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  • In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—taking a taxi ride, traversing airport security, sitting on an airplane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.”

  • This article discusses the popular video game Red Dead Redemption 2 (2018) by Rockstar Games, which follows Arthur Morgan, a white outlaw, during the decline of the “Wild West” in 1898 and 1899. Taking up conversations of fugitivity in critical ethnic studies, this article maintains that fugitivity operates as a rhetorical trope that stands in for racial identity where the logic of postracialism denies investments in race. Analyzing the narrative, spatial, and kinesthetic elements of the game, this article argues that Morgan, and by extension the player, is aligned with historically and geographically racialized others through a fugitive relationship to space. While Rockstar, as a video game studio, may not see itself explicitly intervening in a racialized and racializing political imaginary in its fictional worldbuilding, the kinesthetic, narrative, and cartographic strategies the studio employs respond to a set of cultural assumptions rooted in the rhetoric of postracialism. As such, Red Dead Redemption 2 serves as a multifaceted text through which to interrogate the dynamics of that rhetoric as it is mobilized in representations of fugitivity and identity.

  • This article considers the cultural politics of frustrated potential for diverse representation in games by examining developer comments on the 1995 digital game I Have No Mouth, and I Must Scream, adapted from Harlan Ellison’s 1967 science fiction story of the same name. While Ellison’s story featured a gay man named Benny among the protagonists, the game developers adapted Benny without his original sexual identity. In a 2012 Game Informer magazine article, however, the developers reflected on their version of Benny as a “lost opportunity” for exploring gay identity. Rooted in discussion of this frustrated potential for a gay in-game Benny, this article interrogates a logic of lost opportunity for diverse representation present in game-development discourse, which manifests in a longing for more diverse characters that could have been but never came to be. This logic suggests particular ways that developers might conceive of diverse representation as simply a design issue under neoliberal logics of economic opportunity, commercial risk, and fetishized innovation—without meaningful consideration of political significance. Opposing this instrumentalization of frustrated diverse representation, this article draws on queer game studies and speculative design and literature to explore the possible contours and implications of diverse characters that never were more seriously than such comments typically do. Doing so demands more than romanticized longings for lost opportunities for diverse representation that treat this longing as the end in itself.

  • This paper argues that video games expose the presumptions separating “Asian America” and “Asia” in the traditional senses of isolation, origination, and presumed distance. It does so by focusing on the most “Asiatic” genre of video games today, the North American visual novel, which offers a counterdiscourse to normative modes of play and attempts to offer utopic spaces to reflect upon the “real” genres of race and neo–Cold War geopolitics. Using theories of performance from Dorinne Kondo and others, the author shows how queer indie visual novels are primarily aspirational, in that they build queer, utopic, and seemingly anti-racist worlds through the Asiatic space of the visual novel form. In so doing, they also allow players to explore the Asiatic as a means of repairing the traumas and distances of American imperial cultures. The article analyzes four visual novels to make this argument: three by non-racially-identifying North American designers—Doki Doki Literature Club! (2017) by Dan Salvato, Analogue: A Hate Story (2012) by Christine Love, and Heaven Will Be Mine (2018) by Aevee Bee—and Butterfly Soup (2017), a game by the queer Asian/American designer Brianna Lei. If games make the boundaries of Asia and America irrelevant, visual novels explore this irrelevance through Asiatic irreverence.

  • This article addresses the seeming absence of the HIV/AIDS pandemic in video games from the 1980s and 1990s, the height of the US AIDS crisis. As Adrienne Shaw and Christopher Persaud have noted, stories about HIV/AIDS were pervasive across American popular media during this period, which also represented a boom in video game development. However, documentation remains of only a handful of early video games that mention HIV/AIDS. This article argues that, far from being absent from video game history, HIV/AIDS and the US AIDS crisis were actually influential in shaping a number of the design elements and narrative genres that have become important to contemporary video games. Scholars like Cait McKinney have demonstrated how people living with HIV/AIDS in America played a crucial part in the evolution of internet technologies that now form the backbone of video games. Through a comparative reading of two games by C. M. Ralph, Caper in the Castro (1989) and Murder on Main Street (1989), this article demonstrates how HIV/AIDS has also manifested in the content and form of video games, even (and perhaps especially) when it seems absent. Derritt Mason has explained how Caper in the Castro, widely celebrated as the first LGBTQ video game, contains clear echoes of the AIDS crisis. Yet, as this article demonstrates, HIV/AIDS remains a powerful presence even in Murder on Main Street, Ralph’s “straight version” of the game. Together, these games offer a microcosm through which to explore larger tensions between HIV/AIDS and video games, with the AIDS crisis representing a key element of what Cody Mejeur has termed the “present absence of queerness in video games.”

