Saturday, May 23, 2020

Postmodern Art And Its Impact On Modern Society - 2133 Words

Postmodern art is typically anti-establishment and rebellious, the beginning of postmodern art can be found in the late 1950’s-1960’s although the term was first used around 1970. The movement differed from previous movements as it deliberately went against the rules, artists used many different disciplines within one piece of work. A core value of postmodern art is that it is for everyone and tries to be a connection between art and everyday life. Modernism triggered post-modernism, modernism painted a perfect life and used religion and truths as a way of life (e.g. Sigmund Freud and his theories) Modernist’s artists concentrated on technique and the form of their artwork rather than complicating the process they preferred simpler more clarified techniques. After the second world war and the huge loss of communities of men and battalions the focus shifted rather selfishly on to the individual after all it was still a dog eat dog world with the united kingdom very much still feeling the affects of the war. Rationing still continued and things where very different compared to the USA where there country had not actively been affected by the war. While Britain was in the middle of an economic downturn America seemingly progressed at a much faster rate. Individualism was to be propelled to the forefront of America youth with groups such as Greasers and teddy boys now appealing to the youth. Rock and roll and Elvis was about to hit the scene and completely go against theShow MoreRelatedThe Journey Of Postmodern Art1631 Words   |  7 PagesThe Journey to Postmodern Art The field of visual art is extremely broad, therefore art historians have been attempting to categorize it based on style, time of creation, and subject matter for centuries. Much like any other sociological aspect of life, the culture and time period in which it was made has a great impact on the artist which directly influences their art. Though art is and always has been a way for someone to express themselves, limitations from certain parties took some of that experienceRead MoreAspects of Postmodernism in Happy Endings and Videotape1523 Words   |  7 Pagesdefine (15). If we look at the literal meaning of the word in a regular dictionary, we may encounter something like a style and movement in art [Â…] in the late 20th century that reacts against modern styles, for example by mixing features form traditional and modern styles . In fact, it has extended many of the fundamental techniques and assumptions of modern literature. A lot of aspects and characteristics of this relat ively new current are well exposed in short stories such as Happy Endings byRead MoreEssay on art1081 Words   |  5 Pages contemporary art, the art of the late 20th cent. and early 21st cent., both an outgrowth and a rejection of modern art. As the force and vigor of abstract expressionism diminished, new artistic movements and styles arose during the 1960s and 70s to challenge and displace modernism in painting, sculpture, and other media. Improvisational and Dada-like styles employed in the early 1960s and thereafter by Robert Rauschenberg and Jasper Johns had widespread influence, as did the styles of many otherRead MoreBenchmarking1075 Words   |  5 PagesApproach Culture and the Evolution of Mass Communication * Culture * can be narrowly associated with art – forms of expression such as music or painting that provide enlightenment or insight * can also be viewed as a broader category that includes the entire spectrum of ways that people express themselves at particular historical times * including art, beliefs, customs, games, technologies, traditions, and institutions * it also encompasses modes of communication Read MoreAssessment of the Contribution of Postmodernism to Our Understanding of Society1025 Words   |  5 PagesAssessment of the Contribution of Postmodernism to Our Understanding of Society The idea of the modern began as a way of describing the ideas and behaviour that emerged during, and contributed to, the decline of medieval society in Europe. There were three main elements in modernity: 1. Economic: This involved the growth of the capitalist market economy, the production of goods for profit and the emergence of wage labour. 2. Political: The emergence of theRead MoreAlthough Love May Concern The Intimate And Micro-Level1305 Words   |  6 PagesThe exclusion of these marginalized communities through policies exemplify Gayle Rubin’s â€Å"charmed circle,† which denote the â€Å"othering† of unconventional sexualities and sexual acts. By combining Rubin’s intersectional framework and the idea of a â€Å"postmodern family,† the Philippine Family Code can be deconstructed to reveal the organization of systems of power, which encourage particular families and condemn others. Therefore, scrutinizing the Philippine Family Code complicates the structures of loveRead More`` Postmodernism Or The Cultural Logic Of Late Capitalism `` Essay2351 Words   |  10 Pagesis committed to differential investigation of masterpieces and building design from what Jameson terms â€Å"high innovation† and postmodern works. He describes the postmodern mode of generation as a â€Å" social prevailing† in the wake of ideas like â€Å"depthlessness† or the concealment of depth, the fading of influence and pastiche, terms which as per Jameson identify with the postmodern type of production and experience. The idea of postmodernism quickly raises the issue of periodization, involved by the prefixRead MoreFine Art And Commercial Art1456 Words   |  6 PagesFine Art and Commercial Art With rapid economic growth and improving technologies, many artists are increasingly become interested in commercial art. This trend is mainly influence by the fact that the financial gains in commercial art are much greater than in fine art. Since the designers are instructed on what to do by their clients, their level of creativity and ingenuity is minimized. This is partially attributed to the fact that many people have misunderstood the true meaning of fine art. HoweverRead MoreRomeo And Juliet Film Analysis1647 Words   |  7 Pagesis classified as an early modern to postmodern adaption of Romeo Juliet. In this analysis, Courtney focuses on what changes were made from the original play to make the story more modern while also pondering if the original play was already postmodern to begin with. This leads her to discuss how exactly these changes effect the impact of the story along with how authorship is changed in an age of adaption. 2. Due to Courtney Lehmann’s deep analysis of the films postmodern influences within an ageRead MoreA Philosophical Enquiry into the Origin of Our Ideas of the Sublime and Beautiful: Edmund Burke1299 Words   |  6 Pagespotential influence between them. But this work is not a compendium of archaeological terms and arid thesis, but rather a crawl over time with a practical purpose: to reflect the aesthetic space as a theoretical analysis to try to understand contemporary society. 1. The sublime Before analysing the sublime in Burkes work we will try to explain what this term means. The term â€Å"sublime† beginning to be used in the late 16th century (in the sense dignified, aloof) Comes from Latin ‘’sublimis’’, from sub-

