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  • Interview with Avichal Singh, Founder and Game Designer of Nodding Heads Games, Pune, India.

  • Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India

  • You've heard the stories about the dark side of the internet -- hackers, #gamergate, anonymous mobs attacking an unlucky victim, and revenge porn -- but they remain just that: stories. Surely these things would never happen to you. Zoe Quinn used to feel the same way. She is a video game developer whose ex-boyfriend published a crazed blog post cobbled together from private information, half-truths, and outright fictions, along with a rallying cry to the online hordes to go after her. They answered in the form of a so-called movement known as #gamergate--they hacked her accounts; stole nude photos of her; harassed her family, friends, and colleagues; and threatened to rape and murder her. But instead of shrinking into silence as the online mobs wanted her to, she raised her voice and spoke out against this vicious online culture and for making the internet a safer place for everyone. In the years since #gamergate, Quinn has helped thousands of people with her advocacy and online-abuse crisis resource Crash Override Network. From locking down victims' personal accounts to working with tech companies and lawmakers to inform policy, she has firsthand knowledge about every angle of online abuse, what powerful institutions are (and aren't) doing about it, and how we can protect our digital spaces and selves.Crash Override offers an up-close look inside the controversy, threats, and social and cultural battles that started in the far corners of the internet and have since permeated our online lives. Through her story -- as target and as activist -- Quinn provides a human look at the ways the internet impacts our lives and culture, along with practical advice for keeping yourself and others safe online.

  • During the last five decades we have witnessed an increase in activity among artists identifying themselves as Sami, the only recognised indigenous people of Scandinavia. At the same time, art and duodji (traditional Sami art and craft) have been organized and institutionalized, not least by the Sami artists themselves.

  • "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.

  • Telenovela shapes important and highly favorite section of the television productions. The T.V. series have moved out from their traditional structure with an entertaining aspect and have been divided into different types and scopes. Taking into consideration the time and the atmosphere of dissemination which the Telenovela programs hold in T.V. antenna, there is a need to conduct studies on sociology of Telenovela more than any other times in the past. This article is an attempt to review the two subject-matters of Telenovela and Narration and their connection with democracy through sociological sporadic studies. This will also present the significance of this genre in T.V. productions at local and international discourses. Observations, field researches and library study methods have been employed in this research.

  • A report of the 2017 collaborative research project Video Game Development in Asia. Cultural Heritage and National Identity.

  • This collection of new writing on contemporary Greek cinema builds and expands on existing work in the field, providing a coherent analysis of films which, despite their international importance, have so far received limited critical attention. The volume maps key trends in Greek cinema since the 1990s within the wider context of production and consumption at both national and international levels. It offers a wide range of critical analyses of documentary and avant-garde filmmaking, art house and popular cinema, and the work of established and new directors as well as deliberations on teaching methodologies and marketing strategies. The book seeks to highlight the continuities, mutual influences and common contexts that inform, shape and inspire filmmaking in Greece today.

  • Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.

  • Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. Source: Publisher

  • The in-depth, diverse, and accessible essays in Queer Game Studies use queerness to challenge the ideas that have dominated gaming discussions. This volume reveals the capacious albeit underappreciated communities that are making, playing, and studying queer games, demonstrating the centrality of LGBTQ issues to the gamer world and establishing an alternative lens for examining this increasingly important culture.

  • Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approaches that illuminate how and why video games shape the construction of religious beliefs and practices, and also situates such research within the wider discourse on how digital media intersect with the religious worlds of the 21st century. Each chapter discusses a particular method and its theoretical background, summarizes existing research, and provides a practical case study that demonstrates how the method specifically contributes to the wider study of video games and religion. Featuring contributions from leading and emerging scholars of religion and digital gaming, this book will be an invaluable resource for scholars in the areas of digital culture, new media, religious studies, and game studies across a wide range of disciplines.

  • "En Amérique latine comme ailleurs, la critique postcoloniale apparaît comme une condition pour le renouvellement des dialogues interculturels orientés vers la construction d'une modernité alternative, ou d'une vraie postmodernité, fondée sur une autre manière d'habiter la terre, moins dévastatrice pour la nature comme pour les humains. Reprenant d'une manière inédite la perspective ouverte au XXe siècle par des auteurs comme José Carlos Mariátegui, Alberto Flores Galindo, Pablo González Casanova ou René Zavaleta, les études postcoloniales latino-américaines contribuent à la critique d'un modèle culturel, social et politique fondé sur le clivage traditionnel entre la " civilisation " et la "barbarie". Articulée initialement par un versant de la modernité européenne qui trouvera au XVIIIe siècle une forme systématique dans l'anthropologie des Lumières (M. Duchet), cette dichotomie a été au départ la matrice idéologique de la domination coloniale européenne, et, plus tard, de celle des nouvelles élites " républicaines " attelées à la tâche de construire l'unité sociale et politique sur la base du modèle européen de l'État-nation. Au XIXe siècle et durant une bonne partie du XXe, l'unité de la "Nation" est imaginée de telle manière qu'elle implique l'exclusion de la différence culturelle dans l'espace public. Or, depuis les quatre dernières décennies, les nouvelles formes de la mobilisation indienne et la renaissance des identités afro-américaines participent à la crise des modèles identitaires établis et au surgissement, dans divers domaines du culturel et du politique, de manières inédites d'imaginer l'identité (subjective, sociale, culturelle, nationale) et d'assumer la diversité culturelle (inter-culturalité, multiculturalismes, indianisation) dans la sphère publique. Le présent ouvrage propose un aperçu des problématiques, recherches et discussions actuelles sur le postcolonial en Amérique latine, en prenant comme fil conducteur les processus de reconfiguration identitaire liés à l' " émergence indienne " et au renouveau actuel des identités afro-américaines."--Page 4 de la couverture.

