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Megan Ybarra 《对极》2021,53(1):36-55
This paper theorises the spatialisation of White supremacy through the siting and expansion of a US immigrant detention centre, the Northwest Detention Center (NWDC). This case reveals the spatial relationship between the detention centre’s displacement with the Seattle‐Tacoma region’s increasing wealth, highlighting the role of detention and incarceration in the spatialisation of White supremacy. If White advantage maps onto whiteness as property, then White supremacy maps onto interlocking systems of settler colonialism and racial capitalism that dispossess people of colour of land and turns their bodies into devalued pollution sinks, where the less‐than‐citizen is forced to live on Tar Pits that they cannot even call “home”. Since 2014, detained immigrants’ activism has fuelled conversations about the punitive nature of administrative immigrant detention, racial profiling, and the city’s responsibility to enforce health, safety and environmental regulations for all residents. Through the stories of detainees, deportees and their co‐conspirators, this site fight illustrates how abolition ecologies call for tearing down toxic detention centres. Beyond rejecting White supremacist logics in immigration enforcement, abolitionists make freedom as a place together.  相似文献   
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This article draws on the concept of spatialisation to better understand the development of a digital games industry on the periphery of mainland Europe, on the island of Ireland. Positioning digital games within the cultural and creative industries, we explore how global networks of production in this industry get territorialised, negotiated and shaped by local factors. Drawing upon an industry-wide survey in Ireland we found that employment has grown by 400% in the last decade but that this rate of employment growth and its concentration in large urban areas masks significant ruptures and shifts which more detailed spatial, occupational and social analysis reveals: in particular, how the state, multinational game companies, and physical and human capital interact to shape an industry which is strong in middleware, localisation and support but weak in content development. An understanding of global digital games production networks and of occupational patterns in this industry is, we believe, crucial for national and European cultural policies for the digital games industry and for the cultural and creative industries more generally.  相似文献   
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