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1

Thompson, L. G., M. Thorne, R. Noss, and C. Smallman. "Microworlds: Adventures with LOGO." Mathematical Gazette 70, no. 454 (December 1986): 313. http://dx.doi.org/10.2307/3616205.

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Muller, James H. "The Great Logo Adventure." Computers in the Schools 2, no. 2-3 (July 31, 1985): 117–25. http://dx.doi.org/10.1300/j025v02n02_14.

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Pinter, Frances. "Eastern adventure." Logos 12, no. 4 (2001): 183–89. http://dx.doi.org/10.2959/logo.2001.12.4.183.

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Etter, Patricia A., and James F. Varley. "Lola Montez: The California Adventures of Europe's Notorious Courtesan." Western Historical Quarterly 27, no. 4 (1996): 533. http://dx.doi.org/10.2307/970556.

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Kern, Jane F., and Cherry C. Mauk. "Exploring Fractals a Problem—solving Adventure Using Mathematics and Logo." Mathematics Teacher 83, no. 3 (March 1990): 179–224. http://dx.doi.org/10.5951/mt.83.3.0179.

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The concept of fractal is relatively new yet is quickly being recognized as a realistic way to model nature. Fractals can be used to generate stimulating problems that can be solved using no more than high school algebra and geometry.
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Bulat, Snežana. "The play of Lola Montes: Dramatic vision by Todor Manojlović." Bastina, no. 51 (2020): 77–93. http://dx.doi.org/10.5937/bastina26999.

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Lola Montes (Marie Dolores Eliza Rosanna Gilbert) is a dominant heroin of Todor Manojlović's drama Fascinated king: historical movie in seven pictures with intermezzo. Manojlović is one of the many writers who have dedicated a piece to the fatal Lola Montes, whose dance adorned stages of the European cities. Having a great faith on authentic historical data, our playwright has created a drama portrait of the Spanish dancer who seduced Bavarian king Ludwig I and became his mistress and the very important political figure. It has been shown, on adequate examples, that the game and adventure are, without a doubt, the essential components of the Manojlović's drama character. Special research attention is given to the symbol of Lola's Spanish dance. Manojlović's Lola Montes is seductive, with great temper, coquettish, cunning, stunning young woman, the bearer of the new political ideas and a cause of many confrontations. The aged and fascinated king Ludwig I gives this woman a palace, title of countess and eventually he is forced to abdicate. The very important segment of this paper is given to the precise analysis of the scene where Lola Montes and king Ludwig are completely ignore the reality and leave their minds to the fairy-tale game and enjoy in the imaginary roles. The way of Todor Manojlović portraying the femme fatale has also been analyzed.
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Edmondson, John, Anthony Watkinson, and Deanne B. Marcum. "Book Reviews of â–œHistoire(S) De Livres: Le Livre Et Lâ–™édition Dans Le Monde Anglophoneâ–, â–œE-Serials 2/Eâ–, and â–œBeyond Belgium: Royal And Other Adventures Of A Librarian Worldwideâ–." Logos 14, no. 3 (2003): 159–63. http://dx.doi.org/10.2959/logo.2003.14.3.159.

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Inácio, Humberto Luís de Deus, and Antonio Baena-Extremera. "Práticas corporais de aventura na educação física espanhola: um estudo com foco na metodologia e na avaliação." Caderno de Educação Física e Esporte 18, no. 3 (September 22, 2020): 125–31. http://dx.doi.org/10.36453/2318-5104.2020.v18.n3.p125.

