Votre recherche
Résultats 126 ressources
-
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.
-
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
-
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’.
-
Artists and cultural practitioners from Indigenous communities around the world are increasingly in the international spotlight. As museums and curators race to consider the planetary reach of their art collections and exhibitions, this publication draws upon the challenges faced today by cultural workers, Indigenous and non-Indigenous, to engage meaningfully and ethically with the histories, presents and futures of Indigenous cultural practices and world-views. Sixteen Indigenous voices convene to consider some of the most burning questions surrounding this field. How will novel methodologies of word/voice-crafting be constituted to empower the Indigenous discourses of the future? Is it sufficient to expand the Modernist art-historical canon through the politics of inclusion? Is this expansion a new form of colonisation, or does it foster the cosmopolitan thought that Indigenous communities have always inhabited? To whom does the much talked-of 'Indigenous Turn' belong? Does it represent a hegemonic project of introspection and revision in the face of today's ecocidal, genocidal and existential crises?"--Page 4 de la couverture. Autres auteurs/titres:edited by Katya García-Antón ; contributors, Daniel Browning, Kabita Chakma, Megan Cope, Santosh Kumar Das, Hannah Donnelly, Léuli Māzyār Luna'i Eshrāghi, David Garneau, Biung Ismahasan, Kimberley Moulton, Máret Ánne Sara, Venkat Raman Singh Shyam, Irene Snarby, Ánde Somby, Megan Tamati-Quennell, Prashanta Tripura, Sontosh Bikash Tripura.
-
"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.
-
An interview by Kathrin Trattner with Mira Wardhaningsih, Cultural Content Director from StoryTale Studios about the game Pamali
-
Questions of nation and identity not only concern multiple aspects of video games, their production, and their consumption, but also require further and manifold discussion from different perspectives. In an effort to bring together voices from different fields that engage with video games and gaming practices from various perspectives, this virtual round table discussion attempts to open up the conversation beyond the realms of academia. Kathrin Trattner and Lisa Kienzl talked to Megan Condis, Marijam Didzgalvyt , Georg Hobmeier and Souvik Mukherjee about how concepts such as nation(alism) and identity impact video game representations, the gaming industry, and online gaming cultures in numerous ways.
-
Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio
-
Interview With Ben Joseph P. Banta, Founder Of Ranida Games
-
Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game
-
Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India
-
Interview with Avinash Kumar, Creative Director & Co-Founder, Quicksand Design Studio, India.
-
Interview with Avichal Singh, Founder and Game Designer of Nodding Heads Games, Pune, India.
-
A report of the 2017 collaborative research project Video Game Development in Asia. Cultural Heritage and National Identity.
-
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.
-
Interview with the Indian Game Designer Shailesh Prabhu about his game Sky Sutra.
-
Resident Evil 5is a zombie game made by Capcom, featuring a White Americanprotagonist and set in Africa. This article argues that approaching this as a Japanesegame reveals aspects of a Japanese racial and colonial social imaginary that are missedif this context of production is ignored. In terms of race, the game presents hybridracial subjectivities that can be related to Japanese perspectives of Blackness andWhiteness, where these terms are two poles of difference and identity throughwhich an essentialized Japanese identity is constructed in what Iwabuchi calls“strategic hybridism.” In terms of colonialism, the game echoes structures of Japa-nese colonialism through which Japanese colonialism is obliquely memorialized and a“normal” Japanese global subjectivity can be performed.
-
From #Gamergate to the daily experiences of marginalization among gamers, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from the latest research and from popular games such as World of warcraft and Tomb raider, Woke gaming examines resistance to spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays identify strategies to detox gaming culture and orient players toward progressive ends, illustrating the power and potential of video games to become catalysts for social justice
Explorer
1. Approches
- Analyses formalistes (11)
- Approches sociologiques (60)
- Épistémologies autochtones (3)
- Étude de la réception (17)
- Étude des industries culturelles (84)
- Étude des représentations (52)
- Genre et sexualité (27)
- Histoire/historiographie critique (42)
- Humanités numériques (8)
- Méthodologie de recherche décoloniale (8)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (10)
- Auteur.rice autochtone (1)
- Auteur.rice LGBTQ+ (1)
- Auteur.rice noir.e (3)
- Auteur.rice PANDC (93)
- Autrice (51)
- Créateur.rice autochtone (1)
- Créateur.rice LGBTQ+ (2)
- Créateur.rice PANDC (20)
- Créatrice (4)
- Identités diasporiques (4)
4. Corpus analysé
- Afrique (3)
- Amérique centrale (4)
- Amérique du Nord (20)
- Amérique du Sud (4)
- Asie (105)
- Europe (24)
- Océanie (3)
4. Lieu de production du savoir
- Asie
- Afrique (2)
- Amérique centrale (4)
- Amérique du Nord (14)
- Amérique du Sud (3)
- Europe (32)
- Océanie (5)