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Bibliographie complète 924 ressources
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Livre : For decades, television scholars have viewed global television through the lens of cultural imperialism, focusing primarily on programs produced in the US and UK markets and exported to foreign markets. This book explores how, thanks to recent technological innovation and globalization, television is now finally becoming truly global. Global Television Formats aims to revise the place of the global in television studies. The essays gathered here explore the diversity of global programming and approaches, and ask how to theorize contemporary
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When scholars and policy makers contemplate the Arab “media revolution,” they mostly think of Al-Jazeera and its news competitors. They are guided by the assumption that all-news satellite television networks are the predominant, even the single, shaper of the Arab public sphere, a perspective exacerbated by the September 11, 2001 attacks. Drawing on a larger work (Kraidy, 2009, forthcoming), this chapter presents an alternative view, emphasizing instead the combined impact of Arab entertainment television and small media such as mobile phones on Arab governance. It explores how entertainment television is an active contributor to shaping what Arab publics discuss and do in both the social and political realms. As local (in this case regional/pan-Arab, reaching two dozen Arabic-speaking countries) adaptations of global television formats, Arab reality television shows exhibit a combination of signs and practices from several worldviews. As such, this chapter will show how Arab reality shows are open to multiple processes of appropriation and redeployment. Though numerous scholars have for years studied the differentiated “reception” of television texts in various contexts, this chapter focuses specifically on television formats in a context of growing media convergence and protracted political instability and social upheaval. Specifically, it focuses on reality television’s social and political impact, which stems primarily from its activation of new communication processes between a variety of information and media technologies creating what I call “hypermedia space.” In the new Arab information order, reality television activates hypermedia space because it promotes participatory practices like voting, campaigning and alliance building, via mobile telephones and related devices.
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During the last decade, popular television formats have been replicated across the globe for local or regional consumption as program imports, adaptations, clones or imitations, raising questions on the possible ramifications of such cultural inflows. For Africa the international program flow and the influence of Western media content has been a contentious issue for decades, underlying the cultural imperialism thesis of the 1970s and 1980s, and the centre– periphery paradigms which conceptualized the series of dependency relationships. In African media research concepts like cultural colonialism, media imperialism, neocolonialism, Americanization, homogenization, have been used to denote the unequal flow and influence of Western media products in Africa. Within the framework of media globalization some scholars have even propounded a scenario of the emergency of a global culture mediated by the dominant Western media. The central issues in African media discussions have mainly revolved around the flow of finished media programs and their perceived detriment to local cultures and identities. What is missing in the African research literature is the attention to television formats, a phenomenon described by Keane et al. (2002) as a vehicle for localization, since what is imported is not the content itself, but a recipe for creating a local version. Global reality format shows thus create a new picture.
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Three seasons of NZ Idol , the New Zealand adaptation of the global Idols format, were aired on public broadcaster TVNZ’s channel TV2 in 2004, 2005 and 2006. The final episode of the first season was the most-watched television programme in New Zealand in 2004, with 1.4 million people, a third of the New Zealand population, tuning in (South Pacific Pictures, 2004). In terms of ratings NZ Idol has been one of the most successful locally made television programmes of the last decade. At first glance, NZ Idol has also been very successful in representing ethnic and cultural diversity. In the auditions phase of the show young New Zealanders of 16 years plus from a range of backgrounds are featured, and in the subsequent phases the audience gets to know a selection of them intimately. The winners of all three seasons (Ben Lummis in season 1, Rosita Vai in season 2, and Matt Sounoa in season 3) have Pacific Island roots, and as a result three young “brown” people were crowned “New Zealand Idols.” This is remarkable, since according to a previous study by Misha Kavka (2004: 231) non-white people have largely been absent from New Zealand reality TV programmes. A closer look suggests, however, that featuring contestants from different cultural backgrounds in NZ Idol generally serves a particular nation building agenda that New Zealand is heavily involved in as a postcolonial society, in which ethnic minorities are subjected to representations that favour the interests of dominant cultural groups. The aim of this nation building agenda is to establish a new and distinct sense of national identity which will set New Zealand apart from Britain, the former colonial power, and other English-speaking nations.
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The worldwide success of the Idol format may not require any explanation. We live under the ubiquitous sign of globalization; and hence it should come as no surprise that mass media— which together constitute an ecumenical vehicle of culture with an insatiable appetite for profit— would generate forms (or formats) of art that travel with ease and are translatable into every context. The reception of these formats is, at one level, as unproblematic as its dissemination. To be global (and who isn’t?) is to be eagerly accepting of certain languages, technologies, discourses and styles. The craze surrounding competitive singing can then be explained as one more instance of borders proving permeable to the formulas of international popular culture. It is my argument that in order to understand the unique valence and significance of global formats, we need to go beyond issues of production, distribution and reception, and focus instead on the phenomena that arise from their instantiation . This is so because implementing a format in a specific context has consequences that are neither written into the “program” nor purely derivable from local conditions. Let me provide an illustration. The call-in talk show has recently become a staple on Indian television. The format and content of these shows would be familiar to most Western viewers— a regular host, one or more “experts” discussing politics and culture, and a final segment devoted to phone calls from the public.
