100 resultados para Transnational Popular Culture


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The purpose of this thesis is to explore the cultural and social significance of music video in the lives of a group of young women and men. In so doing the thesis pays particular attention to issues of gender and pleasure. This research examines the interaction of a group of young people with music video in relation to four areas of research. Firstly, the importance of music video in terms of social interaction and the pleasure this entails is explored. Secondly the thesis looks at the ways in which gender is seen by the young people in this study to be established by music video performers. Thirdly, how gender becomes inscribed on the body is explored, and fourthly I examine the process of sexualization of the body. Theoretically this thesis draws upon feminist theory, poststructuralist theory, music video scholarship and educational theories. This eclectic approach has been necessary as this research speaks simultaneously to several distinct areas of scholarship: education, cultural studies and feminism. My research with a young audience of music video took place within a secondary school. Over two semesters I conducted research with two separate classes of Media Studies students who were aged fifteen and sixteen. A total of 49 students were interviewed, however I chose mainly to work with a small group of eleven students - five girls and six boys. The school where I conducted this research is located in a working class suburb of a provincial and industrial Australian city . The young people's social positioning in terms of class and ethnicity has been considered in some depth in relation to the construction of the gendered subject. Methodologically the thesis is skewed towards the audience, and also towards dealing with what is normally unspoken in the research process. For example, much academic research does not include the author of the research as an integral part of that research. In this thesis I include myself in a number of ways: historically, personally and as a feminist. This thesis places a high priority on ethics and the effects of research on those who participate in the research process. The thesis uses a number of research methods: structured interviews, informal conversations, memory-work and written responses to music videos. Generally the research methods used in this thesis have been developed reflexively; that is, they have developed directly in relation to the participants’ reactions, responses, suggestions, interests and comments. The research seeks to demonstrate the place of music video in the lives of the young people who participated in the study. I look at how the young people in this study connect music video to other cultural forms and social interactions. In this way the intertextuality of music video is demonstrated. The research looks at how young viewers 'read' the gender of music video performers, and how this affects their own gendering. The social and cultural meanings which are attached to certain parts of the body are also examined. Theorizing the body in terms of its social meanings is a significant part of this thesis. The research argues that young people often experience music video as pleasurable, and that music video can provide young people with access to powerful speaking positions. This is demonstrated through transcripts of our conversations and interviews, and also through the young people's written comments. However, these powerful speaking positions invariably invoke dominant discourses (homophobia and racism, for example). Thus the disruptive potential of music video is called into question. These dominant discourses are gendered in nature. Pleasure in the text (music video) and cultural inscriptions of gender on the body then, are realized differently for the girls and for the boys in this study. My research into music video, gender and young people has implications for research methodology generally, and for music video scholarship specifically. Music video scholarship to date has rarely focussed upon the audience of this cultural form. My research has certain implications for the ways in which research is currently conducted with young people in relation to popular culture generally, and music video specifically, and gendered subjectivity.

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Since the late 1980s, representations of Japanese national identity and Japanese old age have been deconstructed. Images of the resilience of traditional cultural and social institutions are shown to have over-emphasized social and cultural homogeneity, elided social differentiation and inequality and minimized the significance of historical transformation. Key institutions of the postwar modernization project, including the patriarchal seniority system and household structure, are being transformed through globalization and feminization. This thesis focuses on the problem of representing individual and collective ageing in Japan in the context of modernization. Research is focussed on the contradictions, within essentialist representations of Japanese collective and individual identity, between socially constructed policy forms of old age and collective identities. Contemporary trends towards individualization and diversification of identities, and discourses on the ageing/information society, indicate cultural distance between an instrumentally rational administration and the life world of old people. Research explores the concept of embodiment through its significance in debates on postmodernization of the lifecourse in accordance with the structural shifts towards a postindustrial structure. This study examines representations of old age in broader social and cultural processes. Images of the social and cultural trajectory of the lifecourse draw attention to the embodiment of individual identities and ultimately generational cultures in contemporary social and cultural spaces. This research is the result of analyses of old age, which have been informed by postmodern theory. It in turn informs sociological theorizations of cultural representations of old age in contemporary societies.

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Both scholarly literature and popular media often depict predominantly negative and one-dimensional images of boys, especially African-American boys. Predictions of these boys’ anticipated difficulties in school and adulthood are equally prevalent. This paper reports qualitative research that features case studies of nine urban boys of color, aged nine to eleven, who participated in an afterschool program where they learned to create digital multimedia texts. Drawing on an analysis of the children’s patterns of participation, their multimodal products, and their social and intellectual growth over time, the study revealed that these children demonstrated many versions of male selves, and that their digital stories narrated these identities in ways that often challenged hegemonic versions of masculinity. These enactments of identity were made possible by the ways that their afterschool social space structured their activities, as well as by the symbolic means and subject matters privileged in that space, principally digital multimodal narratives and popular culture. At a time when afterschool programs are under pressure to become extensions of the school day, this research argues for recognition of and support for the different functions such programs can serve when structured as alternative spaces for learning and identity formation.

