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Bibliographie complète 924 ressources
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Karl Schoonover and Rosalind Galt’s Queer Cinema in the World initially proposes a radical comparative vision of cinema’s queer globalism. It aims to explore how queer filmmaking intersects with international sexual cultures, geopolitics, and aesthetics to disrupt dominant modes of world making.
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Redefines games and game culture from south to north, analyzing the social impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
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In 'Eros Ideologies' Laura E. Perez explores the decolonial through Western and non-Western thought concerning personal and social well-being. Drawing upon Jungian, people-of-color, and spiritual psychology alongside non-Western spiritual philosophies of the interdependence of all life-forms, she writes of the decolonial as an ongoing project rooted in love as an ideology to frame respectful coexistence of social and cultural diversity. In readings of art that includes self-portraits by Frida Kahlo, Ana Mendieta, and Yreina D. Cervantez, the drawings and paintings of Chilean American artist Liliana Wilson, and Favianna Rodriguez's screen-printed images, Perez identifies art as one of the most valuable laboratories for creating, imagining, and experiencing new forms of decolonial thought. Such art expresses what Perez calls eros ideologies: understandings of social and natural reality that foreground the centrality of respect and care of self and others as the basis for a more democratic and responsible present and future. Employing a range of writing styles and voices-from the poetic to the scholarly-Perez shows how art can point to more just and loving ways of being.
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Few gender-focused studies of video games explore the gameplay experiences of women of color, and those that do tend to only emphasize negative phenomena (i.e., racial or gender discrimination). In this paper, we conduct an exploratory case study attending to the motivations and gaming practices of Black college women. Questionnaire responses and focus group discussion illuminate the plurality of gameplay experiences for this specific population of Black college women. Sixty-five percent of this population enjoy the ubiquity of mobile games with casual and puzzle games being the most popular genres. However, academic responsibilities and competing recreational interests inhibit frequent gameplay. Consequently, this population of Black college women represent two types of casual gamers who report positive gameplay experiences, providing insights into creating a more inclusive gaming subculture.
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"African American Cinema through Black Lives Consciousness uses critical race theory to discuss American films that embrace contemporary issues of race, sexuality, class, and gender. Its linear history chronicles black-oriented narrative film from post-World War II through the presidential administration of Barack Obama. Editor Mark A. Reid has assembled a stellar list of contributors who approach their film analyses as an intersectional practice that combines queer theory, feminism/womanism, and class analytical strategies alongside conventional film history and theory. Taken together, the essays invigorate a "Black Lives Consciousness," which speaks to the value of black bodies that might be traumatized and those bodies that are coming into being-ness through intersectional theoretical analysis and everyday activism. The volume includes essays such as Gerald R. Butters's, "Blaxploitation Film," which charts the genre and its uses of violence, sex, and misogyny to provoke a realization of other philosophical and sociopolitical themes that concern intersectional praxis. Dan Flory's "African-American Film Noir" explains the intertextual-fictional and socio-ecological-dynamics of black action films. Melba J. Boyd's essay, "'Who's that Nigga on that Nag?': Django Unchained and the Return of the Blaxploitation Hero," argues that the film provides cultural and historical insight, "signifies" on blackface stereotypes, and chastises Hollywood cinema's misrepresentation of slavery. African American Cinema through Black Lives Consciousness embraces varied social experiences within a cinematic Black Lives Consciousness intersectionality. The interdisciplinary quality of the anthology makes it approachable to students and scholars of fields ranging from film to culture to African American studies alike."
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Roshaya Rodness is a senior doctoral candidate in the Department of English and Cultural Studies at McMaster University. Her dissertation addresses recent movements in queer theory with a special focus on cinema, poststructuralist ethics, and the nonhuman. She has published in Canadian Literature, Chiasma: A Site for Thought , and World Picture on topics that include contemporary film, indigenous authorship, postcontinental philosophy, and dream theories.
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While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like 'Mass Effect' or 'Dragon Age', Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. 'Video Games Have Always Been Queer' argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D.A. Miller can bring to the popular 2007 video game 'Portal', or what Eve Sedgwick offers 'Pong', Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in 'Octodad' or explore the pleasure of failure in 'Burnout: Revenge', Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.
