What Color is Black: Epistemic Disobedience in Jean Genet’s The Blacks

2018 ◽  
Vol 7 ◽  
pp. 191-210
Author(s):  
Hicham MAZOUZ

Jean Genet’s writing has generated controversies over the years, particularly his advocacy for demoting whiteness and its means of domination. He is primarily regarded as an angry homosexual white French male who portrays grotesque shadows of humanity in his work. In his 1959 Play The Blacks, Genet describes the way Blacks are categorized in France through the mediation of abjecting politics of disgust, which cast black bodies as repulsive and outside the pole. At the same time, The Blacks considers the strategies of resistance and critique that are available to these bodies and those working alongside with them. Characters in The Blacks conform to the roles that they are given, therefore creating a visual mask over their identity. For Genet acting becomes a (positively) perverse and subversive mean for gaining power over oppression by taking an art from something that is traditionally based in strict role playing and turning it into a form of individual and collective expression necessary to “negatively” creating what can then be conceived as an assertively “positive” socio-political identity.  

2015 ◽  
pp. 1597-1620
Author(s):  
Kristin M. S. Bezio

This chapter explores how through both narrative and gameplay mechanics, BioWare's 2011 digital role-playing game Dragon Age II seeks to help players redefine their understanding of ethics in terms of human emotion and interaction. These interaction-based ethics are the product of our desire to situate ourselves within a social community rather than on an abstract continuum of universal “right” and “wrong.” The ambiguity contained within the friendship-rivalry system factionalizes Hawke and his/her companions, forcing the player, as the group's leader, to ally with one of the two sides in the game's overarching conflict. This coercive mechanic produces awareness in the player of the way in which interpersonal relationships form our responses in ethical situations, and causes the player to question whether their decisions are the product of “pure” ethics, or the consequence of deliberate or unconscious submission to the ethical mores of others.


2020 ◽  
pp. 171-182
Author(s):  
Montse Feu

Fighting Fascist Spain connects some of the major figures of the Spanish Civil War exile with lesser-known actors, making their contributions more visible. While fascism ruled in Spain, España Libre’s authors cultivated a rich set of tools that interrogated the way fascist power operates. The underlying premise of this work is that the Confederadas’ antifascist solidarity was rooted in a cultural realm shaped by a complex web of political and cultural heritages that Spanish immigrants brought with them and were further reinforced by allies in the United States, which in turn built local and transnational antifascist communities. There are interlocking aspects that define España Libre’s cultural and political identity: its self-educated workers, its anarchist adaptability to exile, its transnational ties, its organized solidarity, and its transformative culture and humor.


Modern Italy ◽  
2016 ◽  
Vol 21 (4) ◽  
pp. 345-360 ◽  
Author(s):  
David Forgacs

Most books by or about Antonio Gramsci reproduce on their covers the same studio photograph dating from the early 1920s. It is a head and shoulders portrait showing Gramsci with longish hair, dark coat buttoned at the neck, unsmiling and looking into the camera through wire-rimmed glasses. This was also the image of him most commonly displayed in Communist Party branches all over Italy from the late 1940s to 1991. Yet if we compare it with other extant photographs of Gramsci, as well as with those of other revolutionary leaders adopted as iconic in the communist movement, we can see it differs from the former and resembles the latter in several ways. The most striking difference is the erasure of any sign of Gramsci’s bodily impairment: the curvature of the spine and short stature resulting from the spinal tuberculosis he had as a child. The article examines the history of this photograph and the way it became adopted as the approved image of Gramsci and considers what was at stake in removing from official memory a condition of disability that was central to his own personal and political identity.


Author(s):  
Martin Oliver

This chapter explores the roles players created, and how these structured their online relationships, in an online massively multi-player role-playing game, Kingdom of Loathing—a low-tech browser-based game with a satirical, humorous style. Existing research has often sought to understand players’ actions by classifying them into “types”, determined by motivations for play or patterns of behaviour. However, such typologies are shown to be problematic, particularly in the way that they might be interpreted as predicting behaviour. Instead, a phenomenographic exploration was undertaken, looking at players’ experiences, the roles they took up, and how they learned to perform these. This exploration shows that classifications of players are an over-simplification. Instead, the classification should apply to examples of play—not least because the game itself was not “fixed” but was constantly re-designed in response to play. This has implications for research methodology, but also for the (ongoing) design of games.