Monday, May 11, 2020

A Persona Of Emmett Till - Free Essay Example

Sample details Pages: 1 Words: 442 Downloads: 8 Date added: 2019/08/15 Category People Essay Level High school Tags: Emmett Till Essay Did you like this example?    Look what Mississippi did to my boy (Mamie Till, page 131) His mom quoted when she was informed of Emmetts short life and terrifying death. Emmett had an amazing life   as a black boy in Chicago. He had a white girlfriend, great school, a numerous amount of friends, and the most important one, no hate or racism. Don’t waste time! Our writers will create an original "A Persona Of Emmett Till" essay for you Create order Emmett was living his life! He really liked exploring and playing baseball. He was a normal boy that did not deserve the death he had. In 1955, Emmett Till was tragically tortured and murdered in Mississippi leading to his mother displaying her sons body. Triumph that it shocked the whole world and it started the civil right movement.  Ã‚   To begin with in 1955 the south was still segregated nowhere more so than Mississippi. Emmett Till, a 14 year old black boy from Chicago, went to visit relatives in Money Mississippi and also wanted to go see his cousins. He did not understand the southern culture nor danger that existed for African American. Although Emmetts mom though it would be a terrible idea, Emmett was really looking forward to it. Indeed she was right, it was a terrible idea (HouckDixon, magazine). Furthermore, according to Pophan, Emmett Till was first abducted from his uncle house because he was visiting and staying there. He was taken at 2 A.M or sometime after. After he was abducted, Emmett was killed especially tortured as well shot, and additionally they burned him. After that those 2 white men decided to hide the fact that they killed Emmett Till. They tied Emmet to a heavy object and threw him down a river nearby. After Emmett uncle report about him missing he was found in a horrible condition in a river. They were sent to court. The court only took 30 min and it was because they wanted a beverage. They were sent off the hook and sent them free. Although they were set off free, Mamie would not let this finish like this (HouckDixon). Emmetts mom demanded Emmetts body to be buried in Chicago. Mamie Till decided on an open coffin, to see what Mississippi did to her child. It was a hard journey for Mamie Till, but she she said that would make it.This funeral shocked the whole world. Millions of people all around the world came to see this funeral. A lot of Negros and even white people were really upset about this. Most people felt like this had gone way to far, so they revolted and took a step. This caused one of the first movement to end racism, this was a bad cause, but it had an amazing effect.

