video Game Development in Asia: Voices from the Field .
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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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Interview with the Indian Game Designer Shailesh Prabhu about his game Sky Sutra.
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