Notes.MC101 4Notes.MC101 5Media’s Influences 1/26/15 10:03 PM Pop Culture • Mass communicated messages that make limited intellectual demands; content designed to entertain media audiences • Common ground • Grew during the Industrial Revolution • Something most have experience with [advertisers want to sell to these people] • Culture is created by humans as a way to relate • Pop cultures can be surprisingly similar and surprisingly different at the same time Perspectives of Pop Culture • THE QUANTITATIVE- a work that inspires more works or sales [Harry Potter] • THE LEFTOVERS- authentic antiques that inspire nostalgia [Greek Revival] • THE MASS CULTURE- fads that drive sales [American Idol Winners] Why Study Pop Culture? • Reflects and influences human life • Spreads specific ideas and ideology internationally • Raises far-reaching political questions, challenging education, and research • Reaches almost everyone • Influences thought, dress, relations, etc. • Tremendous economic impact on media • Strongly influences MC content [Media disseminates and presents: sell to large audiences, drastically important to media market. Media can equal pop culture: smart phones, Internet, etc.] Taste Publics • HIGH CULTURE- high brow content • UPPER MIDDLE- early adopters, read Time • LOWER MIDDLE- dominant influence in MC; can afford most advertised products • LOW CULTURE- low education, enjoys simple plots• QUASI-FOLK- very poor, cannot purchase Critiques of Pop Culture • Nation of couch potatoes • Dulls sensibilities and demeans society • Mass appeal dumbs down sophistication PC as Entertainment • FOLK ART • Developed from spontaneous effort of anonymous people; low brow • ELITE ART • Represents high culture; developed by talented and creative individuals who garner rewards and recognition for their work; often commissioned; high brow • KITSCH • Undeveloped art aimed at the lowest common denominator (remakes, etc.); designed to make money • Predictions on kitsch: • Diminishes folk and elite art because it simplifies their content • Deprives audiences of interest in developing taste for more genuine art • Mainly a tool for economic exploitation Pure Entertainment Media • SPORTS- deeply rooted in modern society; can be considered its own industry; 20% of newspaper space and 25% of weekend television; most valuable of all advertising time is during Super bowl, World Cup, and Olympics • MUSIC- has been a part of culture for thousands of years; strong economy; able to develop and evolve; tapes, cd’s, mp3’s; easily works with other media industries; reflects the times and emotions; internet has changed music economically, legally, and in distribution • VIDEO GAMES- quick growth; strong presence in market; 65% of American households play video games; average age is 35; 60% male, 40% female; worldwide
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