  • This article examines Indigenous video games that critique mainstream environmental politics at the level of mechanics. An analysis of video games’ influences on ecological values requires looking beyond the representational to the mechanical relationships between player and software. As a cultural–computational medium, video games are embedded with ethics of interaction that inflect this representational dimension by requiring that players generate the text as participant. With the recent visibility of Indigenous rights movements, developers have embedded Indigenous cultural protocols in the mechanical interactions (or technical protocols) of gameplay. In the context of critique, their integration produces “critical protocols,” configurations of gamic action that encourage players to evaluate their treatment of real-world environments. Critical protocols emerge between the technical and cultural, where scripts for interaction in algorithmic spaces intervene in affirmative game design and work as an analog beyond the game. Indigenous developers call for new ways of computing and critiquing settler digitality through play. These games aim toward representational as well as computational sovereignty.

  • In the last decades, digital games have moved from niche to mainstream. As more people play, talk about, and engage with these artifacts, they have become an important part of contemporary cultures, giving rise to game literacy—the set of skills needed to meaningfully engage with video games. While the potentials of game literacy have, to some extent, been already discussed in the literature, we have not adequately discussed the need for a game literacy that problematizes the sociocultural dimensions of gaming, including the hegemonic, exclusionary rationales implicitly disseminated through mainstream gaming. In this chapter, I outline a decolonial model for game literacy, remarking how the reflection about the gaming circuits of production and dissemination should be part of any initiative that aims at dealing with critical and creative competences towards gaming, and how these are crucial for any citizen in contemporary societies.

  • In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people’s game-making in an after-school programme targeting Latin American migrants in London/UK. I will pay special attention to how my subjectivities influenced planning, data generation and analysis of this programme, and to how context, lived experiences, curricular decisions and interpersonal relationships shaped the kinds of knowledge produced through this research. Findings emerging from this experience included relevant dissonances between curricular design/decisions and the use of participatory approaches in game-making, and the limitations of traditional analytical categories within the Social Sciences field (e.g., gender and intersectionality) to understanding subjectivities expressed through game-making. This study offers relevant insights into the place of reflexivity in research on digital media production by young people by highlighting its complexity and by calling for more critical and less homogenising approaches to this type of research.

  • This article investigates the relationship between young people’s game-making practices and meaning-making in videogames. By exploring two different games produced in a game-making club in London through a multimodal sociosemiotic approach, the author discusses how semiotic resources and modes were recruited by participants to realize different discourses. By employing concepts such as modality truth claims and grammar, he examines how these games help us reflect on the links between intertextuality, hegemonic gaming forms and sign-making through digital games. He also outlines how a broader approach to what has been recently defined as the ‘procedural’ mode by Hawreliak in Multimodal Semiotics and Rhetoric in Videogames (2018) can be relevant for promoting different and more democratic forms of meaning-making through videogames.

  • The present paper discusses questions related to the histories of videogames, more specifically in how we approach videogames in Global South. By using Zeebo, a Brazilian console produced in the late 2000s as an epistemic tool, I discuss the limitations of universalist, mainstream-centric epistemological models for exploring videogames as cultural phenomena. By investigating Zeebo’s discourses about piracy and players in the Global South, I argue that this platform can be seen as a partial decolonial project, destabilising conventional historical narratives about South-North relationships in videogames, but refraining from challenging a mainstream, Global North oriented epistemology. This exploratory work, therefore, elaborates on how a decolonial project of history of videogames, one that is more epistemically just to Global South, could be sought.