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NTRODUÇÃO: Desde os anos 1990 a Educação Física espanhola registra o ensino das práticas corporais de aventura (PCAs) na escola, ainda que, por lá, tenham sido denominadas inicialmente como Atividades Físicas de Aventura na Natureza e, após 20 anos de debate, passaram a ser definidas como Atividades Físicas no Meio Natural.OBJETIVO: Este texto apresenta as metodologias e os processos avaliativos mais utilizados em aulas de Educação Física em seus níveis de primária e secundária em um extrato do contexto espanhol, quando o conteúdo são as Práticas Corporais de Aventura. MÉTODOS: Para tanto, triangulou dados de artigos encontrados em uma base dados especializada – a Outdoorpeactivies, e de registros de campo realizados in loco, durante acompanhamento de aulas.RESULTADOS: As análises apontam que as metodologias mais frequentes são: ‘3 dimensões do conteúdo’ (conceitual, procedimental e atitudinal) e ‘tecnicista’. Enquanto a avaliação mais frequente se dá pela participação do aluno na atividade e ainda por fichas de observação.CONCLUSÃO: Sobre metodologia de ensino da EF, os textos se alternam, predominantemente, entre propostas tecnicistas e as baseadas nas 3 dimensões do conteúdo. Alguns casos, de relatos de experiências, indicam o uso de materiais adaptados e/ou a aquisição de gestos técnicos de uma PCA como ferramenta para a apropriação de gestos técnicos de outra; Já nas avaliações, os dados obtidos indicam uma subvalorização desta etapa do processo de ensino-aprendizagem, sendo a ‘participação’ um critério bastante utilizado e valorizado.ABSTRACT. Adventure bodily practices in Spanish physical education: a study with focus on the methodologies and evaluation processes.BACKGROUND: Since the 1990s, Spanish Physical Education registers the teaching of adventure bodily practices at school. There, they were initially called Physical Adventure Activities in Nature and, after 20 years of debate, they became defined as Physical Activities in the Natural Environment.OBJECTIVE: This text presents the methodologies and evaluation processes most used in physical education classes at the primary and secondary levels in an extract from the Spanish context when the content is the Adventure Bodily Practices.METHODS: For that, we used articles found in a specialized data base - the Outdoorpeactivies, and field records conducted during class follow-up. RESULTS: The results indicate that the most frequent methodologies are the ‘3 dimensions of content’ (conceptual, procedural and attitudinal) and the ‘technicist’. While the most frequent evaluation is given by the participation of the student in the activity and also by observation cards. CONCLUSION: About EF teaching methodology, the texts alternate predominantly between technical proposals and those based on the 3 dimensions of the content. Some cases indicate the use of adapted materials and / or the acquisition of technical gestures from one Adventure Bodily Practice as a tool for the appropriation of technical gestures from another. In the evaluations, the data obtained indicate an underestimation of this stage of the teaching-learning process, with ‘participation’ a widely used and valued criterion.
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Edmondson, John, Richard Abel, David Whitaker, Hugh Nowell, Anthony Watkinson, Frank Herrmann, and Graham P. Cornish. "Book Reviews of â–œThe Book History Readerâ–, â–œA History of Reading In The Westâ–, â–œPublishing Lawâ–, â–œThe Invisible Art: The Pursuit of Book Makingâ–, â–œReading Matter: A Rabid Bibliophileâ–™s Adventures Among Old and Rare Booksâ–, â–œA Little Overmatterâ–, â–œLow Profile: A Life In The World of Booksâ–, and â–œElectronic Resources and Services In Sci-Tech Librariesâ–." Logos 14, no. 1 (2003): 45–56. http://dx.doi.org/10.2959/logo.2003.14.1.45.

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Andayani, Ambar, and Jupriono Jupriono. "REPRESENTATION OF NYI RORO KIDUL IN MYTH, LEGEND, AND POPULAR CULTURE." ANAPHORA: Journal of Language, Literary and Cultural Studies 2, no. 1 (August 27, 2019): 28–36. http://dx.doi.org/10.30996/anaphora.v2i1.2724.

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Nyi Roro Kidul, Nyai Loro Kidul, or Nyai Ratu Kidul is a character of folk legend which has existed all along south coast of Java land: from East Java, to Middle Java and Jogjakarta, then to West Java and Banten. People along the south coast of Java island believe to myth of this legendary character as a beautiful and supernatural woman who has authority of devil realm in Indonesian Ocean (Indian Ocen) or Segoro Kidul (South Sea). The popularity of Nyi Roro Kidul has also become motivation for national film-making and TV media to produce many films and drama about this character. Although there are many similarities about the revelation, among regions, legend and mass culture (film, TV); the representations of Nyi Roro Kidul show differences in theme emphasis. In East Javanese people, Nyi Roro Kidul is emphasized on the intention of people seeking wealth pesugihan (with the helping from devils) by sacrificing human soul for antidote. In Middle Javanese people, Kanjeng Ratu Kidul is representated as the take turn-wife of Sultans from Mataram, Sultan Panembahan Senopati to Sultans of Jogjakarta in the present time. The west Javanese people represents this figure as the princess of Pakuan Pajajaran Kingdom who is betrayed and abused, and throw away herself to jump into South Sea, then she incarnates as a beautiful and undefeated supernatural queen. On film and television, Nyi Roro Kidul is presented as a beautiful, sexy, cruel and sexual adventurer woman.
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Burden, Amy. "Lipstick on pigs: Critical discourse and image analysis of non-humans in U.S. children’s ESL textbooks." EuroAmerican Journal of Applied Linguistics and Languages 8, no. 1 (March 31, 2021): 52–74. http://dx.doi.org/10.21283/2376905x.13.218.

