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Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.
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The aftermath of Japan's 1945 military defeat left its public institutions in a state of deep crisis; virtually every major source of state legitimacy was seriously damaged or wholly remade by the postwar occupation. Between 1960 and 1990, however, these institutions renewed their strength, taking on legitimacy that erased virtually all traces of their postwar instability.How did this transformation come about? This is the question Ellis S. Krauss ponders in Broadcasting Politics in Japan; his answer focuses on the role played by the Japanese mass media and in particular by Japan's national broadcaster, NHK. Since the 1960s, television has been a fixture of the Japanese household, and NHK's TV news has until very recently been the dominant, and most trusted, source of political information for the Japanese citizen. NHK's news style is distinctive among the broadcasting systems of industrialized countries; it emphasizes facts over interpretation and gives unusual priority to coverage of the national bureaucracy. Krauss argues that this approach is not simply a reflection of Japanese culture, but a result of the organization and processes of NHK and their relationship with the state. These factors had profound consequences for the state's postwar re-legitimization, while the commercial networks' recent challenge to NHK has helped engender the wave of cynicism currently faced by the state. Krauss guides the reader through the complex interactions among politics, media organizations, and Japanese journalism to demonstrate how NHK television news became a shaper of Japan's political world, rather than simply a lens through which to view it.
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Digital games can uniquely express Indigenous teachings by merging design, code, art, and sound. Inspired by Anishinaabe grandmothers leading ceremonial walks known as Nibi Walks, Honour Water (http://www.honourwater.com/) is a singing game that aims to bring awareness to threats to the waters and offer pathways to healing through song. The game was developed with game company Pinnguaq and welcomes people from all over to sing with good intentions for the waters. The hope is to pass on songs through gameplay that encourages comfort with singing and learning Anishinaabemowin. Songs were gifted by Sharon M. Day and the Oshkii Giizhik Singers. Sharon M. Day, who is Bois Forte Band of Ojibwe and one of the founders of the Indigenous Peoples Task Force, has been a leading voice using singing to revitalize the waters. The Oshkii Giizhik Singers, a community of Anishinaabekwe who gather at Fond du Lac reservation, contribute to the healing for singers, communities, and the waters. Water teachings are infused in art and writing by Anishinaabe and Métis game designer, artist, and writer Elizabeth LaPensée. From development to distribution, Honour Water draws on Indigenous ways of knowing to reinforce Anishinaabeg teachings with hope for healing the water.
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In the past ten years, two seemingly unconnected fields of study have risen to prominence. Patrick Wolfe’s 2006 theorization of settler colonialism called for the development of a distinct set of literature and analytical tools to analyze the relationship between indigenous peoples and occupying settlers. Meanwhile, Ian Bogost’s 2007 elaboration of the notion of procedural rhetoric provided a theoretical framework to approach the critical analysis of the ideology modeled by a game’s rules and design. While each of these theories have proliferated and prospered within their disciplines, this article seeks to bring the two fields together in order to establish a critical framework that can be used to highlight the presence of settler colonialism in popular mobile videogames, in particular Supercell’s 2012 mobile game Clash of Clans. Within this framework, the essay analyzes how the game engages in a system of play driven by its focus on improvement, progression, and expansion, which ends up operating under the same principles settler colonialism has used to justify the expansion of settler-states and the eradication of indigenous populations. Through an examination of the game’s economy, enemies, maps, and music, the essay connects the game’s systems of play to the embedded nature of settler colonialism in the videogame industry—particularly the mobile or casual scene—and contemporary life in settler-states. The ultimate goal is to explain how social meaning is derived from these types of games and what that means for both players and creators in terms of developing new, progressive opportunities for play.
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This article considers larger methodological questions of what political work is undertaken when scholars engage in postcolonial critiques of video games within academic intellectual frameworks. What is postcolonial game studies, and what is its purpose, within the context of larger issues of inclusion, representation, diversity, and the challenging of hegemonic power structures? After surveying some of the key literature in postcolonial game studies, the author provides critical frameworks for understanding the means by which these approaches have largely been excluded from video game studies, and their crucial function in operating against the grain of profit and innovation-driven discourses in games. This work is the extension of a larger discussion of inclusion, diversity, and tolerance discourse within the liberal academy, and particularly the functions of postcolonial, postmodern and other critical cultural scholarly interventions. In this article, the author argues for a postcolonial approach to game studies, but one that refuses to be reduced to an institutional cultural labor of due diligence, or according to Slavoj Žižek’s term, a ‘culturalization of politics’. Through the work of Stuart Hall and Sara Ahmed on intellectual diversity work within the context of large systems and academic institutions, this article asserts that the perception that critical theorizations (like postcolonial game studies) exert pressure on efficiency and innovation is greatly outweighed by the rich toolkits they bring to video games as maturing cultural forms.