  • This paper explores a game-making programme for 14 Latin American migrants aged 13-18 in London/UK, carried out between October/2017-January/2018, where I investigated the relationships between game conventions, platforms and personal preferences in the curation of fluid identities through game production. Participants presented varying levels of affinity with games linked both to access issues and to other specific elements (e.g. perception of games in contemporary culture, gender). Questionnaires, observations, unstructured/semistructured interviews and gaming archives were employed to explore this participatory initiative and data was analysed through Multimodal Sociosemiotics. Findings remarked how shared understandings about digital games can find their way into platforms and act as “cultural-technical gatekeepers”, supporting or hindering the engagement with game-making of those often perceived as outsiders to gaming culture. This gatekeeping happens when there are “creative dissonances” between, for example, personal preferences and platforms aligned to normative/mainstream genres. These dissonances, however, can end up fostering subversive designs, contravening gaming conventions and potentially challenging traditional gaming boundaries. This insight is relevant for understanding “cultural-technical constraints” and subversive/non-mainstream game-making, especially in relation to innovation and appropriation of game-making resources/strategies by non-mainstream groups.

  • What/Who is playing Cyborg: An investigation of the 'Gamer' as a figure - Prabhash Ranjan Tripathy The current talk is an exploration into the question as to whether the gamer figure that emerged in India in the 1990s can be thought of as a cyborg and if so, then what kind of cyborg is the gamer? Can one think of the gamer-cyborg as a posthuman liberatory figure or is the gamer-cyborg still all too human? The intent of the paper in asking these questions and problematizing the figure of the Gamer is to launch an investigation into the more pressing question that one encounter in the wake of the cyber/information-turn, that is, how does one contemplate, comprehend, and articulate the 'new' in the identities that are formed and acquired with the advent of what has been identified as the cyber/information turn in culture? Can the connection between biological and technological be the sole basis for considering figurations like the Gamer as something new? Can they be thought of as a new subjectivity, a new politics, a new relationship to power? Is this 'new' democratic, free of discrimination and based on an egalitarian principle or is the 'new' an optimization of old and existing structures and modes of oppression? Bio: Prabhash Ranjan Tripathy was born in Odisha, India. He completed his B.A. (Hons) English, M.A. in English literature and M.A. in Comparative Indian Literature from University of Delhi. He is currently a PhD scholar at the school of Arts and Aesthetics, Jawaharlal Nehru University. Has submitted his MPhil dissertation titled ‘Playing Cyborg: A study of the Gamer in the Videogame Parlours of Delhi and Mussoorie’, following which was a doctoral fellow at the International Research Centre “Interweaving Performance Cultures” and is currently working on his PhD dissertation titled ‘Between WorkStation and PlayStation: The Cultural Location of Videogames in India’. Interest areas include Superhero comic books, Anime, Video Games, Combat Sports, and Mythology. He is fascinated by felines and loves to trek, read, write, click and play.

  • When Rivers Were Trails is a 2D adventure game wherein The Oregon Trail meets Where the Water Tastes Like Wine through an Indigenous lens. The game depicts a myriad of cultures during the player’s journey from Minnesota to California amidst the impact of land allotment in the 1890s. Initiated by the Indian Land Tenure Foundation, the game was developed in collaboration with the Games for Entertainment and Learning Lab at Michigan State University thanks to support from the San Manuel Band of Mission Indians and the many Indigenous creatives who contributed design, art, music, and writing. Uniquely, When Rivers Were Trails is a sovereign game, meaning that it was directed and informed by Indigenous creatives who maintained the role of final decisions during development. Merging design research and close reading methods, this study sets out to describe the game’s design, development process in regards to the game writing, and the resulting themes which emerged as a result of engaging Indigenous writers in self-determined representations.

  • Playing Dystopia: Searching for the Neganthropocene in Papers, Please and Orwell The way we play games and the way games play us is constantly changing. The physical shrinking of space can no longer be compensated by expansive gamescapes which otherwise provided a reprieve from diminishing access to space in 20th and 21st century childhood (Mayra, An Introduction to Game Studies). Gamescapes, increasingly, are becoming neo-explorations of “other people simulators” characterized by a suffocating hypernearing of the experience of the dystopia (Lucas Pope). Often ‘mundane’ mirrors of real-life situations, these dystopian games place the player in movement-limiting, choice-limiting challenging scenarios from where a fulfilling ending is more often than not impossible. I look at two of these dystopian games that offer covertly disruptive gameplay through alienating, often disembodied, simulation as a strategy for playing dystopia: Lucas Pope’s Papers, Please and Osmotic Studios’ Orwell. Closely engaging with issues of surveillance, digital governance, neurotechnology, illegal profiling, and ultimately, survival in a dystopia of technics, these games with their multiple endings caused by the smallest, seemingly most insignificant of differences in gameplay become crucial in their playing out of the possibilities of the neganthropocene.

