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Bibliographie complète 924 ressources
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Video games have become a limitless and multifaceted medium through which major corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media. This book traces the growth of a global phenomenon that has become an integral part of popular culture.
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Kara Keeling contends that cinema and cinematic processes had a profound significance for twentieth-century anticapitalist Black Liberation movements based in the United States. Drawing on Gilles Deleuze’s notion of “the cinematic”—not just as a phenomenon confined to moving-image media such as film and television but as a set of processes involved in the production and reproduction of social reality itself —Keeling describes how the cinematic structures racism, homophobia, and misogyny, and, in the process, denies viewers access to certain images and ways of knowing. She theorizes the black femme as a figure who, even when not explicitly represented within hegemonic cinematic formulations of raced and gendered subjectivities, nonetheless haunts those representations, threatening to disrupt them by making alternative social arrangements visible.
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Launched in 1980, cable network Black Entertainment Television (BET) has helped make blackness visible and profitable at levels never seen prior in the TV industry. In 2000, BET was sold by founder Robert L. Johnson, a former cable lobbyist, to media giant Viacom for 2.33 billion dollars. This book explores the legacy of BET: what the network has provided to the larger US television economy, and, more specifically, to its target African-American demographic. The book examines whether the company has fulfilled its stated goals and implied obligation to African-American communities. Has it changed the way African-Americans see themselves and the way others see them? Does the financial success of the network - secured in large part via the proliferation of images deemed offensive and problematic by many black communities - come at the expense of its African-American audience? This book fills a major gap in black television scholarship and should find a sizeable audience in both media studies and African-American studies.
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Published in conjunction with the exhibition of the same name, on view at the Heard Museum in Phoenix, Arizona, from October 6, 2007, to April 27, 2008, and at the George Gustav Heye Center, National Museum of the American Indian, in New York, New York, from May 26 through September 30, 2008
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Este libro reúne ensayos de doce teóricos latinoamericanos, quienes hacen una reflexión acerca de la diversidad epistémica en el mundo contemporáneo. Plantean que la decolonialidad en el siglo XXI tendrá que dirigirse a la heterarquía de las múltiples relaciones raciales, étnicas, sexuales, económicas y de género que quedaron intactas durante el siglo XX.
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Today’s media are vast in both form and influence; however, few cultural studies scholars ad-dress the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.
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The history of gay and lesbian cinema is a storied one, and became that much larger with the recent success of Brokeback Mountain. But the history of gay and lesbian filmmakers is its own story. In The View From Here, queer directors and screenwriters speak passionately about the medium, in particular their personal experiences navi-gating the often cynical and cruel film industry. All of them offer fascinating anecdotes and ideas about cinema, and speak candidly about their attempts to combat studio apathy and demands of “the market” to create films that are entertaining, engaging, and truthful.
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This volume is divided into three parts: 'Adaptation and Local Production in East Asia', 'Formats, Clones, and Generic Variations' and 'New Television'.
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This study is an attempt to examine the ways in which popular culture can restructure the relationship between sexuality and power, through the case of Seoul Queer Films and Videos Festival, a cultural arena of newly emerged queer discourses in Korean society. In the past 10 years, queer discourses in Korea have undergone a rapid change. With heterosexual normativity being challenged and ‘queer’ being consumed as a cultural code, Korean spectators come to engage with a queer film festival in multilateral and sometimes contradictory contexts. This study will try to pose a controversial question to the heterosexual society by reading the complex interactions between film festivals, films and spectators while paying attention to the experiences of the participants in the Seoul Queer Films and Videos Festival and pointing at the political implications of queer films now in 2006. Through this, I try to look for possibilities of a queer cultural movement which rejects being co‐opted by the heterosexual society, constructs new ideas of social powers in relation with sexuality, and seeks alternative visions for such change in relations.