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Studies investigating the representation of Africans and other ethnicities are scarce in video game literature. Using a content analysis approach, this paper examines Africans’ representation in ten of the most popular games of 2014 in the United States based on industry market research reports. The findings show that Africans are underrepresented in video games explored in this study. The study also reveals that African characters in these games did not play leading roles in the storyline. Results are discussed as they pertain to Africans’ representation in video games, media effect, and media literature. This exploratory study broadens the discussion on representation in video games to other ethnicities and shows the need for studies on representation in contemporary video games that include understudied ethnicities.
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Toni Morrison purportedly began her career as a novelist because she noticed a dearth of books about black women. As a result of this limitation, Morrison desired to write books “for people like [her], which is to say black people, curious people, demanding people—people who can’t be faked, people who don’t need to be patronized.”¹ Similarly the writer, director, and filmmaker Coquie Hughes (born Latasha Iva Hughes in Chicago in 1970) has produced narratives that feature an array of queer black women—“Girls Like Us” as she calls them in her web series—who are curious, demanding, flawed, and
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The Brazilian television industry is one of the most productive and commercially successful in the world. At the forefront of this industry is TV Globo and its production of standardized telenovelas, which millions of Brazilians and viewers from over 130 countries watch nightly. Eli Lee Carter examines the field of television production by focusing on the work of one of Brazil's greatest living directors, Luiz Fernando Carvalho. Through an emphasis on Carvalho's thirty-plus year career working for TV Globo, his unique mode of production, and his development of a singular aesthetic as a reaction to the dominant telenovela genre, Carter sheds new light on Brazilian television's history, its current state, and where it is going--as new legislation and technology push it increasingly toward a post-network era.
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An exhibition at Mexico City's Museo Jumex argues that from 1960 and '85, artists across Latin America created a "decolonial" cultural history. However, the use of the term is largely unclear.
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"Le paradigme hégélien de la reconnaissance, admirablement critiqué par Frantz Fanon dans l'œuvre phare à laquelle ce livre rend hommage, est aujourd'hui évoqué, sous sa forme libérale, dans les débats entourant l'autodétermination des peuples colonisés, notamment les peuples autochtones d'Amérique du Nord. Politologue et militant, membre de la Nation dénée du Nord-Ouest du Canada, l'auteur reprend ici la critique fanonienne et démontre en quoi cette reconnaissance ne fait que consolider la domination coloniale. Cet ouvrage de théorie politique engagée appelle à rebâtir et redéployer les pratiques culturelles des peuples colonisés sur la base de l'autoreconnaissance, seule voie vers une réelle décolonisation. Penseur marxiste, Coulthard sait que le marxisme ne peut s'appliquer tel quel à la lutte des Autochtones, mais il en souligne la contribution potentielle et signe ici un véritable traité de combat décolonial et anticapitaliste."
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Cet article discute de la pertinence d’identifier les arts visuels autochtones comme tel, de maintenir une forme de distinction vis-à-vis des œuvres produites par les artistes autochtones. Il s’agit d’éclairer le débat en soutenant qu’il existe bel et bien certains éléments précis qui permettent encore de définir les arts autochtones. Est également abordé le fait que les artistes continuent d’employer la stratégie claire de l’auto-identification. Sous cet angle, cette catégorie des arts autochtones ne semble pas encore caduque
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Le travail de l’artiste huron-wendat Pierre Sioui est assez méconnu au Québec. Prolifique dans les années 1980 et ayant exposé aux quatre coins du Canada ainsi qu’aux États-Unis, Sioui a ensuite totalement disparu du milieu des arts contemporains autochtones. Une relecture du travail de cet artiste permet de redécouvrir un créateur fascinant tout à fait inscrit dans les préoccupations esthétiques et politiques de sa décennie. Sioui semble surtout avoir employé sa démarche artistique au service d’une redécouverte de son identité et de ses racines. Il l’a fait par le biais de recherches à la fois théoriques, cosmologiques et esthétiques des valeurs et de la culture huronne, le conduisant vers une thématique entourant principalement le sens des rituels, la mort et le cycle de la vie. Tous ces vieillards dans ses oeuvres, ces cadavres, ces ossements et ces crânes, parlent de relations entre mort et renaissance, entre colonialisme puis réappropriation, et semblent être pour Sioui une véritable trame créatrice à renouveler sans cesse.
