Friday, October 29, 2010

Blog maintenance week and online gaming

Blog presentations were this week and there weren’t any readings, so in addition to blog maintenance I’d like to briefly discuss internet gaming. Very broadly, online gaming is playing with other human players through an internet connection. Even though you don’t interact face to face with online peers, gaming over the internet allows some forms of social interaction through chat boxes, audio headsets, etc. I would say that the most common form of online gaming is through a pc, but it is also popular through consoles. Xbox live, the Xbox 360’s internet multiplayer service, is also widely popular with titles such as Call of Duty and Halo. On the pc, the World of Warcraft and Final Fantasy are some examples of mmorpgs, or massively multiplayer online role-playing games.


Online gamers have differentiated themselves from popular culture through distinct mannerisms and by even having their own vocabulary. As I discussed on the 15th, words used by online gamers sometimes coincide with internet culture, as the two are connected. In addition to having their own set of vocabulary, online gamers have developed a somewhat negative reputation. When imagining an internet gamer, one typically thinks of an ultra-competitive adolescent or young adult who is often self-absorbed and aggressive. Sadly like many stereotypes, this is often true. But with the growth of technology, internet gaming has a growing audience, and I would venture to say that the majority of participants in online gaming don’t have these negative characteristics.


Female Gender Roles

In “Femininity as Mas[s]querade: A Feminist Approach to Mass Culture,” Tania Modleski discusses the relationship between women and mass culture. According to Modleski, popular or mass culture serves to maintain gender roles and makes certain characteristics “ideal” for males and females. The ideal male figure represents production and work, as well as other typical masculine characteristics. Females on the other hand are represented by consumption and passivity, which makes them victims of culture, says Modleski.


Video games are an avenue of pop culture and definitely portray gender roles. Many video games follow a basic scenario; the male protagonist has a girlfriend, she is abducted, the male hero must rescue her. This goes to show that we expect women to be helpless and passive, while it is the men who need to be proactive.







Speaking of gender roles, in class we discussed gender-benders, and more specifically drag kings. A “drag king” is a woman who intentionally takes on the appearance of a man, usually for satirical purposes (or is a lesbian). The drag king is an example of an increasing trend: the blurring of the lines between what is masculine and what is feminine. Its unusual to think of drag kings as progress, but I guess you could if you believe that there should be a total absence of gender roles.

Friday, October 15, 2010

Gaming Subculture

I think that gaming can in some ways be categorized as a subculture, even though video games are almost completely commercialized and widely popular. However, I believe that gaming can be categorized as either popular culture or subculture, based on the gamer’s level of involvement and enthusiasm. For example, a cheerleader who occasionally plays wii fit would probably be an example of popular culture, while a mmorpg(large multiplayer game on the internet) player who sits at his computer for most of the day would be an example of subculture.


This brings me to my next point. Subcultures can sometimes be identified by mannerisms, clothing, and vocabulary. Though in many ways similar to internet culture, online gaming is a distinct facet of video games that easily fits into the idea of a subculture. Some vocab utilized in the gaming environment include words such as lol (laugh out loud), newb (a beginner), noob (derogatory), gg(good game), and cc (change channel).


Its also interesting to find that many words used in gaming have a complex etymology, such as the word “pwned.” According to the urban dictionary, pwned is “A corruption of the word "Owned." This originated in an online game called Warcraft, where a map designer misspelled "owned." When the computer beat a player, it was supposed to say, so-and-so "has been owned." Instead, it said, so-and-so "has been pwned." It basically means "to own" or to be dominated by an opponent or situation, especially by some god-like or computer-like force.” Source: http://www.urbandictionary.com

Friday, October 8, 2010

Aestheticism vs. Popular Taste

This week in class, we discussed art and divided it into two categories, Aestheticism and popular taste. Aesthetic art is often described as “art for art’s sake.” In other words, aestheticism defines the creation of art primarily for the appreciation of its beauty. We also discussed other characteristics of aestheticism, including that it is timeless, complex (requires specialized knowledge to appreciate it), universal, and focuses on the conditions of its construction.


Popular art has many traits in opposition to aestheticism. First of all, popular art is not merely art for art’s sake, but tends to be for a purpose, or functional. It also tends to be historically or culturally specific as opposed to being timeless. Popular art focuses on aspects of its condition or consumption rather than construction. Most if not all of these traits are the exact opposite of aesthetic art’s.


In the same way that some movies are and are not considered art, I believe that video games are in a similar predicament. As a whole, video games seem to fit neatly into the popular taste category, but can have some characteristics of aestheticism. I think that video games are culturally specific and lack timelessness for the most part. Furthermore, they are functional in that they serve as entertainment. The most obvious trait of popular art present in video games is the focus on their marketing and consumption by the masses. Though no examples come to mind, I definitely think that some games hold the characteristic of complexity, or that it requires specialized knowledge to appreciate them. The very nature of video games themselves is that you fully can or cannot appreciate them.

Friday, October 1, 2010

Marketing and teen America

On Tuesday, our class watched a PBS documentary called ‘The Merchants of Cool,” which discussed the relationship between targeted marketing, today’s youth, and the media. Teens today are the largest group of consumers in America. According to the documentary, teens spent $100 billion last year and persuaded their parents to spend another $50 billion. The ability to make large amounts of money is the incentive behind the relentless targeted marketing of teens. The video also asks if it is ethical for companies to go so far as to create popular culture to sell, rather than sell what the youth actually wants.


One thing that I found interesting was when the video described “resistance to the commercial machine.” Both the Insane Clown Posse and Eminem, says Frontline, have lyrics that promote violence, profanity, and rebellion against culture, yet they became a part of popular culture themselves. Teens have accepted these types of music, and other big names have seen good business because of it.


It may be a bit of a stretch, but when I saw this segment I was instantly reminded of the UFC. Because of its excessive violence, in many ways mma was considered taboo. The resistance to the machine and violence has made the UFC both become part of popular culture and appeal to teens. As a result, it has become a mode for the targeted marketing of teens. I can’t remember watching a single fight night without aggressive teen marketing, whether it was WoW, PS3, or their own video games. I enjoy both watching UFC and playing video games, but I find it interesting that video games are aggressively marketed in the context of violence.



UFC / Assassin's Creed II Spot - National Commercial from Chris Fitts on Vimeo.

Friday, September 17, 2010

In “Corporate Disney in Action,” Janet Wasko points out the contradictions between the image and legal practices of the Disney Company. When someone thinks about Disney, they usually think of fairytales, magic, and innocent characters such as Mickey Mouse, not of business and lawsuits. Disney has the right to be proactive in protecting their works, and they have shown this by suing over 1000 defendants.


However, for such a company that markets their innocence, Disney can be a bit extreme when it comes to legal issues. For example, Disney threatened to take legal action against three Daycare centers in Florida who had painted Disney characters on their walls. (Follow this link for the full story http://www.snopes.com/disney/wdco/daycare.asp).


Despite often marketing products for a younger audience, the video game industry also aggressively enforces their copyrights. In the 90’s, Nintendo sued blockbuster for photocopying game manuals to be included with the rented games.