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  • 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.

  • La memoria hace referencia a un conjunto de funciones psíquicas que permiten la actualización de imágenes de hechos pasados o que se representan como pasados. A diferencia de los estudios históricos, los de la memoria resaltan las subjetividades, amplían la discusión más allá del recuerdo y el olvido, y desplazan el debate hacia quien tiene el derecho a narrar su historia y aquellos que en ella se encuentran. Las inquietudes en torno a la memoria y sus lugares también se hacen visibles en el inquieto horizonte artístico, en el que pasados recientes y distantes se articulan en registros sobre diversas formas de traumas. Este artículo propone una reflexión sobre las relaciones entre arte y memoria a partir de la producción de dos artistas brasileñas contemporáneas: Rosana Paulino (São Paulo, 1968) y Aline Motta (Niterói, 1974). El análisis de esa producción se fundamenta en la interdisciplinaridad de los estudios de la memoria y destaca cómo la creación artística ofrece una posibilidad de resignificación individual y colectiva. Asimismo, conceptúa memorias americoafricanas como aquellas que emergen no solo en la memoria individual de las artistas presentadas en este artículo, sino también en la de muchas otras mujeres que se identifican con Americoáfrica como un sistema etnogeográfico de referencia. Son memorias americoafricanas porque se han gestado en la resistencia y creatividad contra la opresión, la humillación y la deshumanización, y que se insurgen contra la historia única proponiendo una revisión de la historiografía del país y del arte producido a partir de esos lugares. Memory refers to a set of psychic functions that allow the updating of images of past events or events that are represented as past. Unlike historical studies, memory studies highlight subjectivities, expand the discussion beyond memory and oblivion, and shift the debate towards who has the right to narrate their history and those who are in it. The concerns about memory and its places also become visible in the restless artistic horizon, in which recent and distant pasts are articulated in registers about various forms of trauma. This paper proposes a reflection on the relationship between art and memory based on the production of two contemporary Brazilian artists: Rosana Paulino (São Paulo, 1968) and Aline Motta (Niterói, 1974). The analysis of this production is based on the interdisciplinary nature of memory studies and highlights how artistic creation offers a possibility of individual and collective resignification. Likewise, it conceptualizes African-American memories as those that emerge not only in the individual memory of the artists presented in this article, but also in that of many other women who identify with Africa-America, as a reference ethnogeographic system. They are African-American memories because they have been born in resistance and creativity against oppression, humiliation and dehumanization, and because they insurrect against the unique history, proposing a review of the historiography of the country and the art produced out of those places.

  • 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.

  • The transition to digital television referred to as the Digital Switchover (DSO) process or Digital Migration is an agreement of member countries of the International Telecommunications Union (ITU) at the Geneva Conference in 2006. The agreement requires changes to national spectrum allocation and redefines national participation in the global digital television and mobile telephony market. While the decision of most African states to embark on the digital migration programme remains independent, the policies and approach to the implementation were influenced by two dominant economic orthodoxies, the neoliberal free market (Becchio and Leghissa 2016; Johnson 2011; Overbeek and Apeldoorn 2012; Peters 2011) which promotes a media environment mainly driven by market imperatives and the Chinese State capitalism (Bremmer 2008; Gu et al. 2016; Lyons 2007; Szamosszegi and Kyle 2011; Xing and Shaw 2013) which is the economic ideology that drives the interventions of the Chinese government in the region’s digital migration.

  • Indigenous peoples and their cultural heritages, their ways of knowing and living, are tied to land. As Mishuana Goeman states,“Land is foundational to people’s cultural practices, and if we define culture as meaning making rather than as differentiation and isolation in a multicultural neoliberal model, thanby thinking through land as a meaning-making process rather than a claimed object, the aspiration of Native people are apparent and clear,” (Goeman, 73).Goeman asserts here that land is not limited to physical space, and that land locates a group of people physically, culturally, spiritually, intellectually,etc. and provides them with both an internal and external locus of understanding for and within broader society. When digital representations of Indigenous peoples are completely removed from any meaningful connection to their land, anerasure of culture occurs. Moreover, the physical removal of Indigenous peoples from the virtual representations of their lands is another form of dispossession and the enactment of digital Manifest Destiny. This paperutilizes a decolonial Indigenous framework to analyze the dispossessions that take place within the digital realm of the video game, why they occur so frequently, and why they are so harmful.