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At the 2012 Golden Globe awards, during her acceptance speech for the Best Actress award for her performance in The Iron Lady (Phyllida Lloyd, 2012), Meryl Streep gave a shout-out to Adepero Oduye for her role as Alike in Dee Rees’s feature film Pariah (2011). The sentiment behind this esteemed acknowledgment was that brilliant performances in important independent films were overlooked and deserved recognition. Streep would go on to win the Best Actress Oscar for a her portrayal of Britain’s first woman prime minister, the a ultraconservative Margaret Thatcher.
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Game Devs & Others: Tales from the Margins tell the true stories of life in the industry by people of color, LGBTQIA and other marginalized identities. This collection of essays give people a chance to tell their stories and to let others know what life on the other side of the screen is like when you’re not part of the supposed “majority”. Key Features This book is perfect for anyone interested in getting into the games industry who feels they have a marginalized identity For those who wish to better diversify their studio or workplace who may or may not have access to individuals that could or would share their stories about the industry Includes initiatives aimed at diversifying the industry that have a positive or negative impact on the ongoing discussions Coverage of ajor news items about diversity, conferences aimed at or having diversity at its core of content and mission are discussed Included essays are written with as little game dev specific jargon as possible, makeing it accessible to people outside the industry as well as those in the scene but that may not have all the insider lingo
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"Les bandes dessinées, chansons, films, jeux vidéos, musées, reconstitutions, romans, séries télévisées et voyages occupent de plus en plus de place dans la vie des élèves. Comment exploiter en classe ces biens, loisirs et services culturels d'histoire pour que les élèves posent de mieux en mieux certains actes mentaux que les historiennes et historiens doivent effectuer lorsqu'elles et ils adoptent leur pratique? Pour répondre à cette question, les auteures et auteurs de cet ouvrage explorent les usages scolaires possibles et souhaitables des produits qui ne sont pas associés à l'histoire savante et sur l'exploitation didactique de ce que la Loi québécoise sur les biens culturels désigne comme "?une oeuvre d'art, un bien historique, un monument ou un site historique ... une oeuvre cinématographique, audiovisuelle, photographique, radiophonique ou télévisuelle?". Les auteures et auteurs s'intéressent à des oeuvres qui ne sont pas créées pour l'école, mais qui peuvent néanmoins servir aux enseignantes et enseignants pour faire apprendre l'histoire aux élèves."--Résumé de l'éditeur.
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James Brady was a mid twentieth-century Indigenous political organiser, trapper, prospector, writer, and intellectual. He was also a prolific photographer. This article considers the significance and aesthetics of Brady’s photographic archive through the lens of Indigenous visual sovereignty. Brady was Métis - one of Canada’s three recognised Indigenous peoples along with First Nations and Inuit. The Métis engaged in two conflicts with the Canadian state and negotiated the entry of a province into confederation. For a significant period of history, they lived outside Canadian infrastructures, whether the system of First Nations’ reserves created in the post-treaty era or Euro-Canadian settlements. Particularly vulnerable to land loss and displacement, the Métis were in desperate condition when Brady first began travelling with his camera. Brady’s photographs document the political rebirth of Métis people and the resilience and persistence of Métis communities in northern Alberta and Saskatchewan. They bear photographic witness to the lived experience of sovereignty rooted to place and continue to resonate with his subjects and their descendants
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The first time I spoke in public about my work was during the Los Angeles Lesbian and Gay Festival in 1990. Cheryl Dunye was the only other woman of color on the panel. When I asked a question regarding funding, I naïvely stated that funding was not a prob lem for me considering the fact that my work at that time was of medium to low production quality. I had minimal access to a low-end production facility, and my piece was only five minutes long. I was alluding to the fact that it has been “easy” for me.
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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.
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)