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The article provides a comparative account of two paradigms of independent videogame production: the Japanese dojin (doujin) games and the increasingly global indie games. Through a multilayered analysis, it expounds the conceptual metaphors associated with indie and d jin games, traces the two movements respective histories, situates them in wider media environments, and compares their characteristic traits.
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In this article I argue that the structural conditions of global capitalism and postcolonialism encourage game developers to rearticulate hegemonic memory politics and suppress subaltern identities. This claim is corroborated via an application of Edward Herman and Noam Chomsky’s propaganda model to the Japanese-developed video game Metal Gear Solid V: The Phantom Pain. This case study highlights that the hegemonic articulations of colonial histories are not exclusive to Western entertainment products where instead modes of production matter in the ‘manufacturing of mnemonic hegemony’. I also propose that the propaganda model, while instructive, can be improved further by acknowledging a technological filter and the role of the subaltern. Thus, the article furthers the understanding of the relation between production and form in contemporary technological phenomena like video games and how this relation motivates hegemonic articulations of the past in contemporary mass culture.
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Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
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"Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how Japan' has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally."-- Provided by publisher.
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This project examines the critical play of a variety of games about immigrant and refugee experience. These border games take place within fictional or actual borderlands and follow characters either in transit or trapped in detainment centers between nations. Spanning a range of genres, each deals differently with the major problem posed by their content - how to create a sensitive procedural rhetoric around migration. Drawing from Flanagan's conceptualization of critical play and Mukherjee's work on the ambivalence of postcolonial playing back, I explore the possibilities of critically playing border games and the extent to which each game's design (dis)allows for certain forms of play and protest. I focus on three paired case studies, Escape from Woomera (2003) and Smuggle Truck (2012); Papers, Please (2013) and Liberty Belle's Immigration Nation (2014); and Bury Me, My Love (2017) and The Waiting Game (2018). By considering both the design of these border games and the metagaming practices that have developed around them, I show how postcolonial misplay of fictional games draw more effective critical attention to injustice than the most well-intentioned and serious educational game
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In the Togelese game Origin - the Rise of Dzitri that was developed in Lome, the character Edoh takes you on a journey to historic places in the city to revive the spirit of Dzitri. Deyfou-lah Sani Bah-Traore, programmer and game developer, spoke with Lisa Kienzl about his and his Teammate s work on Origin - the Rise of Dzitri
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Where do computer games "happen"? The articles collected in this pioneering volume explore the categories of "space", "place" and "territory" featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.
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Age is not alone in shaping real and imagined differences in Internet use. Racial and gender-based stereotypes abound and need to be empirically challenged. This chapter explores the relationships between race, gender, sexuality, and digital cultures in one increasingly significant digital domain—gaming. With a review of previous scholarship on race, gender, and gaming, the author shows that we see few signs of a “post-racial” society being brought into being. In fact, gaming is a digital activity where racism and sexism are commonplace. The chapter thus leaves us with questions about why, when the Internet is a potentially powerful leveling tool in the quest for democracy and fairness, does it continue to be defined by egregious sexism and racism?
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From its humble beginnings as a video game launched in the mid-90s, Pokémon has become a global entertainment franchise, even reaching into the world via "augmented reality" with the mobile game Pokémon GO. In the work, Nakazawa Shinichi argues that the Pokémon worldview is the best contemporary example of Claude Lévi-Strauss's "savage mind" (la pensée sauvage), suggesting that computer games can often be viewed as attempts to reconnect the human unconscious with the true, hidden essence of nature.
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Scholars have documented how people of color experience gaming culture as violent, yet it is unclear how this violence shapes conceptualizations of gaming culture. Undertaking a cultural sociological approach that foregrounds meaning-making, I demonstrate that trash talk is a useful site to explore how social actors construct and negotiate gaming culture. Analyzing data from 12 qualitative interviews with men of color, I argue that trash talk is a practice of boundary-making that reproduces racism and sexism. Respondent narratives about gaming culture vis-à-vis trash talk thus show how gaming culture is socially constructed in everyday interactions, and bound to cultural repertoires and structural conditions that exist outside of gaming. This study provides a potential avenue to explore the socially constructed and dynamic nature of gaming culture and gamer identity.
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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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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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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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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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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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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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1. Approches
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- Genre et sexualité (66)
- Histoire/historiographie critique (73)
- Humanités numériques (40)
- Méthodologie de recherche décoloniale (22)
2. Auteur.rice.s et créateur.rice.s
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