2012 ◽  
Vol 2 (2) ◽  
pp. 44-59 ◽  
Author(s):  
David A. Jones ◽  
Maiga Chang

It has been stated that people need to improve their knowledge of finances and make better choices with their money. Many programs have been created to teach basic finances. These programs target people of all ages from adults all the way down to kindergarten students. The vast majority of opinions on teaching finances state that education begins with children – the younger the better. The goal of this research is to create a fun to play multiplayer online role playing game (MORPG) capable of teaching younger students how to better manage their personal finances. The game is designed as an educational tool with an attempt to balance both the entertainment and educational components. It simulates a real world where the player must make financial decisions for their avatars in an attempt to develop enough wealth to allow that avatars to retire at a specified age.


1972 ◽  
Vol 22 (2) ◽  
pp. 293-308 ◽  
Author(s):  
Richard Sorabji
Keyword(s):  

Aristotle says in the De Sensu that other colours are produced through the mixture of black bodies with white (440a31–b23). The obvious mixture for him to be referring to is the mixture of the four elements, earth, air, fire, and water, which he describes at such length in the De Generatione et Corruptione. All compound bodies are produced ultimately through the mixture of these elements. The way in which the elements mix is described in i. 10 and 2. 7. They mix in such a way as to produce an entirely new substance, in which the characteristics of the original earth, air, fire, and water survive only in modified form.


2001 ◽  
Vol 6 (2) ◽  
pp. 229-250
Author(s):  

AbstractIndividuals identify and belong to many social groups and the notion of identity negotiation can shed light on the way individuals manage this identity diversity. Based on a case of young French activists, two propositions are developed concerning the process of identity negotiation. First, young activists choose and negotiate ``between'' their various identifications to build their political identity. Second, their incapacity and unwillingness to decide between the diverse facets of their identity lead them to negotiations ``of'' these facets, as they relatively balance each of them, depending on the situation. It is further assumed that the very duality of the process of identity construction is the prerequisite allowing association between the concept of identity and the concept of negotiation in its sociological sense, which belongs to the sphere of compromise, instead of war.


Author(s):  
Ria Astuti

This article aims to know how the method of planting leadership character into early childhood through the story of Queen Balqis. The story of Queen Balqis is recounted in the Qur'an surah an-Naml. The story of Queen Balqis originated from the news brought by the bird Hud-Hud to the Prophet Sulaiman about a country led by a woman. The land of Saba ' was called by God in the Qur'an as the country of Baldatun thoyyibatun wa robbun ghofurun (a safe and prosper country and receiving forgiveness from God). There are several characteristics of Queen Balqis, namely: have a big effect, democratic, intelligent, giving priority to the safety of her people and the Knights-at-heart. The period of early childhood is the period of the golden age, which at this time is very important to develop the character of children's leadership to become qualified leaders and private. The method of planting leadership character into early childhood through the story of Queen Balqis could be through the way of watching movies, talking, conversation, role-playing, and the example method of conditioning.


2009 ◽  
pp. 23-34
Author(s):  
Franco Milanesi

- In the first part, the article analyzes Domenico Losurdo's book on Stalinism. He characterizes Stalinist repressions as above all a response to internal opposition and attacks from foreign nations. Losurdo points out how, in the 20th century, all kinds of regimes resorted to extreme forms of violence. The author of the present article, even though he recognizes the validity of some of the arguments, criticizes the way Losurdo uses contextualization and comparison as ways of diminishing political and moral responsibilities. In the second part of the article the author analyzes the debate in «Liberazione», the newspaper of the Rifondazione Comunista Party. In reviewing Losurdo's book, the newspaper has stirred up an outcry among some of the editors, generating a debate about some still unresolved crucial questions connected to Stalinism, and above all, questions linked to the cultural and political identity of the party itself.Key words: Stalinism, Domenico Losurdo, Communism, Rifondazione Comunista, «Liberazione »; historical comparison.Parole chiave: stalinismo, Domenico Losurdo, comunismo, Partito della Rifondazione Comunista, «Liberazione», comparazione.


Author(s):  
Kristin M. S. Bezio

This chapter explores how through both narrative and gameplay mechanics, BioWare’s 2011 digital role-playing game Dragon Age II seeks to help players redefine their understanding of ethics in terms of human emotion and interaction. These interaction-based ethics are the product of our desire to situate ourselves within a social community rather than on an abstract continuum of universal “right” and “wrong.” The ambiguity contained within the friendship-rivalry system factionalizes Hawke and his/her companions, forcing the player, as the group’s leader, to ally with one of the two sides in the game’s overarching conflict. This coercive mechanic produces awareness in the player of the way in which interpersonal relationships form our responses in ethical situations, and causes the player to question whether their decisions are the product of “pure” ethics, or the consequence of deliberate or unconscious submission to the ethical mores of others.


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