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In this chapter, we argue that there are several layers of genre, proto-format commercialization of program elements, and current commercially licensed formats. Some genre traditions, like melodrama, tend to be large, over-arching categories that already have a long history before television (Martín-Barbero 1993). Specific genres of television production, like the U.S. soap opera or the Latin American telenovela can develop within that larger tradition. Even more specific genres, like the Brazilian socially engaged or historical telenovelas, versus the romantic Mexican Cinderella story telenovela (Hernandez 2001), develop or emerge over time within those genre traditions. Television formats are now often distinguished as a parallel category which looks at forms of television that are packaged for licensing, transfer across cultures, and localized adaptation or implementation by regional, national or local networks. Specific formats are often imported and adopted. They can feed into genre development, grafted on to older traditions.
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In this chapter, I would like to consider how interactive reality television contributes to the negotiation between national particulars and transnational media flows. Specifically, I want to look at the successful franchise So You Think You Can Dance , a dynamic global media flashpoint and a remarkably adaptable format that serves as a site of pleasurable and contradictory engagement with the sense of national culture and community that television manufactures. But what makes the show of particular interest to me is that it allows audiences, in an increasing number of television markets around the world, to collectively determine their ideal national performers through a competition that requires mastery of a virtual international smorgasbord of popular dance forms and styles, the vast majority of which originate elsewhere, or from within the national, racial, and ethnic cultures of others. Second, in choosing to examine dance shows, I join with a growing number of scholars who have, over the past 15 years, argued for increased attention to dance as a primary site of knowledge production concerning bodies, identities, and representation.
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As a trend that captured the imagination of Brazilian audiences, the rapid proliferation of dance competitions on network television is meaningful not simply as a domestic phenomenon but also, and particularly, as an illustration of the mechanisms that enable the global popularity of formatted programs. While the shows were locally produced and relied on local talent, they were all based on formats that originated elsewhere, “imported ideas” that were recycled by Brazilian producers. References to foreign versions of the formats were also part of the discourses through which the domestic adaptations were described. As one show followed the other, they invited comparisons not only among themselves but also with their international counterparts. Yet, despite the association with foreign TV shows, the formats were easily incorporated to Brazil’s television culture, a feat that could surprise neither critics nor the industry.
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I was about 10 or 11 years old when I, together with my parents, religiously tuned in weekly to the situation comedy ¿Qué pasa U.S.A.? While I do not recall the specific year the show aired in Puerto Rico, I do remember that it was broadcast on WIPR-Channel 6, the island’s public television station. Watching one of my favorite sitcoms on what I then considered the boring channel was rather odd. However, I never thought it strange that the Peñas, ¿Qué pasa U.S.A.? ’s working-class three-generation Cuban/Cuban-American family, resided in Miami or that some of the characters communicated bilingually in English and Spanish. For me, ¿Qué pasa U.S.A.? was a show that resembled other locally produced situation comedies broadcast on commercial television, with the difference that the Peña family were Cuban immigrants who, instead of residing in Puerto Rico (like some of my childhood friends), lived in Miami (like many of my friends’ relatives). Probably as a result of the principal characters’ cultural references and their accents in Spanish, I decoded ¿Qué pasa U.S.A.? as a Cuban sitcom. Fast-forward to 2004. I was invited to write a 500-word encyclopedia entry on ¿Qué pasa U.S.A.? Without having any information on the show at hand, I immediately accepted. This was an opportunity to revisit a program I loved. After conducting the research I realized the uniqueness of ¿Qué pasa U.S.A.? Sponsored by the U.S. Office of Education Emergency School Assistance Act– Television Program (ESAA-TV), ¿Qué pasa U.S.A.? —considered the first bilingual situation comedy broadcast on U.S. television— addressed the culturalgenerational misunderstandings and the socio-cultural adjustments endured by the Peñas, a 1960 Cuban exile family.
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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.”
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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.
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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.
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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.
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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.”
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L'Atelier de Courbet a suscité de nombreuses interprétations qui s'ordonnent autour de quatre registres non-exclusifs : une expression sociale et politique, une approche stylistique, une théorisation de la position de l'artiste dans le monde, un autoportrait de Gustave Courbet. A côté de ces différents « jugements » qui opèrent par la recherche d'un ordre caché dans le tableau, il est ici approché de façon pragmatique comme ce qu'il déclare être : une tentative d'énonciation de son travail de peintre par Gustave Courbet. Si L'Atelier n'est pas un « vrai lieu », il s'agit bien pourtant de la figuration d'un système d'acteurs hétérogènes dont les interactions et les entre-définitions exprimées par la composition du tableau, font exister et tenir l'acte de peindre de Courbet. Si ce tableau n'est pas un cas isolé dans sa peinture qui se fait dans un rapport fondamental avec une réflexion sur l'acte de peindre, il prend cependant place dans une tentative de contournement des contraintes académiques pour s'imposer par la médiation de l'espace public.