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Le territoire (Nitaskinan), dans la pensée autochtone, est une notion centrale et pluridimensionnelle ; elle induit un territoire historique, géographique et politique revendiqué ainsi qu'un territoire cosmologique inscrit au cœur de rites et de croyances ancestrales. C'est l'articulation et l'harmonisation de ce territoire pluriforme que l'artiste atikamekw Eruoma Awahish entreprend de présenter dans son œuvre. Ce mémoire adresse la manière dont l'artiste représente le territoire, à la fois dans une volonté d'ancrage traditionnel et de réactualisation contemporaine dans une perspective diachronique. L'artiste déploie une esthétique franche et colorée, elle s'emploie à renverser les codes du colonialisme et développe des stratégies afin de contribuer aux revendications et à l'affirmation territoriale des Premières Nations. Par le biais d'une production artistique politisée, Eruoma Awashish applique un prisme décolonisateur ; elle réinvestit une histoire coloniale et offre aux symboles et aux narrations autochtones une place centrale et active. Ce mémoire met subséquemment l'emphase sur la capacité des nations autochtones à s'adapter, à s'auto-définir et à s'auto-représenter. Les artistes se font les témoins et les vecteurs d'une affirmation et d'une recherche de souveraineté qui, chez Awashish, est à la fois visuelle, culturelle et territoriale. Déployant une approche interdisciplinaire, à l'image de la production de l'artiste, ce mémoire prend pour appui les écrits de penseur.se.s autochtones afin de présenter la démarche et la production d'une artiste ancrée dans un contexte contemporain complexe soumis à de nombreuses revendications politiques, culturelles et territoriales. Si les œuvres d'Awashish transmettent et diffusent ces revendications, elles sont toutefois, avant tout, le reflet de croyances et d'une histoire territoriale atikamekw.
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Video games studies, including many of our most inspired written accounts of video game history, is very white. Stories about US video game pioneers, from engineers and designers to early adopters and arcade patrons, tend to be mostly about the white men who created, consumed, and periodically saved the industry. Even now that game history is on the verge of becoming as queer and ostensibly nonconformist as some aspects of its games and culture are theorized to be, these new avenues of critical investigation speak most directly to a queer mainstream that has always been constructed as white. Although there is much to be inspired by in the proliferation of emergent video game histories that are more gender-inclusive, trans, or so-called diverse, with few exceptions these progressive accounts still tend to be White. White. White. Black designers, players, blerds, and technocrats have been excluded from the canon of old and new video game histories in much the same way Frantz Fanon theorized that blackness functions as a fact: an outwardly defined pejorative social inscription that justifies its alienation and exclusion.
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A groundbreaking critique of the West's historical, cultural, and political perceptions of the East that is—three decades after its first publication—one of the most important books written about our divided world. "Intellectual history on a high order ... and very exciting." —The New York Times In this wide-ranging, intellectually vigorous study, Said traces the origins of "orientalism" to the centuries-long period during which Europe dominated the Middle and Near East and, from its position of power, defined "the orient" simply as "other than" the occident. This entrenched view continues to dominate western ideas and, because it does not allow the East to represent itself, prevents true understanding. Source: Publisher
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Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
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"Afterlives of Indigenous Archives offers a compelling critique of Western archives and their use in the development of “digital humanities.” The essays collected here present the work of an international and interdisciplinary group of indigenous scholars; researchers in the field of indigenous studies and early American studies; and librarians, curators, activists, and storytellers. The contributors examine various digital projects and outline their relevance to the lives and interests of tribal people and communities, along with the transformative power that access to online materials affords. The authors aim to empower native people to re-envision the Western archive as a site of community-based practices for cultural preservation, one that can offer indigenous perspectives and new technological applications for the imaginative reconstruction of the tribal past, the repatriation of the tribal memories, and a powerful vision for an indigenous future."