  • Until recently, the South African television industry was dominated by the South African Broadcasting Corporation (SABC), etv, and Multichoice. The SABC and etv are free to air while Multichoice provides a satellite subscription service through its DSTV bouquet. This status quo was broken with the emergence of subscription video on demand (SVOD). While Multichoice launched its SVOD service, Showmax, in 2015, greater disruption happened in January 2016 when the current most successful global company in SVOD, Netflix, simultaneously launched in 130 countries including South Africa. The coming of Netflix to South Africa was reportedly greeted by excitement as viewers embraced choice of access to premium television entertainment. Considering that prior to this development, Multichoice had had a near monopoly in provision of premium television content through its DSTV and Showmax, the reported excitement came as no surprise.

  • En 2007, le monde du jeu vidéo est secoué par une violente polémique au sujet du jeu vidéo Resident Evil 5. Ce dernier est accusé de faire commerce du racisme, en invitant à se glisser dans la peau d'un américain blanc body-buildé, missionné dans une région africaine anonyme, et tuant des dizaines d'hommes et de femmes noires présentées comme de dangereux zombies infectés du virus T. Depuis, la communauté des joueurs et joueuses de jeux vidéo interpelle régulièrement les créateurs et créatrices des jeux sur les questions du racisme et du sexisme.Dans son ouvrage, Mehdi Derfoufi analyse les rapports de force qui structurent l'industrie du jeu vidéo, dévoilant comment le racisme se niche parfois insidieusement au cœur de scénarios de jeux vidéo à succès. Il nous invite à nous questionner. Quels sont les pays qui pèsent sur les milliards d'euros du marché mondial du jeu vidéo ? Qui sont les game designers et auteurs des jeux ? Comment les représentations racistes sont-elles véhiculées à travers les personnageset les imaginaires vidéoludiques ? L'auteur nous dévoile avec brio les logiques racialisantes à l’œuvre au sein d’un marché économique très concurrentiel où des stéréotypes exotisants servent régulièrement à faire vendre un jeu. Il nous montre aussi comment la division internationale du travail et la hiérarchie économico-politique Nord/Sud pèse sur le marché du jeu vidéo et ralentit l’émergence de nouvelles représentations. Pourtant, de nombreux espoirs, notamment dans les pays du Sud participent au renouvellement de la culture geek : face aux violences racistes, la riposte s’organise.

  • Despite great heterogeneity, the vast continent of Africa and the diverse people of its countries and diasporas have often been represented through the most reductive, essentialising, and denigrating paradigms— a process that Nigerian writer Chimamanda Adichie Ngozi has referred to as “the danger of a single story”. One of the most dangerous of these paradigms is the developmentalist one, which shoehorns Africa into a western, capitalist teleological framework that overlooks and denies Africa’s production of and participation in forms of leisure, pleasure and entertainment.

  • The educational video game, When Rivers Were Trails, was launched in 2019. The purpose of the game is to teach players about Indigenous perspectives of history, US federal allotment policies affecting tribal nations, and some of the effects of these policies on Indigenous peoples. This article explores tribal college student experiences playing When Rivers Were Trails in hopes that it provides the basis for further research into how tribal college faculty may be able to teach the game within their own classrooms. Tribal colleges and universities were created by tribal nations to provide for the higher education needs of their citizens. Using phenomenological research methods, seven college students volunteered to participate in a brief study about their experiences playing the video game. Upon transcription and analysis of the interview data, three themes were developed that capture how these students define their experience with When Rivers Were Trails: feelings of representation, histories of land dispossession, and resilience of communities.

  • The worlds of games are important places for us to think about time, as demonstrated by historical game studies in evaluating the past, but there is a role for games to help us consider the future as well. Because games are, to some extent, systems, they facilitate a systems thinking approach that connects the material to the immaterial. Because games also tend to be action-based, they allow thinking through of acts as well as representations. Games allow us to think about a time and place that is different from the present and how it might operate as a system that we could live in. I argue that a post-autonomist method of game analysis requires an explicitly political interpretation that is focused on trying to imagine a political future through experiments in gaming.

