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Galt and Schoonover conceived and developed this book through a queer critical lens that invites questions and does not pretend to know—or desire to know—every possible outcome. Queer is neither adjective nor noun for Galt and Schoonover. Queer is a verb, and a transitive one at that. Queering the world and queering cinema studies are active processes in which Schoonover and Galt delight as theorists, historians, and consumers of media. To extend the travel metaphor a step further: they are intrepid, genial travel guides, and so much more.
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It's about the role that music, film, visual art, and Indigenous cultural practices play in and beyond Canada's Truth and Reconciliation Commission on Indian Residential Schools. The essays question the ways in which components of the reconciliation, such as apology and witnessing, have social and political effects for residential-schools survivors, intergenerational survivors, and settler publics."-- Provided by publisher
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How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics. Source: Publisher
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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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This essay considers the intersectionality between the field of art history focused on the subject category of Native American or Indigenous art and Indigenous Studies. Methodological gaps in the field of art history are discussed through the canonical genre of landscape art with a comparative reference to key exhibitions; Land Spirit Power: First Nations at the National Gallery of Canada, (1992), The West As America: Reinterpreting Images of the Frontier, 1820-1920, (1991), Submuloc Show/Columbus Wohs (1992), Our Land/Ourselves: Contemporary Native American Landscape (1991) and Picturing the Americas: Landscape Painting from Tierra del Fuego to the Artic (2015). The aestheticization of the colonization of the Americas as represented in the genre of landscape art is interrogated as a form of historical violence that needs to be decolonized within the field of art history.
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In this essay, I aim to engage the growing body of scholarship that employs Indigenous feminist theories to understand and mobilize against the sexual and gendered violence committed against Native peoples. To accomplish this, I construct a Native feminist analysis of the 2010 Tribal Law and Order Act. I posit that despite the overwhelmingly positive characterizations of the legislation as “historic” in its potential to address violence against Native women and reduce crime in Indian country, a Native feminist reading of the Tribal Law and Order Act illuminates the degree to which the Act emerges from, engages with, and advances settler colonial and heteropatriarchal logics that cause violence against Native women in the first place. I suggest that although the Act does contain measures that have the potential to alleviate the experience of violence in Native women’s lives, it also diminishes tribal sovereignty, perpetuates the ongoing encroachment of tribal jurisdiction, regulates the boundaries of Native identity, and limits our ability to envision and enact practices of decolonization.
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Over the last decade Spain and Mexico have both produced an extraordinary wealth of television drama. Drawing on both national practices of production and reception and international theories of textual analysis this book offers the first study of contemporary quality TV drama in two countries where television has displaced cinema as the creative medium that shapes the national narrative. As dramatized societies, Spain and Mexico are thus at once reflected and refracted by the new series on the small screen.
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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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"Qui était Zacharie Vincent, aussi connu, à l'époque, sous le nom de Tehariolin? Peu de gens le savent. Il s'agit pourtant d'une figure incontournable, considérée comme le premier peintre autochtone moderne. Le présent ouvrage, signé par l'historienne de l'art Louise Vigneault, lève donc le voile sur ce peintre et chef de guerre wendat, longtemps tombé dans l'oubli, qui a considérablement marqué le 19e siècle. Zacharie Vincent (1815-1886) a suscité la fascination, avec ses allures d'artiste bohème, sa dégaine de clochard mêlée à ses ornements d'apparat, la singularité de ses autoportraits. La légende entourant celui que l'on appelait le " dernier des Hurons " a attiré les regards sur la petite communauté de la Jeune-Lorette (aujourd'hui Wendake), pour ensuite révéler la fierté et la résilience du peuple wendat. Des peintres canadiens, tels Antoine Plamondon et Eugène Hamel, ont réalisé des portraits de Vincent, puis des photographes comme Louis-Prudent Vallée ont immortalisé son image. Zacharie Vincent : une autohistoire artistique nous plonge au cour de la vie et de l'ouvre d'un artiste énigmatique qui a laissé en héritage des témoignages essentiels sur sa nation, en équilibre entre la tradition et la modernité."-- Quatrième de couverture
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As a method of learning more about contemporary culture than written documentation in libraries can provide, some 10 years ago I began to make documentary films. These films and what they showed me became, afterwards, secondary objects of analysis. Learning from and theorizing what I learned by reconsidering my own films yielded insights brought forth by the people “in” them. This became an ongoing, spiraling form of analysis-theory dialectic, and since my own films are the subject of my examination, I call it auto-theory. The best example is my video installation Nothing Is Missing (2006–2010). Here, 17 mothers of migrants, all living in different countries, explain in their own language what happened to their lives when one or more of their children decided to leave. These videos document a relationship, but not the one between maker and subject. The maker, here, is rather a facilitator, and the relationship that is documented, the one between the mother and someone close to her that has been modified by the migration of a child, is transformed in the process. The videos document this transformation itself, in the performance of it. This performative transformation is the subject of my article – it is what is being documented in the films.
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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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Native artists of Quebec working in performance art set up actions that are similar to contemporary forms of rituals. These works have sometimes a poetic or “shamanic” character, are sometimes disturbing, especially through the critique of the clichés about First Nations, or mix those two components. They committed the body of the artist and the audience, while making the Native American cultural expression a both artistic and identity performance
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In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.
