Mix It Up: Popular Culture, Mass Media, And Society
c5c6fea75a Satirical television shows SNL Building social solidarity and group cohesion, the generation of collective effervescence, and the creation of resources for social reflection do not benefit all members of society equally The collective effervescence produced by rituals of solidarity does not always produce communal bliss but often descends into a kind of mob mentality or groupthink, sometimes with violent consequences Popular culture provides not only a resource for reflection but also distraction The collective effervescence and inspirational narratives generated by sports entertainment can be appropriated all too easily for advertising campaigns that draw on the prestige of world-class athletes (Michael Jordan) to sell (sneakers, cameras, energy drinks) Chapter 3: The Critical Approach Marx argues that the prevailing ideologies and cultural norms of any society serve to benefit its ruling class and perpetuate their power Cultural hegemonydominance Adorno and Horkheimer argue that rather than satisfy pre-existing desires among audiences, the culture industries rely on advertising, popular music, and the glamour of cinema to invent new desires for consumer goods, all to be fulfilled through shopping and entertainmentthus creating endless markets for surplus products sold by department stores, fashion houses, jewelers, etc., that helped manufacture the desires for such things in the first place rendering working- and middle- class audiences so deluded that they overlook the soured of their own exploitation as underpaid, overworked, and deprived of autonomy the global dominance of the culture industries is illustrated by the ubiquity of the worlds most recognizable brands when we recognize popular cultures relationship to these media giants, it tends to lose some of its glamour and aura Sony, Viacom, CBS, News The critical approach to popular culture emphasizes how the popularity of movies, cartoons, cookies, and dance music serves to increase the profits of giant corporations like Universal Music Group, Viacom, Coca-Cola, etc. Home>>Ebook. Writing in a non-textbook style, Grazian relies on a variety of theoretical perspectives and fleshes out his discussions with examples from empirical sociological studies as well as excerpts from field notes, face-to-face interviews, and other research materials collected over the last decade. What accounts for the rise and fall of popular cultural trends? Why do A-list movie stars make so much money? How do television networks decide what programs to air? Do video games encourage violent behavior among young people, or do they make users smarter? Does advertising really work? In Mix It Up, David Grazian answers these questions and introduces students to a sociological perspective of popular culture and mass media. A non-textbook textbookGrazian integrates abstract concepts with empirical examples and brings a personal voice to the narrative. Shop Now . Shop Now . The books ten chapters fall into three parts: theoretical perspectives, production, and consumption. Chapter 9: Scenes from a mall the proliferation of all inclusive shopping mall highlights two recent shifts in the organization of social life in contemporary world, the rapid growth of mall, along with the rise of retail outlets within array of public spaces illustrates the centrality of cultural consumption in everyday life. Warner Bros.
Media has progressed from then on Through video games like grand theft auto we develop what philosopher John Dewey called collateral learning which facilitates the development of cognitive skills and competence. Peterson, Vanderbilt University From Bollywood to Botox, Shakespeare to Second Life, David Grazian uses a wide array of cutting-edge examples to illustrate how popular culture serves as a window into sociological thinking. See Eligible Titles . Grazian deftly uses the lens of popular culture to introduce major themes in the sociology of culture, and the sociology of culture to illuminate key features of popular culture. Shop Now . they create a host of profit-making opportunities without incurring additional production costs Exploit secondary markets. Toys&Games Toys & Games SHOP ALL Popular Categories Arts & Crafts Bestsellers Building & LEGO Baby & Toddler Toys Dolls & Stuffed Animals Puzzles Science Center See More > Brands & Characters espari Dolls LeapFrog LEGO Melissa & Doug Minecraft Age Groups 0 - 2 Years 3 - 5 Years 6 - 8 Years 9 - 12 Years Teens Price $25 & Under $25 - $50 $50 - $100 Captain America Civil War Explore our collection of toys and collectibles.
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