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Feminist Media Histories最新文献

英文 中文
Life in-between Screens 屏幕之间的生活
IF 0.3 Q3 COMMUNICATION Pub Date : 2021-01-01 DOI: 10.1525/FMH.2021.7.1.61
Zhang Zhen, Jiang Jiehong, E. Y. Chang
This conversation, originally conducted in Chinese, explores the role of films, movie theaters, screens, streaming platforms, and documentary filmmaking in China during the initial wave of the COVID-19 pandemic. Zhang Zhen and Jiang Jiehong—professors at Tisch School of the Arts, New York University, and Birmingham City University, UK, respectively—discuss the human rights movement prompted by state-sanctioned racist violence, feminist interventions in filmmaking practices, documentation of the pandemic in China, and tensions between state discourse and minjian (unofficial, unaffiliated, grassroots, and among-the-people) narratives.
本对话最初以中文进行,探讨了电影、电影院、屏幕、流媒体平台和纪录片制作在中国新冠肺炎大流行初期的作用。张振和蒋介宏分别是纽约大学Tisch艺术学院和英国伯明翰城市大学的教授,他们讨论了由国家认可的种族主义暴力引发的人权运动、女权主义对电影制作实践的干预、中国疫情的记录以及国家话语与民间叙事(非官方的、无关联的、草根的、民间的)之间的紧张关系。
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引用次数: 0
Pioneras 先锋
IF 0.3 Q3 COMMUNICATION Pub Date : 2020-01-01 DOI: 10.1525/fmh.2020.6.1.163
Phillip Penix-Tadsen
This oral and written history examines three generations of pioneering women game developers from Argentina, Uruguay, and Chile—the South American region known as the Southern Cone. Each of the individuals interviewed—Marcela Nievas, Sofía Battegazzore, Maureen Berho, and Martina Santoro—offers insight on female leadership over three generations of precipitous growth in regional game development. Together, their personal and professional trajectories demonstrate how the embodied and material conditions of game production condition diverse histories of game development, challenging universalizing myths of a global game industry in which “anybody can make games.” At the same time, these four developers' histories working outside the conventional centers of the global game industry reflect the transformative role of women developers and game designers across the Global South in shaping three generations of global game culture.
这段口述和书面的历史考察了来自阿根廷、乌拉圭和智利的三代先锋女性游戏开发者,这些地区被称为南锥体。接受采访的每个人——marcela Nievas, Sofía Battegazzore, Maureen Berho和Martina santoro——都提供了关于区域游戏开发中三代女性领导力的见解。总之,他们的个人和职业轨迹展示了游戏制作的具体条件和物质条件如何影响了游戏开发的不同历史,挑战了“任何人都可以制作游戏”的全球游戏产业的普遍神话。与此同时,这四位开发者在全球游戏产业传统中心之外的工作经历反映了全球南方女性开发者和游戏设计师在塑造三代全球游戏文化方面的变革作用。
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引用次数: 1
Editor's Introduction 编辑器的介绍
IF 0.3 Q3 COMMUNICATION Pub Date : 2020-01-01 DOI: 10.1525/fmh.2020.6.1.1
Carly A. Kocurek
In 2012 Nina Huntemann wrote, “It isn't difficult to find feminist game studies, or feminist gamers.”1 This is no less true eight years later. It isn't difficult to find feminist game studies. Academics—like me and the contributors to this special issue—produce articles, monographs, special issues, and edited collections with steady regularity, and the broader community of game critics digs in with video essays, podcasts, and op-eds. Those working in industry participate in this discourse as well, as evidenced for instance by panels and events at the Game Developers Conference. Feminist thinkers have been tackling the tangled knot of games culture for at least twenty years. The now-classic From Barbie to Mortal Kombat: Gender and Computer Games (1998) launched multiple follow-up anthologies.2 Game developers like Brenda Laurel, Sheri Graner Ray, and Megan Gaiser helped spearhead a movement to take girls seriously as players in the mid-1990s and have continued to write and speak extensively about games and gender.3 Depictions of women in games have driven inquiry into a number of games, including notably the Tomb Raider series.4 Feminist scholars have long researched complexities of gamer culture, including competitive gaming, arcade culture, fandom, and player identity.5An energetic flurry of feminist thought about video games helped define game studies in the early part of this decade. Alex Layne and Samantha Blackmon first launched Not Your Mama's Gamer as a feminist game studies blog in 2011.6 The first issue of Ada New Media in 2012 included Mia Consalvo's call to action for game scholars, arguing that feminist scholars must address what she termed “toxic gamer culture,” and Lisa Nakamura's “Queer Female of Color: The Highest Difficulty Setting There Is? Gaming Rhetoric as Gender Capital.”7 The entirety of the journal's second issue, edited by Huntemann, focused on …