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EN Gender equality in language learning has received considerable attention in research on classroom policy and materials. Within studies of materials like language learning texts, most research focuses on content analyses of character roles and images, with sometimes purposeful exclusion of non-human characters. However, non-humans in children’s picture books comprise almost 60% of the characters children read. Therefore, their representations of gender, including biases, overt sexism, and covert sexism should be examined. In this study, I examine gendering of non-human characters using corpus linguistics and critical discourse analysis. Additionally, I use critical image analysis to discuss pictorial gendering of non-human characters within 12 textbooks in two of the United States’ most widely used textbook series for language learning in elementary schools. Results indicate a strong preference for aggressive and adventurous male characters, male supremacist ideologies, and the suppression of female agency. Key words: CORPUS LINGUISTICS, CRITICAL DISCOURSE ANALYSIS, TEXTBOOK ANALYSIS, GENDER AND LANGUAGE, ENGLISH AS A SECOND LANGUAGE (ESL), CRITICAL IMAGE ANALYSIS ES La igualdad de género en el aprendizaje de idiomas ha recibido una atención considerable en la investigación sobre la política y los materiales en el aula. Dentro de los estudios sobre materiales como los textos para el aprendizaje de idiomas, la mayoría de las investigaciones se centran en el análisis del contenido de los roles y las imágenes de los personajes, con una exclusión de los personajes no humanos. Sin embargo, los personajes no humanos de los libros ilustrados para niños representan casi el 60% de los personajes que leen los niños. Por lo tanto, deben examinarse sus representaciones de género, incluyendo los prejuicios, el sexismo manifiesto y el sexismo encubierto. En este estudio, examino la representación de género de los personajes no humanos utilizando la lingüística de corpus y el análisis crítico del discurso. Además, utilizo el análisis crítico de la imagen para analizar el género pictórico de los personajes no humanos en 12 libros de texto de dos de las series de libros de texto más utilizados en Estados Unidos para el aprendizaje de idiomas en las escuelas primarias. Los resultados indican una fuerte preferencia por personajes masculinos agresivos y aventureros, ideologías de supremacía masculina y la supresión de la agencia femenina. Palabras clave: LINGÜÍSTICA DE CORPUS, ANÁLISIS CRÍTICO DEL DISCURSO, ANÁLISIS DE LIBROS DE TEXTO, GÉNERO E LINGUAJE, INGLÉS COMO SEGUNDA LENGUA (ESL), ANÁLISIS CRÍTICO DE LA IMAGEN IT L’uguaglianza di genere nell'apprendimento delle lingue ha ricevuto una notevole attenzione nella ricerca sulle norme di comportamento nelle classi così come nei materiali didattici. All'interno degli studi su materiali didattici come i testi per l'apprendimento delle lingue, la maggior parte della ricerca si concentra sull'analisi del contenuto dei ruoli e delle immagini dei personaggi con l'esclusione, a volte intenzionale, di personaggi non umani. Tuttavia, i non umani nei libri illustrati per bambini costituiscono quasi il 60% dei personaggi. Pertanto, dovrebbero essere esaminate le loro rappresentazioni di genere, inclusi pregiudizi, sessismo palese e sessismo nascosto. In questo studio si esamina la sessuazione di personaggi non umani usando la linguistica dei corpora e l’analisi critica del discorso. Inoltre, viene utilizzata l'analisi critica delle immagini per discutere la sessuazione di personaggi non umani all'interno di 12 libri in due delle serie di libri di testo più utilizzate negli Stati Uniti per l'apprendimento delle lingue nelle scuole elementari. I risultati indicano una forte preferenza per personaggi maschili aggressivi e avventurosi, ideologie suprematiste maschili e soppressione dell'agire femminile. Parole chiave: LINGUISTICA DEI CORPORA, ANALISI CRITICA DEL DISCORSO, ANALISI DEI LIBRI DI TESTO, GENERE E LINGUAGGIO, INGLESE COME SECONDA LINGUA, ANALISI CRITICA DELLE IMMAGINI
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Matos, Ecivaldo De Souza, and Fábio Correia de Rezende. "Raciocínio computacional no ensino de língua inglesa na escola: um relato de experiência na perspectiva BYOD (Computational thinking to teaching English in high school: an experience report in the BYOD perspective)." Revista Eletrônica de Educação 14 (November 6, 2019): 3116073. http://dx.doi.org/10.14244/198271993116.