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This thesis synthesises perspectives from heritage, museum studies, anthropology and contemporary art to provide a dynamic account of the role of art among the Aboriginal peoples of Taiwan. It proposes that the continuing practice of contemporary Aboriginal art in Taiwan is an important instrument for maintaining Aboriginal groups' cultural vitality.

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Recent years have seen a flood of celebrity-authored children’s books enter the children’s literature marketplace. This paper tracks the evolution of this phenomenon as it pertains to contemporary celebrity culture, and responds to the question: what are the embedded messages about identity at play in such texts? The key contention here is that these works endorse celebrity as the most desirable identity category for the children of the new millennium, going so far as to position difference as a commodity to be traded in the quest for fame. Using critical theory around celebrity culture, and through a close reading of a short celebrity-authored picture book, this paper demonstrates that far from being innocuous pieces of popular culture, such books beckon children into a world that increasingly values visibility and stardom above all else.

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How might one approach cultural politics in the English classroom? What might the role of the class text be in these discussions? This article is a snapshot of the author's journey from a pre-service English teacher to her most recent experiences of English teaching. Her pre- service pedagogy indicated a 'minimization' of the role of the text in unpacking cultural politics; the text itself was overshadowed by the important points the teacher was making about critiquing the way the world is socially, culturally and politically organised. In her beginning teaching year, the author was in a remote rural school where she encountered attitudes to hegemonic masculinity and heterosexuality which she felt she did not deal appropriately with. She now believes that more emphasis on how the features of the text itself work to create meaning and construct identities is needed. She recognises the importance of close textual analysis as a way toward engaging in culturally political conversations about constructions of gender and sexuality in media and non-media texts. If she were to have her beginning teaching years over again, she would probably collate a series of contrasting representations of masculinity and femininity from a variety of sources, including popular culture. She would then develop activities based around undertaking textual analysis of the constructions of gender and sexuality, and ask students to identify the different elements in the texts that create meaning, and compare similarities and differences between texts.

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This paper is concerned with expanding knowledge of how femininity/sexuality intersections are constituted in secondary schools. Existing studies have drawn upon Judith Butler’s notion of a ‘heterosexual matrix’ in order to understand how intersections of femininity/sexuality are produced in schools through normative discourses of heterosexuality and gender. Drawing on ‘after-queer’ theoretical resources from within cultural studies that focus on the deployment of notions of sexuality within constructions of intelligible citizenship, I explore how the femininity/sexuality intersection within secondary schools might be complicated, when the significance of discourses of ‘girl power’, linked with successful neoliberal citizenship, is considered. I analyse young women’s discussions of key ‘girl power’ icons in popular culture, generated through fieldwork in an elite girls’ school in Australia. Throughout the analysis I explore how understanding intersections of femininity/sexuality in secondary schools requires an analytical framework that can attend to both familiar notions of heterosexuality and gender – and their ongoing currency – as well as how notions of sexuality are mobilized in the production of successful neoliberal girl citizens. I propose that this analytical approach is useful in terms of avoiding the reinscription of sexuality identity categories in education research.

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In this paper I explore the popular Australian television character of Ja’mie King – a teenage private school girl created and performed by male comedian Chris Lilley. I conceptualise Lilley’s satire as a public pedagogy of young femininity. My reading of his satire responds to recent feminist scholarship around young femininities and ‘girl power’, which explores representations of young femininity in popular culture in Western nations. Drawing primarily on the 2005 television mockumentary We can be heroes, I explore how King can be read in terms of exaggerated ‘girl power’ subjectivity. I examine the relationships, fashioned through the character of King, between ‘sexuality’ and global citizenship activity. I consider the extent to which King’s character teaches that young women can ‘have it all’. I explore the extent to which her character teaches that they can be ‘beautiful’ and ‘brainy’, ‘self-determined’ and ‘sexy’ at the same time.