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Fist-fights in television studios, dwindling media autonomy, sensationalism, fake news, religious hate, abusive trolls, political spin ... How did we get here? Three decades ago, before economic liberalization, came the expansion and privatization of Indian television. Technological innovation and easing of government controls offered the prospect of journalistic independence, artistic creativity and an empowered citizenry. This was rendered illusory by runaway growth and untrammelled commercialization. In that thwarted promise of the late 20th century lie the seeds of Indian democracy's current crisis. Telly-Guillotined: How Television Changed India tells the story of how technology was usurped, first by propagandists, then by the market. Going behind the scenes of the world′s greatest media explosion, this book describes the impact of consumerism on the newsroom, the shaping of a new cultural politics and the rise of a new politics of seduction. In a landscape of technological innovation, blurred boundaries and sensory overload, Amrita Shah paints a picture of the Fourth Estate′s challenging future.
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Exploring issues of labor and inequality at the intersection of AAA and indie sectors, this article interrogates the perception of the indie sector as key to mitigating the production of racializing or racist game content. As developers are central to the industry and the larger games culture, their views reveal how indies are imagined as a privileged site free from economic pressures where racism can be ameliorated. Based on interviews with developers, I argue that the project to redress representational inequities within games is shifted on to indie developers, intensifying their emotional and cultural labor. Indie game developers are imagined as the solution, yet this perspective underestimates the precariousness of independent game production. Economic precariousness may encourage indies to repeat certain patterns of racial representation.
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This article examines North American (i.e., Canada and the United States) video game developers’ understanding of race, how they construct narratives when they include characters of different races, and some of the pressures that may shape that process. Discourse analyses of semistructured interview texts found that video game developers operate under an internalized pressure to create game narratives that are quickly understandable and, thus, sellable. This pressure is normatively internalized in the profession as an attempt to hedge against market uncertainty. Video game developers, therefore, depend on social beliefs from the “real world” to inform how video game players might receive their games as well as narratives and themes from past texts such as the works of J. R. R. Tolkien. Therefore, this article argues that racism might be enabled because it is believed to be a hedge against market uncertainty.
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Platformed racism offers a unique lens through which to investigate technological structures that enable racism. Online video games, such as EA Sports’ FIFA series — which dominates the soccer video game market share through its touted realism — feature these structures. Like many platforms, FIFA enables representations of real bodies (i.e., professional soccer players). But, unlike many games, FIFA enables game players to directly affect the creation/modification of these representation in the form of player character cards. Analyzing a census of six years of player cards, this study found that platformed racism was enabled because the game’s realism invited racism when players tried to maintain that realism. The study concludes that the catalyst for racism to emerge in FIFA was the drive towards realism.
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Questions of nation and identity not only concern multiple aspects of video games, their production, and their consumption, but also require further and manifold discussion from different perspectives. In an effort to bring together voices from different fields that engage with video games and gaming practices from various perspectives, this virtual round table discussion attempts to open up the conversation beyond the realms of academia. Kathrin Trattner and Lisa Kienzl talked to Megan Condis, Marijam Didzgalvyt , Georg Hobmeier and Souvik Mukherjee about how concepts such as nation(alism) and identity impact video game representations, the gaming industry, and online gaming cultures in numerous ways.
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An interview by Kathrin Trattner with Mira Wardhaningsih, Cultural Content Director from StoryTale Studios about the game Pamali
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Indigenous and decolonizing perspectives on education have long persisted alongside colonial models of education, yet too often have been subsumed within the fields of multiculturalism, critical race theory, and progressive education. Timely and compelling, Indigenous and Decolonizing Studies in Education features research, theory, and dynamic foundational readings for educators and educational researchers who are looking for possibilities beyond the limits of liberal democratic schooling. Featuring original chapters by authors at the forefront of theorizing, practice, research, and activism, this volume helps define and imagine the exciting interstices between Indigenous and decolonizing studies and education. Each chapter forwards Indigenous principles - such as Land as literacy and water as life - that are grounded in place-specific efforts of creating Indigenous universities and schools, community organizing and social movements, trans and Two Spirit practices, refusals of state policies, and land-based and water-based pedagogies.--publisher's description.
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)