Wednesday, May 6, 2020

Capitalist Hegemony Free Essays

Capitalist Hegemony at its Finest Alex Jackson Sarah Ciurysek Capitalist Hegemony at its Finest. By Alex Jackson Throughout time different societies have seen their respective take on pop culture. Pop culture is not simply a culture that has suddenly sprung from the ground in the last 20 years and wormed its way into text books, periodicals and university debates; it is a culture built around a defined group of ideas, perspectives and attitudes. We will write a custom essay sample on Capitalist Hegemony or any similar topic only for you Order Now Pop culture in its evolutionary path has seen many changes from Roman sculpture to Baroque paintings to post-war Abstract expressionism, all amounting to what we know today to be our pop culture. However, the pop culture that we experience on a day-to-day basis in the 21st century is one unparalleled by the pop culture already seen and past. Today we are surrounded by the ever-expanding mass media. Since the invention of the Internet in the 1980’s, mass media has spread like wildfire and with it the furthering evolution of the 21st century’s pop culture. With the growth of mass media in our pop culture we see new trends and patterns. As we all know, North America was built on a firm foundation of capitalism. This capitalism is the foundation not only for businesses and corporations, but for our developing culture as well. A growing notion and potential fear amidst this evolving foundation is the existence of capitalist hegemony. For one to understand this term one must know the definition of the two words individually. Mirriam Webster’s dictionary defines capitalism as ‘an economic system characterized by private or corporate ownership of capital goods, by investments that are determined by private decision, prices, production and the distribution of goods†¦Ã¢â‚¬â„¢ Hegemony, defined also by Webster’s dictionary is ‘the social, cultural, ideological, or economic influence exerted by a dominant group. In combination, the two represent a power exerting itself over a group in attempts to feed and control consumerism. Capitalist hegemony can be seen on the television, in advertisements, film and video games. The method by which capitalist hegemony is spread, that we will consider in this essay, is the video game. Video games contribute to the spread of capitalist hegemony in two ways: through the easily-accepted method of suggestion of consumerist narratives; and through the extremist method of exerting complacency on a populous. From an early age, all of us have been bombarded with a consumer culture. We have been taught by mass media always to want, look for and buy the next big thing. Video games have taken up this torch in that easily-accepted, subtle way. There’s no need to tell a person to buy, the task is more indirect. Gamers play through a story, the narrative more often than not being all about consumerism of one form or another. As masked as the consumerist plot may be, it is more than likely there. Take for example a game such as Dead Space 2. This game involves the main character Isaac Clarke fighting his way through the Sprawl in attempts to destroy a giant relic called the Marker, which is responsible for an alien infestation. At first glance, the story line of Dead Space 2 gives no evidence of capitalist tendencies; however the player need only kill one of the creatures in the game and pick up the loot to enter currency into the game. Money and power nodes allow the player to upgrade Isaac’s abilities and buy weapons and suits, and additional ammo and med packs. The gamer thereby is subliminally being taught the values of capitalism, make money buy new things. In other approaches to video games the developers don’t go to such length to mask consumerism. In games such as Need for Speed Underground the player races for money so as to purchase upgrades for already purchased cars, and to buy new ones. In Digital Games and Cultural Studies by Garry Crawford and Jason Rutter, this point is explained: â€Å"Numerous games are based upon the principle of capital accumulation where the central aim and theme is to make more money to improve character’s avatar’s skills or possessions. (Crawford and Rutter) One might argue for sports-related games such as Madden NFL 12, or NHL 11 where the object of the game appears to be purely sport. Win a game, move to the next round is the essential plot; however, these video games have been sponsored by larger companies looking to get their name out to more consumers. Although the advertisemen ts are small and only seen on the back boards of the field or ice rink where the game is staged, the information does go in. According to studies, advertisements need to be put in front of the viewer for an extended amount of time before he viewer picks up on it. What better place than a video game to expose a viewer to a continuous stream of advertisements. To add