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This dissertation is about gay and lesbian film festivals, the first of which was founded in San Francisco in 1977 and subsequently served as a model for their international proliferation over the next thirty years. While the films programmed in these festivals have received a great deal of attention from scholars and critics, the festival institution itself has received less consideration. This dissertation narrates the history of gay and lesbian film festivals through an economic lens, asking how fundraising practices have been deployed in the community building projects of festivals, how the administrative structures of festivals as nonprofit organizations have been leveraged by the state toward the management of new social movements, and how these nonprofits have participated in the identification and cultivation of populations as niche markets by the commercial sector. This historical schema will offer an alternative model for understanding queer image production, not through a textual analysis of those images, but through an examination of the material circumstances of their circulation and distribution. This dissertation is not simply about the ways that community organizations like film festivals have been strategically engaged by the state and the market in the management and exploitation of gays and lesbians, it argues that gays and lesbians themselves have articulated their politics, artistic practice, and discourse of community within (and against) the parameters defined by the demands of organizational sustainability. Furthermore, this dissertation will illustrate why taking economic activity seriously as a part of the material practices of queer image production answers crucial questions about the ways that sexuality operates as a category of governance. The history of gay and lesbian film festivals, and their regulation through the administrative structures of the nonprofit sector, is part of a much larger history of political struggle and the development of new social movements over the past three decades.
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"This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book continues with a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming"--Provided by publisher.
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This chapter provides a description and critical analysis of Noah’s Arc , a Logo cable television series featuring a predominantly African American gay male cast. Queer theory and quare studies are used as theoretical tools to examine the conceptions of blackness in general, as well as representations of blackness in Noah’s Arc . Thereafter this chapter turns to an analysis of the representations in this series to illustrate how Noah’s Arc not only queers and quares notions of authentic blackness but also serves to expand various notions of blackness. Finally, this chapter provides a treatment of how whiteness and heteronormativity are implicated in this recent iteration of a racialized queer visibility in popular culture.
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Fusing audience research and ethnography, the book presents a compelling account of women's changing lives and identities in relation to the impact of the most popular media culture in everyday life: television. Within the historically-specific social conditions of Korean modernity, Youna Kim analyzes how Korean women of varying age and class group cope with the new environment of changing economical structure and social relations. The book argues that television is an important resource for women, stimulating them to research their own lives and identities. Youna Kim reveals Korean women as creative, energetic and critical audiences in their responses to evolving modernity and the impact of the West. Based on original empirical research, the book explores the hopes, aspirations, frustrations and dilemmas of Korean women as they try to cope with life beyond traditional grounds. Going beyond the traditional Anglo-American view of media and culture, this text will appeal to students and scholars of both Korean area studies and media and communications studies.
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Replaçant chaque oeuvre dans son contexte familial, social, géographique, économique et spirituel, cet album présente l'art des peuples premiers d'Amérique du Nord, des Inuits aux peuples des déserts du sud-ouest des Etats-Unis, des origines à la période contemporaine
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Considers the video game as a distinct cultural form that demands a unique interpretive framework. This book analyzes video games as something to be played rather than as texts to be read, and traces how the "algorithmic culture" created by video games intersects with theories of visuality, realism, allegory, and the avant-garde.
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This paper is based on ongoing research into the gendered use of mobile convergent media in the Asia-Pacific region. In particular, what role does the cute have and how does it correlate with types of consumption? As a region, the Asia-Pacific is marked by diverse penetration rates, subject to local cultural and socio-economic nuances. Two defining locations - Seoul (South Korea) and Tokyo (Japan) - are seen as both mobile centres and gaming centres which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile) IT revolution with devices such as i-mode, South Korea has become a centre for mobile DMB (Digital Multimedia Broadband) with the successful implementation of TV mobile phones (TU mobile) in 2005. One of the key features of mobile media technologies is the attempt by the industry to find the next killer application . One such application is the possibility of online multiplayer games accessed through mobile (broadband) telephonic devices such as MMO golf RPG Shot Online (a golf game for mobile phones). Amongst this frenzy of trend spotting and stargazing, Seoul as a mobile broadband and gaming centre provides a curious case study for the social and cultural intricacies informing the rise of gaming as an everyday practice for many Koreans.This article begins by outlining the game play and technoculture particular to South Korea and then explores the phenomenon of Kart Rider in South Korean gaming cultures - and its perception/ reception outside Korea - to sketch some of the issues at stake in playing it cute (particularly in the form of cute avatars), consuming Korea and the endurance of co-present communities. In particular, it contemplates the implications of current emerging online mobile gaming genres such as so-called female games such as the cute' Kart Rider in order to think about changing modes of game play and attendant social spaces.
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)