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Computational Thinking (CT) is a set of logical-operational cognitive skills or processes of reasoning, based on Computer Science. Abstraction, pattern recognition, algorithmic reasoning, and decomposition are examples of some of these skills that form the four pillar of CT. Some researchers have considered these skills as useful, and even mandatory to to cognitive development of the schoolchildren. In this paper, we present practical aspects and the possible contributions of CT in the development of competence of reading and interpreting English texts. Didactic interventions were carried out in high school classes of a public school, supported by the Bring Your Own Device (BYOD) approach, in which the students used their own smartphones. During these interventions, the students developed concept maps and podcasts, performed online exercises and the traditional exam, all of that composed the set of evaluation instruments. It was possible to understand that the CT skills are intrinsically present and contributed to the development of the reading and writing skills in English. According to testimonials, we highlight that the BYOD approach provided new conceptions and perspectives on the use of electronic equipment in function of the students’ learning.ResumoO Raciocínio Computacional (RC) é um conjunto de habilidades ou processos cognitivos lógico-operacionais de raciocínio, fundamentadas na Ciência da Computação. Abstração, reconhecimento de padrões, raciocínio algorítmico e decomposição são exemplos de algumas dessas habilidades que formam os quatro pilares do RC. Alguns pesquisadores consideram essas habilidades úteis, e até mesmo fundamentais, para o desenvolvimento cognitivo dos estudantes. Nesse sentido, este relato de experiência tem por objetivo apresentar aspectos práticos e possíveis contribuições do RC no desenvolvimento da competência de leitura e interpretação de textos de diferentes naturezas na disciplina de língua inglesa. Para isso, realizaram-se intervenções didáticas em uma turma do ensino médio de uma escola pública, apoiadas na abordagem Bring Your Own Device ou, simplesmente, BYOD, em que os estudantes usaram seus próprios aparelhos celulares. Durante o desenvolvimento das intervenções, os estudantes construíram mapas conceituais e podcasts, realizarem exercício online e a tradicional prova, os quais compuseram o conjunto de instrumentos avaliativos do bimestre. Por meio dessas intervenções, foi possível identificar como as habilidades do RC estiveram intrinsecamente presentes e contribuíram para o desenvolvimento da competência de leitura e escrita em língua inglesa, elencada pelos Parâmetros Curriculares Nacionais. Conforme relatos, além da articulação didática com o RC, a abordagem BYOD proporcionou à professora e aos estudantes novas concepções e perspectivas sobre o uso de equipamentos eletrônicos em função da aprendizagem deles mesmos.Palavras-chave: Raciocínio computacional, Ensino de inglês, Mobile learning, Educação em computação.Keywords: Computational thinking, English teaching, Mobile learning, Computer science education.ReferencesALBERTA Education. School Technology Branch. Bring your own device: a guide for schools. 2012. Disponível em:http://education.alberta.ca/admin/technology/research.aspx. Acesso em: 01 fev. 2017.ALLAN, Walter; COULTER, Bob; DENNER, Jill; ERICKSON, Jeri; LEE, Irene; MALYN-SMITH, Joyce; MARTIN, Fred. Computational thinking for youth. White Paper for the ITEST Learning Resource Centre na EDC. Small Working Group on Computational Thinking (CT), 2010. Disponível em: http://stelar.edc.org/publications/computational-thinking-youth. Acesso em: dez 2017.ARAÚJO, Ana Liz; ANDRADE, Wilkerson; GERRERO, Dalton Serey. Pensamento Computacional sob a visão dos profissionais da computação: uma discussão sobre conceitos e habilidades. In: Anais dos Workshops do VI Congresso Brasileiro de Informática na Educação. v. 4, n 1, 2015. p. 1454-1563.ARMONI, Michal. Computing in schools: On teaching topics in computer science theory. ACM Inroads, v. 1, n. 1, p. 21-22. 