2012年,Nina Huntemann写道:“不难找到女权主义游戏研究或女权主义游戏玩家。”1八年后,情况也是如此。女性主义游戏研究并不难找到。像我和本期特刊的撰稿人一样,学术界人士以稳定的规律性撰写文章、专著、特刊和编辑集,更广泛的游戏评论家群体则通过视频文章、播客和评论进行挖掘。业内人士也参与了这场讨论,例如游戏开发者大会上的小组讨论和活动就证明了这一点。女权主义思想家已经解决游戏文化的纠结问题至少二十年了。现在的经典作品《从芭比娃娃到真人快打:性别与电脑游戏》(1998)推出了多个后续选集,梅根·盖瑟(Megan Gaiser)在20世纪90年代中期帮助领导了一场将女孩视为玩家的运动,并继续撰写和广泛谈论游戏和性别。3游戏中对女性的描述推动了对许多游戏的调查,尤其是《古墓丽影》系列。4女权主义学者长期以来一直在研究游戏玩家文化的复杂性,街机文化、粉丝群体和玩家身份。5在本世纪初,对电子游戏充满活力的女权主义思想帮助定义了游戏研究。Alex Layne和Samantha Blackmon于2011年首次推出了《Not Your Mama’s Gamer》,作为一个女权主义游戏研究博客。6《阿达新媒体》2012年的第一期包括Mia Consalvo对游戏学者的行动呼吁,认为女权主义学者必须解决她所说的“有毒的游戏玩家文化”,以及Lisa Nakamura的《有色人种酷儿女性:最高难度设置?游戏修辞作为性别资本》…
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引用次数: 1
There and Back Again 去而复返
IF 0.3 Q3 COMMUNICATION Pub Date : 2020-01-01 DOI: 10.1525/fmh.2020.6.1.37
Emma Vossen
The cultural ubiquity of The Lord of the Rings has shaped our contemporary assumptions about what the fantasy genre looks like, and these assumptions have in turn determined to a great extent what video games look like both historically and today. The Lord of the Rings and video games are, sadly, both well known for their lack of diversity, and this article argues that that is no coincidence. Focusing on the impact of the life and work of J. R. R. Tolkien, it traces fantasy media from the birth of the genre to the present day to discuss how exclusion is remediated, normalized, and justified. It challenges the racism of the “historical accuracy” fallacy and details how very old sexist literary tropes are continually remediated into contemporary fantasy video games. It asks: What can past discourses surrounding diversity in fantasy media tell us about the resistance to diversity in video games in the present?
《指环王》的文化普遍性塑造了我们当代对奇幻类型的假设,而这些假设反过来又在很大程度上决定了电子游戏在历史上和今天的样子。遗憾的是,《指环王》和电子游戏都以缺乏多样性而闻名,本文认为这并非巧合。它聚焦于J·R·R·托尔金生活和工作的影响,追溯了从这一类型诞生到今天的幻想媒体,以讨论如何补救、规范和证明排斥。它挑战了“历史准确性”谬论中的种族主义,并详细说明了非常古老的性别歧视文学比喻是如何不断被修正到当代奇幻电子游戏中的。它问道:关于目前电子游戏对多样性的抵制,过去围绕幻想媒体多样性的论述能告诉我们什么?
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引用次数: 4
Radical Media Lab, Episode 1 激进媒体实验室,第1集
IF 0.3 Q3 COMMUNICATION Pub Date : 2019-10-01 DOI: 10.1525/fmh.2019.5.4.64
Angela J. Aguayo, E. Spiro
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引用次数: 0
Negotiating Political Identity in Community-Based Film Festivals 社区电影节中的政治认同谈判
IF 0.3 Q3 COMMUNICATION Pub Date : 2019-10-01 DOI: 10.1525/fmh.2019.5.4.21
Marisa Hicks-Alcaraz, E. Oishi
This article is a cross-generational exchange of ideas and experiences that explores the intersections of film curating and activism. Its authors set forth accounts of their own experiences as scholars who have worked as film festival curators “on the side” from the 1990s to the present within the context of the new yet rapidly growing field of film festival studies, which provides a useful set of perspectives and methods for understanding how film festivals function and what significance and impact they can have on the multiple stakeholders involved, including but not limited to the filmmakers, festival organizers and staff, and audiences. Their experiences shed light on the ways that identity-based film festivals have evolved through engagement with economic and political forces of globalization and neoliberalism even as they function as important, fluid sites of community building where identities are negotiated, contested, and articulated.
这篇文章是一次跨代的思想和经验交流,探讨了电影策展和行动主义的交集。本书作者从20世纪90年代到现在,在电影节研究这一新兴而迅速发展的领域中,阐述了他们作为学者在“侧面”担任电影节策展人的经历,为理解电影节如何运作以及电影节对包括但不限于电影人、电影节组织者和工作人员在内的多方利益相关者的意义和影响提供了一套有用的视角和方法。和观众。他们的经历揭示了以身份为基础的电影节是如何通过与全球化和新自由主义的经济和政治力量的接触而演变的,即使它们是社区建设的重要、流动的场所,在这里身份被协商、争论和表达。
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引用次数: 1
Sisters in the Life 生活中的姐妹
IF 0.3 Q3 COMMUNICATION Pub Date : 2019-10-01 DOI: 10.1525/fmh.2019.5.4.76
Yvonne Welbon, A. P. Gumbs
Yvonne Welbon, an award-winning filmmaker and founder of the Chicago-based nonprofit Sisters in Cinema, interviews Alexis Pauline Gumbs, cofounder of the Black Feminist Film School, as part of a larger trans-media project on the history of queer Black lesbian media makers, SistersintheLife.com. Gumbs speaks about Black feminist practices of education and filmmaking, delving into the founding and inspiration of the Black Feminist Film School and its mission to “create the world anew.” She explains her “community accountable practice” that is connected to traditions of Black intellectualism, her position as provost of a “tiny Black feminist university” that she calls Eternal Summer of the Black Feminist Mind, as well as how she and her collaborators have been inspired by QWOCMAP (Queer Women of Color Media Arts Project).