  • Repairing Play: Toward A Black Phenomenology of Play In this talk I offer the term "repairing play" or play that both repairs the damages wrought by colonialism, and is itself a form of reparations, in an effort to consider how we might advance an understanding of play that is inclusive of BIPOC people. I focus in on the Black American experience in order to better theorize a moment of repair, and consider how torture is memorialized in play through song. I also will draw on examples from Black artists and game designers in order to help show how their work in repairing play draws from the tradition of Black radical aesthetics. Bio: Aaron Trammell is an Assistant Professor of Informatics and Core Faculty in Visual Studies at UC Irvine. He writes about how BIPOC experience the games they play. Specifically, he is interested in how games and play further values of white privilege and hegemonic masculinity in geek culture. Aaron's work has been cited in Wired and featured on National Public Radio. It has been published in Game Studies, Games & Culture, New Media & Society, and G|A|M|E. He is the Editor-in-Chief of the journal Analog Game Studies and the Multimedia editor of the Sounding Out!

  • Remember localization! Game localization from an indie development perspective Abstract: The game industry is today a global industry, where digital storefronts are used to distribute the digital product you are developing. This presents a number of challenges for a small scale game developer and localization is one. The talk will focus on game localization from an indie game development perspective. The research is based on data from field studies in Sweden, China and India and is a part of a PhD project conducted at the Division of Game Development at the University of Skövde, Sweden. Bio: Marcus Toftedahl is a game researcher, developer and lecturer at the University of Skövde, Sweden. His main competences lies within game production, game localization and game design, from a practical and research perspective. Marcus has worked at the University of Skövde since 2009 and has since then co-developed the world's first full concentration game writing education at university level and is teaching game design and game production.

  • Hitman 2’s Mumbai mission, just like the film Extraction, looks at the oriental space in a similar ‘diseased’ yellow filter which is akin to the Mexico of Breaking Bad. Here, we have the perfect orientalist reduction of a culture. By digitising Mumbai and creating it into a gamic world, it produces a rather lazily translated and racialised appropriation of this particular South Asian space. The essential orientalist gaze thus reinforces the binary between the ‘I’ and the ‘other’: where the ‘I’ is the foreign Agent 47 and the ‘other’ are the yellow dwellers of Mumbai. The NPCs react to Agent 47 in awe as if a white man is a miracle of nature which they have never seen before. Not only that, but they also interact with themselves in a very essentialist way. The tea shops/kiosks are literally written as 'Chaye Dukan' (which is a direct translation for 'Tea Shop'). Not only does this point at a lack of research but also a lazy design. No matter how inferior a place is, no one names their establishment in a direct translation to their colonial/capitalist overlords. It becomes nothing but a city ‘lost in translation’. In this paper, I will read the Mumbai mission of Hitman 2 as a cultural artefact where the game scape becomes a techno-orientalist commodity. Like any other Literary text which fetishizes the ‘other’, Hitman 2 also becomes such a ‘digital/ludic’ text which manages to define the ‘Indian’ in its own myopic way. The discourse propagated thus reinforces the idea of ‘India’ or the ‘Orient’ as the literal plaything of the West. Thus, I will expand by elaborating on how the creators become a part of the greater orientalized theatricality by indulging in a form of ‘identity tourism’ (Nakamura ’96), where the autonomy of creating a cultural space takes the form of an essentialist fetish. About Samya : Samya Brata Roy (He/Him) is currently in the final semester of his M.A in English Literature from The English and Foreign Languages University in Hyderabad. Mainly his interests lie in and around the modalities of Digital Narratives, which he also tries to create at thepenarchist (wordpress.com). He is associated as a SIG facilitator with DHARTI (dhdharti.in), as a transcriber with The Canterbury Tales Project and as database contributor with Electronic Literature Knowledge Base | ELMCIP. He works in the field of Disability Studies by assisting in research. He is also passionate about teaching and inclusion and pursued it by teaching slum kids.

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