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Cet article propose une étude comparative de la première saison de la série policière québécoise primée 19-2 (Ici Radio-Canada Télé, 2011-2015) et de son adaptation canadienne anglophone (Bravo, 2014-). L’étude des deux séries 19-2 permet d’investiguer, à travers un exemple récent, le processus d’adaptation télévisuelle au Canada. Les similitudes narratives et esthétiques entre les deux séries sont tout d’abord brièvement présentées: l’histoire et les arcs narratifs sont quasi identiques, la plupart des personnages conservent les mêmes noms, sans compter que les stratégies narratives marquantes de cette œuvres ont été pour la plupart reproduites dans la nouvelle version. Ces deux œuvres, appréhendées en tant que « performances » distinctes, sont ensuite analysées à travers le prisme du genre. L’analyse de quelques scènes clés et arcs narratifs permettra de démontrer que ces deux productions sont très différentes en ce qui concerne leur construction narrative de masculinités télévisées – particulièrement leur négociation différentielle de conceptions hégémoniques des identités – et leur représentation des rapports hommes-femmes.
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Winner of the 2013 SCMS Best Edited Collection Award For decades, television scholars have viewed global television through the lens of cultural imperialism, focusing primarily on programs produced by US and UK markets and exported to foreign markets. Global Television Formats revolutionizes television studies by de-provincializing its approach to media globalization. It re-examines dominant approaches and their legacies of global/local and center/periphery, and offers new directions for understanding television’s contemporary incarnations. The chapters in this collection take up the format phenomena from around the globe, including the Middle East, Western and Eastern Europe, South and West Africa, South and East Asia, Australia and New Zealand, North America, South America, and the Caribbean. Contributors address both little known examples and massive global hits ranging from the Idol franchise around the world, to telenovelas, dance competitions, sports programming, reality TV, quiz shows, sitcoms and more. Looking to global television formats as vital for various cultural meanings, relationships, and structures, this collection shows how formats can further our understanding of television and the culture of globalization at large.
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New Flows in Global TV provides a pioneering investigation into television distribution worldwide and the global trade in television program formats. Topics include explorations of how shows like Who Wants to Be a Millionaire? and Big Brother are reformatted for audiences in diverse markets such as Argentina, South Africa, the Middle East, and China; the international circulation of Dallas in the 1980s; and Australian and United Kingdom programming exports in the last decade. Moran argues that distribution is the crucial link in a chain that dictates the consumption and purchase of television content. Consequently, New Flows in Global TV will be a key text for scholars of global media, providing comprehensive insight into the cultural, social and economic exchanges underlying media programming.
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This volume presents a series of papers concerned with the interrelations between the postmodern and the present state of art and design education. Spanning a range of thematic concerns, the book reflects upon existing practice and articulates revolutionary prospects potentially viable through a shift in educative thinking.
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Globalization has intensified interconnectivity among television industries worldwide. Interconnectivity happens through structural and institutional linkages among television systems and industries worldwide, resulting in an increasingly integrated global business governed by similar practices and goals. The dynamics are reflected in the popularity of television formats. On the surface, global dissemination of formats may suggest not only the global integration of the economy of the industry but also the standardization of content. A dozen media companies are able to do business worldwide by selling the same idea, and audiences seem to be watching national variations of the same show. At a deeper level, however, formats attest to the fact that television still remains tied to local and national cultures. Bringing up examples of Latin American cases, this article argues that television is simultaneously global and national, shaped by the globalization of media economics and the pull of local and national cultures.
Explorer
1. Approches
- Analyses formalistes (41)
- Approches sociologiques (320)
- Épistémologies autochtones (173)
- Étude de la réception (79)
- Étude des industries culturelles (283)
- Étude des représentations (340)
- Genre et sexualité (265)
- Histoire/historiographie critique (238)
- Humanités numériques (57)
- Méthodologie de recherche décoloniale (64)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (76)
- Auteur.rice autochtone (102)
- Auteur.rice LGBTQ+ (16)
- Auteur.rice noir.e (95)
- Auteur.rice PANDC (303)
- Autrice (334)
- Créateur.rice autochtone (163)
- Créateur.rice LGBTQ+ (39)
- Créateur.rice noir.e (40)
- Créateur.rice PANDC (80)
- Créatrice (140)
- Identités diasporiques (65)
4. Corpus analysé
- Afrique (59)
- Amérique centrale (41)
- Amérique du Nord (388)
- Amérique du Sud (126)
- Asie (237)
- Europe (89)
- Océanie (27)
4. Lieu de production du savoir
- Afrique (24)
- Amérique centrale (9)
- Amérique du Nord (490)
- Amérique du Sud (74)
- Asie (126)
- Europe (145)
- Océanie (58)
5. Pratiques médiatiques
- Études cinématographiques (115)
- Études du jeu vidéo (245)
- Études télévisuelles (210)
- Histoire de l'art (118)
- Histoire de l'art - art autochtone (188)