to the two previous methods of consumerism being pushed through video games, there remains a third methodology. Typically, a well received video game will be made into a series. The game that supersedes the one before it always promises to be bigger and better; better graphics, better sound, etc. This leaves the player wanting more and lusting for the next big chapter. Many large game development companies such as EA games with Battlefield, and UBISOFT with Halo follow this trend and have met been with great success. Crawford and Rutter, in reference to the Birmingham School can be quoted as saying that, â€Å"the shared values and culture of a society are those based largely on dominant (that is, ruling class) values and ideologies. † (Crawford and Rutter) If our dominant culture is founded on capitalism, then the governing values and ideologies have to be exerted via subcultures such as pop culture and the ways in which its groups communicate. We have looked at the spread of consumerism via video games. This concept is easy to swallow because we see evidence of it everywhere we look. However, the second theory of how pop culture contributes to capitalist hegemony isn’t so easy to digest. As technology continues to advance and things such as social networking and portable communications grow, we begin to see a decrease in the need to go outside and meet people. The same goes for video games. With the introduction to video games in the 1970’s we have seen the creation of a new kind of computer geek, the gamer. Gamers can spend extended amounts of time inside, staring at a screen. With the advancement of video game graphics, intriguing storylines and strategic challenges, it’s no wonder gamers would rather play video games than interact, play sports or become useful members of society. A sudden lack of community has sprung up in the midst of our new found technological enlightenment. Digital gaming could be seen (and has been seen by many) as a clear illustration of the individualization of society†. (Crawford and Rutter) People no longer need to come outside to communicate, to do activity or exercise. â€Å"The rate at which these games are flying off the shelves would suggest more football is being played on home computers than on local fields†¦Ã¢â‚¬  (O’Connor, 2002). The uprising of this new phenomenon is evidence of a growing complace ncy in our society. People needing to do less and less. Looking at this from the viewpoint of a large capitalist corporation, it means profit; maintaining ‘the existing status quo [to] promote dominant capitalist values,’ (Crawford and Rutter) keep people inside, in front of a screen absorbing information that fuels their desire to buy. Stuart Hall suggests that â€Å"cultural products (such as television programmers, popular music and digital games) may be ‘encoded’ with dominant values, ideas and beliefs. † (Hall, 1980) Albeit a little extreme, Hall is supported in an indirect way. John Hopson, a games researcher at Microsoft Games Studios holds a doctorate in behavioral and brain sciences. Based on one of Hopson’s studies, a gamer can in essence be persuaded to produce a set of behaviors the developers want, â€Å"each contingency is an arrangement of time, activity, and reward, and there are an infinite number of ways these elements can be combined to produce the pattern of activity you want from players. † (Hopson) Simply put, large corporations intend to subliminally brain wash us with messages of use to capitalist pursuits. These ideas are conceptual, large and potentially a bit fanciful, but the evidence supporting them is happening before our eyes. People keep on buying based on information consumed through media portals including game consoles. The emergence of gamers and the diminishing need to go outside is a constant reminder that, although seemingly unrealistic, someone is using the right approach to acquire profit. Video games, among other methods, contribute to some form of capitalist hegemony whether intended or not. It would be frightening to know that a corporation would approach the market with such fervor as to send subliminal messaging through a game console. It’s surprising the very real effect of advertisement has on the consumer. -â€Å"Merriam-Webster. † http://www. erriam-webster. com/. N. p. , 2011. Web. 14 Apr 2011. -Crawford, Garry, and Jason Rutter. â€Å"Digital Games and Cultural Studies. † Sage Publications. (2006) -O’Connor, A. (2002) â€Å"Evan better than the real thing? †, The Times, The Game Supplement, 9 December. Pp 2-3. -Hall, S. (1980) â€Å"Encoding/ decodin g†, in S. Hall, D. Hobson, A Lowe and P. Willis (eds) Culture, Median, Language: Working Papers in Cultural Studies. Chicago, IL: University of Chicago Press. Pp 215-43 -Hopson, John. â€Å"Behavioral Game Design. † Gamasutra (2001): n. pag. Web. 14 Apr 2011. http://www. gamasutra. com/view/feature/3085/behavioral_game_design. php. How to cite Capitalist Hegemony, Essay examples