2010. DOI=http://dx.doi.org/10.1145/1721933.1721941BARBOSA, Márcio Lobo; ALVES, Álvaro Santos; JESUS, José Carlos Oliveira; BURNHAM, Teresinha Fróes. Mapas conceituais na avaliação da aprendizagem significativa. In: Anais do XVI Simpósio Nacional de Ensino de Física, v. 14, 2005, p. 1-4.BELL, Tim; WITTEN, Ian; FELLOWS, Mike. Ensinando Ciência da Computação sem o uso do computador. Computer Science Unplugged, 2011.BOCCONI, Stefania; CHIOCCARIELLO, Augusto; DETTORI, Giuliana; FERRARI, Anusca; ENGELHARDT, Katja. Developing computational thinking in compulsory education Implications for policy and practice. European Commission, JRC Science for Policy Report. 2016.BRASIL, Ministério da Educação. Secretaria da Educação Básica. PCN+ ensino médio: Orientações educacionais complementares aos parâmetros curriculares nacionais, Brasília: MEC. 2002. Disponível em: http://portal.mec.gov.br/seb/arquivos/pdf/linguagens02.pdf. Acesso em: set 2017.BRASIL. Ministério da Educação (MEC). Base Nacional Comum Curricular. 2017. Disponível em: http://basenacionalcomum.mec.gov.br/. Acesso em: set 2017.BRITANNICA, Encyclopaedia. Phenol: Encyclopaedia Britannica Online Academic Edition. Encyclopædia Britannica Inc. 2012. Disponível em: https://www.britannica.com/. Acesso em: 01 fev. 2017.BROOKSHEAR, J-Glenn. Ciência da Computação: uma visão abrangente. Porto Alegre, Bookman Editora, 2005.CHARLTON, Patricia; LUCKIN, Rosemary. Computational thinking and computer science in schools. What The Research Says’ Briefing, v. 2. 2012. [s.p.]CHIOFI, Luiz Carlos; OLIVEIRA, Marta Regina Furlan de. O uso das tecnologias educacionais como ferramenta didática no processo de ensino e aprendizagem. In: Anais da III Jornada de Didática - Jornada de Didática: Desafios para a Docência e II Seminário de Pesquisa do CEMAD. Londrina, 2014. [s.p.]COMPUTER AT SCHOOL. Computational Thinking: a guide for teachers. Hodder Education - the educational division of Hachette UK Digital Schoolhouse, 2015. Disponível em: https://community.computingatschool.org.uk/resources/2324/single. Acesso em: 01 set 2017.CORREIA, Paulo Rogério Miranda; SILVA, Amanda Cristina; ROMANO JÚNIOR, Jerson Geraldo. Mapas conceituais como ferramenta de avaliação na sala de aula. Revista Brasileira de Ensino de Física, v. 32, n. 4, p. 4402-4408. 2010.COSTA, Giselda dos Santos. Mobile learning: explorando potencialidades com o uso do celular no ensino-aprendizagem de língua inglesa como língua estrangeira com alunos da escola pública. 2013. 201f. Tese (Doutorado em Letras). Faculdade de Letras. Universidade Federal de Pernambuco. Recife. 2013.CSIZMADIA, Andrew; SENTANCE, Sue. Teachers’ perspectives on successful strategies for teaching Computing in school. In: IFIP TCS. 2015. Disponível em: <http://community.computingatschool.org.uk/files/6769/original.pdf>. Acesso em março 2018.CSIZMADIA, Andrew; CURZON, Paul; DORLING, Mark; HUMPHREYS, Simon; NG, Thomas; SELBY, Cynthia; WOOLLARD, John. Computational thinking: A guide for teachers. Computing at Schools, 2015. Disponível em: https://community.computingatschool.org.uk/files/8550/original.pdf>. Acesso em: 26 out. 2017.DIAS, Reneildes; JUCÁ, Leina; FARIA, Raquel. High Up: ensino médio. Cotia, SP: Macmillan, 2013.GOOGLE FOR EDUCATION. What is Computational Thinking? Computational Thinking for Educators. 