Yvonne Welbon是一位屡获殊荣的电影制作人,也是总部位于芝加哥的非营利组织电影姐妹会的创始人,她采访了黑人女权主义电影学校的联合创始人Alexis Pauline Gumbs,这是一个关于酷儿黑人女同性恋媒体制作人历史的更大跨媒体项目SistersintheLife.com的一部分,深入探讨了黑人女权主义电影学院的成立和灵感,以及它“创造新世界”的使命。她解释了自己与黑人智学传统有关的“社区责任实践”,以及她作为一所“小型黑人女权主义大学”教务长的职位,她称之为“黑人女权主义思想的永恒之夏”,以及她和她的合作者如何受到QWOCMAP(Queer Women of Color Media Arts Project)的启发。
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引用次数: 1
Editors’ Introduction 编辑的介绍
IF 0.3 Q3 COMMUNICATION Pub Date : 2019-10-01 DOI: 10.1525/FMH.2019.5.4.1
Angela J. Aguayo, A. Juhasz
> “Through this book, I imagine the possibility that later generations of media feminists might not have to do this work again: putting a stop, for a while at least, to this particular feminist ‘re’-cycle.”> > —Alexandra Juhasz, Women of Vision , 20011> “Theories and concepts help order history, but critically informed production practice, an orientation of learning, thinking, and doing might move us out of these painful historical reveries.”> > —Angela J. Aguayo, Documentary Resistance , 20192alexandra juhasz: In October 2017 I received …
>“通过这本书,我想象着未来几代媒体女权主义者可能不必再做这项工作了:至少在一段时间内,停止这种特殊的女权主义‘再’循环。”>>——Alexandra Juhasz,《视觉女性》,20011>“理论和概念有助于整理历史,但批判性知情的生产实践,学习、思考和行动的方向可能会让我们摆脱这些痛苦的历史幻想。”>>——Angela J.Aguayo,纪录片抵抗,20192alexandra juhasz:2017年10月,我收到了…
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引用次数: 0
The Fourth Wall 第四堵墙
IF 0.3 Q3 COMMUNICATION Pub Date : 2019-10-01 DOI: 10.1525/fmh.2019.5.4.68
Toni Adeyemi, Karina Hodoyán, Cheryl Dunye
Toni Adeyemi, a senior in media studies at the University of San Francisco, and Karina Hodoyán, an associate professor in the Spanish Studies program and director of the Master's in Migration Studies at the University of San Francisco, interview filmmaker Cheryl Dunye. The conversation took place across different media platforms and moments in time, and focuses on both Dunye's past work and her recent directorial transition into new platforms of filmmaking and storytelling, including directing episodic television. Dunye mentions the politicization of the breaking of the “fourth wall,” and the advent of social-media storytelling about identity, race, gender, and queer desire. She also discusses her current project Black Is Blue, a work in progress set in the future about a love affair between a trans couple in Oakland. The figures show a related Instagram project touching on Dunye's many influences as well as instances of fourth-wall breaking in contemporary television.
旧金山大学媒体研究专业的大四学生托尼·阿德耶米(Toni Adeyemi)和旧金山大学西班牙研究项目副教授、移民研究硕士项目主任卡丽娜Hodoyán采访了电影制作人谢丽尔·邓耶(Cheryl Dunye)。这次谈话发生在不同的媒体平台和时间点上,重点是邓耶过去的作品,以及她最近向电影制作和讲故事的新平台转型的导演,包括导演情节电视。Dunye提到了“第四堵墙”被打破的政治化,以及社交媒体讲述身份、种族、性别和酷儿欲望的出现。她还谈到了她目前的项目《黑即是蓝》,这是一部正在进行中的作品,讲述了奥克兰一对跨性别夫妇之间的爱情故事。这些数据显示了一个相关的Instagram项目,涉及邓耶的许多影响,以及当代电视中打破第四堵墙的例子。
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引用次数: 0
Détourning Asia/America with Valerie Soe 与Valerie Soe一起游历亚洲/美洲
IF 0.3 Q3 COMMUNICATION Pub Date : 2019-10-01 DOI: 10.1525/fmh.2019.5.4.56
Mila Zuo, Valerie Soe
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引用次数: 0
期刊
Feminist Media Histories
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