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In this paper I consider the utility of discourses of ‘girl power’ for understanding, and complicating, the way youthful femininities are produced in schooling. The paper is concerned with expanding the possibilities for how queer theoretical resources might be utilized within studies of girls and schooling. Existing studies have drawn upon Judith Butler’s notion of a ‘heterosexual matrix’ for understanding, and attending to, the way normative discourses of heterosexuality underpin the school-based production of youthful femininities. The term ‘heterofemininities’ has been used in order to label these school-produced intersections of sex/gender/sexuality. Drawing on discourses of ‘girl power’ that gather around ‘voice’ and responsibility, I propose that the production of ‘hetero-femininities’ within educational contexts might be further explored, and thus complicated, when the significance of discourses of ‘girl power’ is considered. I analyse young women’s discussions of key ‘girl power’ icons in popular culture, generated through fieldwork in an elite girls’ school in Australia. In this analysis I explore the intersections of gender/sexuality/girl power that are produced in the young women’s textual practices.

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The word cyborg was created through an amalgamation of the terms cybernetics and organism. The expression was coined during a 1960s NASA conference to describe the internal technological modification of the body. This new term resonated within popular culture and was quickly embraced by science fiction, where the cyborg became a popular character. The image of the cyborg is often hyper-physical and hyper-sexual. The super sexualised woman who can shoot bullets from her breasts is a popular comic book cyborg representation. The Replicants from Riddley Scott’s Blade Runner are other examples of hyper human, super sexualised cyborgs. Increasingly, the future of our physicality is one that is intertwined with technology. Although the image of the cyborg is often exaggerated, it holds within it real future possibilities. This paper argues that cultural anxieties, in relation to the impact of technology on our bodies, can be identified through the cyborg image.

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During a NASA conference in the 1960s, the term cyborg was created through an amalgamation of the terms ‘cybernetics’ and ‘organism’. Coined by concert pianist Manfred Clynes and research colleague Nathan Kline to describe the internal technological modification of the body. This new term resonated within popular culture and was quickly embraced by science fiction where the cyborg became a popular character. The image of the cyborg is often hyper-physical and hyper-sexual. The super sexualised woman who can shoot bullets from her breasts is a popular comic book cyborg representation. The Replicants from Riddley Scott’s Blade Runner and Arnold Schwaznegger’s role the Terminator are other examples where the technological and physical combination produces a terrifying hyper humans. Increasingly the future of our physicality is one that is intertwined with technology. Although the image of the cyborg is often an exaggerated character it holds within it real future possibilities. Consider the portable arm wrist communicator from the scifi classic Star Trek. The watch phone communication device was once an object of the imagination but now a reality in the personal mobile phone. This paper argues that through imagined imagery of the cyborg, future possibilities can be seen.

One example of the image of the cyborg representing possible human futures is the performance work Cyborpyg. Cyborpyg is a 40-minute contemporary dance work that integrates three dimensional (3D) animation and video media within the performance. Projected 3D animated prosthetic limbs appear to extend the dancers from within. These digital limbs integrate with dancer’s bodies transforming them into cyborgs. The animations are an extreme form of aesthetic modification reflecting the possible consequences of the integration of technology within the body. Cyborpyg also explores both utopic and dystipic themes within the cyborg paradigm. The dancing hybrid bodies perform magical feats not possible with an unmodified body. Feet twist into talons and flippers, eyes extend from the head, arms transform into robotic attachments. The dancer’s bodies also appear trapped in an unrelenting environment with prosthesis that appear to torture and inflict serious harm. This paper explores the idea that the imagined image of the cyborg reflects future possibilities for the human physicality.

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The work generates theoretical connections between art history, science - empirical experience,and popular culture. Landscape is used as a medium and process to explore these connections. - landscape appreciation and its origins - the coloniser within the landscape (while landscape seems to be complicit with the colonising force, the land itself often underminds it) - landscape and coloniser as cyborg (an organic core with a 'man-made' chassis).

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Videogames, and young people's engagement with them, are of growing interest to education. This paper reports on initial find ings from the study: Literacy in the Digital World of the Twenty First Century: Leaming from computer games, focussing on the opportunities offered by studying young people's immersion in game play for understanding more about contemporary forms of  engagement and textuality, new forms of literacy,community and identity multimodality, and the implications of such forms and changes for contemporary literacy and English education. Taking videogames as examples of global, ICT-based popular culture, where meaning is built from muhimodal elements, and where young players have to he actively teaming and involved in order to play, the project asks how English and literacy education might benefit from examining videogames, as rich exemplars of contemporary digital culture, and the ways in which young people make use of them, to improve the teaching of print and multi modal forms of literacy.

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Once the domain of clinicians and researchers, we must now accept that ‘obesity’ has become ingrained in popular culture. An example is the emergence of a feast of reality television shows about obesity and weight loss. The most popular show is The Biggest Loser, where contestants compete to lose weight and win cash.