2015. Disponível em: <https://computationalthinkingcourse.withgoogle.com/unit?lesson=8&unit=1. Acesso em: set 2017.LEE, Irene; MARTIN, Fred; DENNER, Jill; COULTER, Bob; ALLAN, Walter; ERICKSON, Jeri; MALYN-SMITH, Joyce; WERNER, Linda. Computational thinking for youth in practice. ACM Inroads, v. 2, n. 1, 2011. p. 32-37.LIUKAS, Linda. Hello Ruby: adventures in coding. New York: Feiwel & Friends, 2015.LU, Zhao.; YING, Lu. Application of Podcast in Teaching and Learning Oral English for Non-English Majors. In: International Conference on Computational and Information Sciences, Shiyang, 2013. p. 1935-1938. doi: 10.1109/ICCIS.2013.506MANNILA, Linda; VALENTINA, Dagiene; DEMO, Barbara; GRGURINA, Natasa; MIROLO, Claudio; ROLANDSSON, Lennart; SETTLE, Amber. Computational thinking in K-9 education. In: Proceedings of the working group reports of the 2014 on innovation & technology in computer science education conference. ACM, 2014. p. 1-29.MOREIRA, Antonio Marco. Mapas conceituais e aprendizagem significativa (concept maps and meaningful learning). Cadernos do Aplicação, v. 11, n. 2, 1998. p. 143-156.NCSEC. Team 11 in 2000. Concept map. 2000. National Computation Science Education Consortium Disponível em: <http://www.ncsec.org/team11/ Rubric Concep tMap.doc>. Acesso em: set. 2017.NOVAK, Joseph. D. Meaningful learning: The essential factor for conceptual change in limited or inappropriate propositional hierarchies leading to empowerment of learners. Science education, Wiley Online Library, v. 86, n. 4, 2002. p. 548-571.NOVAK, Joseph. Learning creating and using knowledge: Concept maps as facilitative tools in schools and corporations. [S.l.]: Routledge, 2010.PAIVA, Luiz Fernando; FERREIRA, Ana Carolina; ROCHA, Caio; BARRETO, Jandiaci; MELHOR, André; LOPES, Randerson; MATOS, Ecivaldo. Uma experiência piloto de integração curricular do raciocínio computacional na educação básica. In: Anais dos Workshops do Congresso Brasileiro de Informática na Educação, v. 4, 2015. p. 1300-1309.RACHID, Laura. Cenário da educação básica no Brasil é alarmante, aponta Ideb. Revista Educação. São Paulo, 04 set. 2018. Disponível em: http://www.revistaeducacao.com.br/cenario-da-educacao-basica-no-brasil-e-alarmante/. Acesso em: 26 de setembro de 2018.RODRIGUEZ, Carla; ZEM-LOPES, Aparecida Maria; MARQUES, Leonardo; ISOTANI, Seiji. Pensamento Computacional: transformando ideias em jogos digitais usando o Scratch. In: Anais do Workshop de Informática na Escola. p. 62-71. 2015.SILVA, Edson Coutinho. Mapas conceituais: propostas de aprendizagem e avaliação. Administração: Ensino e Pesquisa, [S.l.], v. 16, n. 4, p. 785-815, dez. 2015. ISSN 2358-0917. Disponível em: <https://raep.emnuvens.com.br/raep/article/view/385/196>. Acesso em: 06 nov. 2017. doi: https://doi.org/10.13058/raep.2015.v16n4.385.SILVA, Edson Coutinho. Mapas Conceituais: Modelos de Avaliação. Concept Mapping to Learn and Innovate. In: Proc. of Sixth Int. Conference on Concept Mapping. Santos, Brazil. 2014.WING, Jannette. Computational thinking. Communications of the ACM, v. 49, n. 3, p. 33-35, 2006.WING, Jannette. Computational thinking and thinking about computing. Philosophical transactions of the royal society of London A: mathematical, physical and engineering sciences, v. 366, n. 1881, 2008. p. 3717-3725.XU, Zhichang. Problems and strategies of teaching English in large classes in the People's Republic of China. In: Expanding Horizons in Teaching and Learning. Proceedings of the 10th Annual Teaching Learning Forum. 2001. p. 7-9.ZORZO, Avelino Francisco; RAABE, André Luís Alice; BRACKMANN, Christian Puhlmann. Computação: o vetor de transformação da sociedade. In: FOGUEL, D.; SCHEUENSTUHL, M. C. B. Desafios da Educação Técnico-Científica no Ensino Médio. Rio de Janeiro: Academia Brasileira de Ciências, 2018. p. 154-163.e3116073
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Holloway, Ron. "Puchon 2008." Kinema: A Journal for Film and Audiovisual Media, November 20, 2008. http://dx.doi.org/10.15353/kinema.vi.1186.