  • Muslim members of the video game industry discuss the current state of Muslim representation within video games. This includes current problems with the way Muslims are represented and potential solutions. Our panelists come from all sides of the industry. From AAA, to indie, the panelists all have a unique voice and angle they would like to bring to the discussion. All panelists have grown up Muslim in western countries and have had to deal with certain adversities and challenges. It's through that experience that the panelists want to bring a lively discussion, backed with personal accounts and sources, that is not only engaging, but educational.

  • 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

  • While the Indian indie game development scene is still relatively young, it has already lived through big changes. Like in many regions worldwide, indie game developers in India have to negotiate between practical issues, for example regarding market requirements and expectations, and committed ambitions, for example regarding creative aspirations in art design and game content. On the one hand and in order to persist in the ever extending industry, they need to acknowledge mainstream wants and practical demands from especially (though not exclusively) the Indian game market which at present is characterized by an overall dominance of mobile card and casino games. On the other hand, we see that especially Indian indie developers increasingly reflect on the role of Indian cultural heritage (including elements from history, architecture, music, etc.) for India produced games. This turn to own roots, to implement Indian cultural and historical heritage in games, is now visible in a number of games which have been recently Greenlit on Steam and are in the final production phases, such as Asura (2017 forthc.), Antariksha Sanchar (2017 forthc.), and others.

  • In this article, I argue that digital games hold the potential to influence processes of cultural memory related to past and contemporary forms of marginalization. By bringing cultural memory studies into dialogue with game studies, I account for the ways through which digital games and practices of play might influence historical discourses and memory politics pertaining to marginalized identities. In order to demonstrate this, I conduct an analysis of Assassin’s Creed: Freedom Cry, a digital game which includes representation of the eighteenth-century transatlantic slave trade and its racist systems. This analysis is then contrasted with statements by two critics, Evan Narcisse and Justin Clark, about how Freedom Cry highlights specific marginalized identities and represents the past through the game form. These statements, coupled with my game analysis, make the case for a concept that I term ‘counter-hegemonic commemorative play’. This makes visible a form of potentially cathartic power fantasy within a historical struggle, alongside emphasizing a form of designed recognition of marginalized identities within contemporary historical discourses and memory politics.

  • This article explores the attitudes of EVE Online players toward their Russian counterparts. Popular community opinion paints Russian players as aggressive, cliquish and hostile, and as cheats who exploit the game in order to make (real-world) money. The article also analyzes the ways in which Russian pilots challenge, subvert, and discuss these attitudes. Two key arguments are presented. First, that although perceptions of Russian EVE players are often negative, these discourses in EVE are complicated by the fact that aggression, organization, and tight player groups are prerequisites for success within the game. Second, the opinions and agency of Russian players are highlighted. By examining both Russian- and English-language discussions, we see that rather than being silent victims of discrimination, or economic migrants “ruining” the game for other players, Russian pilots inhabit a complex space in a community engaged in two-way dialogue about culture, ethnicity, and play practices in EVE.

  • The Paramilitary Hero on Turkish Television: A Case Study on Valley of the Wolves explores the representation and reception of nationalism and masculinity in Turkey through an examination of the popular television serial, Valley of the Wolves which has been aired on Turkish television since 2003. This detailed examination of the show demonstrates a particular discourse of nationalism, namely the Turkish Islam synthesis embedded in a gender-specific regime in which the paramilitary hero is placed at the centre. The study draws on thirty-seven in-depth interviews with viewers of the programme from different social backgrounds. These viewers read the serial from various perspectives in the light of their gendered experiences, suggesting that the relationship between text and audience is not necessarily predetermined by the former, but is rather constructed through an interdiscursive process. The book also examines the pleasures of the “contesting” readers of Valley of the Wolves, drawing on the audience interviews, and argues that critical approaches to a particular media text do not present a barrier to audience pleasures.

  • Seeking to address the general question, ‘Where is Digital Asia?’, this paper explores the various ways in which the digital and virtual realm interacts with the problematic and contested category of Asia. Beginning with a discussion of the relationship between Asia and Digital Asia, as both cartographic and ideological sites, it moves on to connect Digital Asia with the discourse of techno-Orientalism. Using the example of the videogame as an instance of a digital location that can be visited and explored, this article suggests that the gamic quality of interactivity adds a new, experiential dimension to the ideological structure of (techno-)Orientalism, hence positing the utility of a new form of ‘Gamic Orientalism’. Focussing on the ‘digital dōjō’ as the site of Gamic Orientalism and Digital Asia par excellence, this paper concludes with a discussion of the ways in which gamers represent their engagement with this site in a manner that echoes the way martial artists talk about the significance of their art as self-cultivation. Illustrated with texts from the bushidō canon and interviews with gamers, this playful and experimental piece posits the possibility of ‘virtual bushidō’ as the ultimate expression of Gamic Orientalism, suggesting that Digital Asia is finally located in an ideologically conditioned mode of engagement with the digital medium rather than in any cartographically defined space.

Dernière mise à jour depuis la base de données : 17/07/2025 13:00 (EDT)