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Comme naguère Jean-Jacques Rousseau dénonçait le scandale d'une société fondée sur l'inégalité, avec la même clarté, et un bonheur d'écriture que seule peut inspirer la passion du juste, Aimé Césaire prend ses distance par rapport au monde occidental et le juge. Ce discours est un acte d'accusation et de libération. Sont assignés quelques ténors de la civilisation blanche et de son idéologie mystifiante, l'Humanisme formel et froid. En pleine lumière sont exposées d'horribles réalités : la barbarie du colonisateur et le malheur du colonisé, le fait même de la colonisation qui n'est qu'une machine exploiteuse d'hommes et déshumanisante, une machine à détruire des civilisations qui étaient belles, dignes et fraternelles. C'est la première fois qu'avec cette force est proclamée, face à l'Occident, la valeur des cultures nègres. Mais la violence de la pureté du cri sont à la mesure d'une grande exigence, ce texte chaud, à chaque instant, témoigne du souci des hommes, d'une authentique universalité humaine. Il s'inscrit dans la lignée de ces textes majeurs qui ne cessent de réveiller en chacun de nous la générosité de la lucidité révolutionnaires. Le Discours sur le colonialisme est suivi du Discours sur la Négritude, qu'Aimé Césaire a prononcé à l'Université Internationale de Floride (Miami), en 1987.
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Comment se fait-il que le Canada puisse être représenté par des totems indiens à Walt Disney World ou par un inukshuk aux Jeux olympiques de Vancouver ? Il y a indéniablement « quelque chose » d’indien à propos du Canada. Pour survivre moralement et politiquement à son héritage colonial, l’État a besoin de se faire lui-même partiellement indien. Il lui faut ce je-ne-sais-quoi, cette « chose indienne », nommée sans l’être complètement, signalée sans jamais être définie. Cette indianité, bien qu’elle soit interpellée par la présence d’Autochtones, n’a plus besoin d’eux pour se manifester en tant que réalité. Historiquement, le cinéma constitue l’un des lieux privilégiés où se manifeste cette « chose indienne » prise dans les rets de l’imagination libérale et coloniale qui alimente les velléités de souveraineté du Québec et du Canada. Dans la mesure où une telle capture constitue l’un des principaux exercices politiques de l’État, le présent ouvrage avance une conception de la décolonisation qui ne relève plus de la révélation d’une réalité de l’Indien, cachée derrière sa représentation et ses distorsions filmiques, prête à resurgir au profit d’une « reconnaissance » par et dans l’État souverain. Il s’agit plutôt de comprendre le rapport colonial comme une lutte multipartite entre Canadiens, Québécois et Autochtones, avec pour enjeu de s’emparer du pouvoir exclusif de désigner et de représenter ce (et ceux) que cette « chose indienne » pourra (ou non) signifier et autoriser dans le voisinage colonial du souverain.
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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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"Between the late 1970s and the early 2000s, at least sixty-five women, many of them members of Indigenous communities, were found murdered or reported missing from Vancouver's Downtown Eastside. In a work driven by the urgency of this ongoing crisis, which extends across the country, Amber Dean offers a timely, critical analysis of the public representations, memorials, and activist strategies that brought the story of Vancouver's disappeared women to the attention of a wider public. Remembering Vancouver's Disappeared Women traces "what lives on" from the violent loss of so many women from the same neighborhood. Dean interrogates representations that aim to humanize the murdered or missing women, asking how these might inadvertently feed into the presumed dehumanization of sex work, Indigeneity, and living in the Downtown Eastside of Vancouver. Taking inspiration from Indigenous women's research, activism, and art, she challenges readers to reckon with our collective implication in the ongoing violence of settler colonialism and to accept responsibility for addressing its countless injustices
Explorer
1. Approches
- Analyses formalistes (25)
- Approches sociologiques (168)
- Épistémologies autochtones (154)
- Étude de la réception (43)
- Étude des industries culturelles (112)
- Étude des représentations (198)
- Genre et sexualité (181)
- Histoire/historiographie critique (123)
- Humanités numériques (34)
- Méthodologie de recherche décoloniale (35)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (46)
- Auteur.rice autochtone (95)
- Auteur.rice LGBTQ+ (14)
- Auteur.rice noir.e (66)
- Auteur.rice PANDC (143)
- Autrice (220)
- Créateur.rice autochtone (147)
- Créateur.rice LGBTQ+ (28)
- Créateur.rice noir.e (31)
- Créateur.rice PANDC (43)
- Créatrice (119)
- Identités diasporiques (33)
4. Corpus analysé
- Afrique (24)
- Amérique centrale (28)
- Amérique du Nord (331)
- Amérique du Sud (38)
- Asie (71)
- Europe (31)
- Océanie (14)
4. Lieu de production du savoir
- Amérique du Nord
- Afrique (4)
- Amérique centrale (7)
- Amérique du Sud (12)
- Asie (14)
- Europe (26)
- Océanie (13)
5. Pratiques médiatiques
- Études cinématographiques (75)
- Études du jeu vidéo (120)
- Études télévisuelles (80)
- Histoire de l'art (50)
- Histoire de l'art - art autochtone (163)