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PUCHON INTERNATIONAL FANTASTIC FILM FESTIVAL 2008 Asked by by a Korean colleague if I would be willing to serve on the international jury for the 12th Puchon International Fantastic Film Festival (7–18 July 2008) – "PiFan" for short – I responded that I wasn't quite sure what a "fantastic" film is in the first place. Not a problem, he said, for he had heard that grouse often enough before. As it turned out, when I arrived at this bustling satellite city on the outskirts of Seoul (now known officially as Bucheon instead of Puchon), there, above a prominent "PiFan" logo, was a banner that highlighted "Love, Fantasy and Adventure" as the festival's all-embracing theme. Further, in PiFan's 200-page catalogue you could find concisely penned film notes that underscored the fantastic elements in 215 films from 39 countries, including 17 world premieres and 15 international premieres. Indeed, there is –...
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Mesch, Claudia. "Racing Berlin." M/C Journal 3, no. 3 (June 1, 2000). http://dx.doi.org/10.5204/mcj.1845.

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Bracketed by a quotation from famed 1950s West German soccer coach S. Herberger and the word "Ende", the running length of the 1998 film Run Lola Run, directed by Tom Tykwer, is 9 minutes short of the official duration of a soccer match. Berlin has often been represented, in visual art and in cinematic imagery, as the modern metropolis: the Expressionist and Dadaist painters, Walter Ruttmann, Fritz Lang and Rainer Werner Fassbinder all depicted it as the modernising city. Since the '60s artists have staged artworks and performances in the public space of the city which critiqued the cold war order of that space, its institutions, and the hysterical attempt by the German government to erase a divided past after 1990. Run Lola Run depicts its setting, Berlin, as a cyberspace obstacle course or environment usually associated with interactive video and computer games. The eerie emptiness of the Berlin of Run Lola Run -- a fantasy projected onto a city which has been called the single biggest construction site in Europe -- is necessary to keep the protagonist Lola moving at high speed from the West to the East part of town and back again -- another fantasy which is only possible when the city is recast as a virtual environment. In Run Lola Run Berlin is represented as an idealised space of bodily and psychic mobility where the instantaneous technology of cyberspace is physically realised as a utopia of speed. The setting of Run Lola Run is not a playing field but a playing level, to use the parlance of video game technology. Underscored by other filmic devices and technologies, Run Lola Run emulates the kinetics and structures of a virtual, quasi-interactive environment: the Berlin setting of the film is paradoxically rendered as an indeterminate, but also site specific, entertainment complex which hinges upon the high-speed functioning of multiple networks of auto-mobility. Urban mobility as circuitry is performed by the film's super-athletic Lola. Lola is a cyber character; she recalls the 'cyberbabe' Lara Croft, heroine of the Sega Tomb Raider video game series. In Tomb Raider the Croft figure is controlled and manipulated by the interactive player to go through as many levels of play, or virtual environments, as possible. In order for the cyber figure to get to the next level of play she must successfully negotiate as many trap and puzzle mechanisms as possible. Speed in this interactive virtual game results from the skill of an experienced player who has practiced coordinating keyboard commands with figure movements and who is familiar with the obstacles the various environments can present. As is the case with Lara Croft, the figure of Lola in Run Lola Run reverses the traditional gender relations of the action/adventure game and of 'damsel in distress' narratives. Run Lola Run focusses on Lola's race to save her boyfriend from a certain death by obtaining DM 100,000 and delivering it across town in twenty minutes. The film adds the element of the race to the game, a variable not included in Tomb Raider. Tykwer repeats Lola's trajectory from home to the location of her boyfriend Manni thrice in the film, each time ending her quest with a different outcome. As in a video game, Lola can therefore be killed as the game unwinds during one turn of play, and on the next attempt she, and also we as viewers or would-be interactive players, would have learned from her previous 'mistakes' and adjust her actions accordingly. The soundtrack of Run Lola Run underscores the speed and mobility of Berlin by means of the fast/slow/fast rhythm of the film, which proceeds primarily at the pace of techno music. This quick rhythm is syncopated with pauses in the forward-moving action brought on by Lola's superhuman screams or by the death of a protagonist. These events mark the end of one turn of 'play' and the restart of Lola's route. Tykwer visually contrasts Lola's linear mobility and her physical and mental capacity for speed with her boyfriend Manni's centripetal fixity, a marker of his helplessness, throughout the film. Manni, a bagman-in-training for a local mafioso, has to make his desperate phone calls from a single phone booth in the borough of Charlottenburg after he bungles a hand-off of payment money by forgetting it on the U-Bahn (the subway). In a black and white flashback sequence, viewers learn about Manni's ill-fated trip to the Polish border with a shipment of