  • Speaking to the 'Missing' Player: Subaltern Poetics in Indian Videogames The degree of interactivity and agency of the player-character in videogames is often a moot question in Games Studies discourses (Atkins 2002 , Juul 2004, Salen and Zimmerman 2001). The assumption is that whether illusory or real, agency is an important element that drives the plot of digital games. To assume this, however, is to argue from a position of privilege and some videogames use their in-game mechanics to emphasise this. The assumption of a selfhood by the player while playing a digital game is the precondition to the experience of agency. Such a precondition is hardcoded into the gameplay on the basis of a default notion of empowerment and entitlement. What happens, however, in the case of the character that does not provide this sense of agency or for the game wherein such an experience of selfhood may not be possible? Using a well-worn but very relevant term from Postcolonial discourses, one could ask what happens where the game is about the Subaltern. Considering videogame studies from non-Western and South-South perspectives, such a default assumption of selfhood or agency may be challenged. Elsewhere (Mukherjee 2017), I have cited examples from the Cameroon, Indonesia and India that begin to address this challenge. Here, I wish to take two games from India as my texts for close-reading (or close-play) and show how a different poetics operates; indeed, my primary objective is to enquire into how the videogame as a narrative medium, which is by default apparently premised on agency, functions for the subaltern.

  • First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we interview Xenia Zeiler, an associate professor of South Asian studies at the University of Helsinki, Finland. Her research is situated at the intersection of digital media, religion, and culture, with a focus on India and the worldwide Indian community.

  • Thatgamecompany’s 'Journey' (2012) is a videogame like no other. This serene atmospheric game came out at a time when fast-paced, aggressive, AAA games were (and still are) the norm. Soon after the game’s release in 2012, thatgamecompany’s courage and hard work started getting the appreciation it deserved. 'Journey' has won several ‘Game of the Year’ awards and received several other awards and nominations, including a ‘Best Score Soundtrack for Visual Media’ nomination for the 2013 Grammy Awards. For this Game Studies India Adda Talk, I will be discussing (read: gushing over) this game’s brilliant visual and auditory art, wordless storytelling techniques, and one-of-a-kind multiplayer experience. Please join me on this talk and let's take a ‘journey’ like no other. Pun intended. Thank you and I hope you all have a wonderful new year. 🙂 Here’s the game trailer: https://www.youtube.com/watch?v=Ie4iz...

  • First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our second podcast where we interview Satyajit Chakraborty, a game developer, game designer and researcher. He also founded Flying Robots Studios in 2012 and has made various unique games. Here he talks about his first experiences with gaming in India.

  • First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we talk with Poornima Seetharaman. She is the first Indian to be inducted in the Women in Games (WIGJ) Hall of Fame and is also the lead game designer at Zynga. Hear as we talk about her foray in the world of gaming.

  • This article examines a terrain in which gender inclusion remains a challenge: competitive esports. In the male-dominated sphere of esports, the underrepresentation of women and nonbinary people often leaves these marginalized groups invisible, with a significant lack of women and nonbinary people competing in top-tier tournaments. We highlight the experience of Wang ‘BaiZe’ Xinyu, a Chinese Hearthstone player who became the first woman to compete in a Hearthstone Championship Tour event in the game’s 3-year history. The narrative surrounding BaiZe’s participation largely focused on her gender and ignored the achievements that led her to qualify for the event. We argue that BaiZe’s entrance to the championship scene was received negatively by both competitors and spectators, reinforcing barriers that exclude women and nonbinary people from entering this male-dominated space. The discrimination faced by these esports competitors reinforces sexism inherent not only in Hearthstone but also in esports in general.

Dernière mise à jour depuis la base de données : 18/07/2025 13:00 (EDT)