stolen cars. In contrast to his earlier mobility, Manni becomes entrapped in the phone booth as a result of his ineptitude. A spiral store sign close to the phone booth symbolizes Manni's entrapment. Tykwer contrasts this circular form with the lines and grids Lola transverses throughout the film. Where at first Lola is also immobilised after her moped is stolen by an 'unbelieveably fast' thief, her quasi-cybernetic thought process soon restores her movement. Tykwer visualizes Lola's frantic thinking in a series of photographic portraits which indicates her consideration of who she can contact to supply a large sum of money. Lola not only moves but thinks with the fast, even pace of a computer working through a database. Tykwer then repeats overhead shots of gridded pavement which Lola follows as she runs through the filmic frame. The grid, emblem of modernity and structure of the metropolis, the semiconductor, and the puzzles of a virtual environment, is necessary for mobility and speed, and is performed by the figure of Lola. The grid is also apparent in the trajectories of traffic of speeding bikes, subway trains,and airplanes passing overhead, which all parallel Lola's movements in the film. The city/virtual environment is thus an idealised nexus of local, national and global lines of mobility and communication.: -- OR -- Tykwer emphasised the arbitrariness of the setting of Run Lola Run, insisting it could easily have been set in any other urban centre such as New York City or Beijing. At no point does the film make explicit that the space of action is Berlin; in fact the setting of the film is far less significant than the filmic self-reflexivity Tykwer explores in Run Lola Run. Berlin becomes a postmodernist filmic text in which earlier films by Lang, Schlöndorff, von Sternberg and Wenders are cited in intertextual fashion. It is not by chance that the protagonist of Run Lola Run shares the name of Marlene Dietrich's legendary character in von Sternberg's The Blue Angel. The running, late-20th-century Lola reconnects with and gains power from the originary Lola Lola as ur-Star of German cinema. The high overhead shots of Run Lola Run technologically exceed those used by Lang in M in 1931 but still quote his filmic text; the spiral form, placed in a shop window in M, becomes a central image of Run Lola Run in marking the immobile spot that Manni occupies. Repeated several times in the film, Lola's scream bends events, characters and chance to her will and slows the relentless pace of the narrative. This vocal punctuation recalls the equally willful vocalisations of Oskar Matzerath in Schlöndorff's Tin Drum (1979). Tykwer's radical expansions and compressions of time in Run Lola Run rely on the temporal exploitation of the filmic medium. The film stretches 20 minutes of 'real time' in the lives of its two protagonists into the 84 minutes of the film. Tykwer also distills the lives of the film's incidental or secondary characters into a few still images and a few seconds of filmic time in the 'und dann...' [and then...] sequences of all three episodes. For example, Lola's momentary encounter with an employee of her father's bank spins off into two completely different life stories for this woman, both of which are told through four or five staged 'snapshots' which are edited together into a rapid sequence. The higher-speed photography of the snapshot keeps up the frenetic pace of Run Lola Run and causes the narrative to move forward even faster, if only for a few seconds. Tykwer also celebrates the technology of 35 mm film in juxtaposing it to the fuzzy imprecision of video in Run Lola Run. The viewer not only notes how scenes shot on video are less visually beautiful than the 35 mm scenes which feature Lola or Manni, but also that they seem to move at a snail's pace. For example, the video-shot scene in Lola's banker-father's office also represents the boredom of his well-paid but stagnant life; another video sequence visually parallels the slow, shuffling movement of the homeless man Norbert as he discovers Manni's forgotten moneybag on the U-Bahn. Comically, he breaks into a run when he realises what he's found. Where Wim Wenders's Wings of Desire made beautiful cinematographic use of Berlin landmarks like the Siegessäule in black and white 35 mm, Tykwer relegates black and white to flashback sequences within the narrative and rejects the relatively meandering contemplation of Wenders's film in favour of the linear dynamism of urban space in Run Lola Run. -- OR -- Tykwer emphasised the arbitrariness of the setting of Run Lola Run, insisting it could easily have been set in any other urban centre such as New York City or Beijing. Nevertheless he establishes the united Berlin as the specific setting of the film. While Run Lola Run does not explicitly indicate that the space of action is Berlin, viewers are clear of the setting: a repeated establishing shot of the Friedrichstrasse U-Bahn stop, a central commuting street near the Brandenburg Gate in the former East Berlin which has undergone extensive reconstruction since 1990, begins each episode of the film. The play between the locality of Berlin and its role as the universal modernist metropolis is a trope of German cinema famously deployed by Fritz Lang in M, where the setting is also never explicitly revealed but implied by means of the use of the Berlin dialect in the dialogue of the film1. The soundtrack of Run Lola Run underscores the speed and mobility of Berlin by means of the fast/slow/fast rhythm of the film which proceeds primarily at the pace of techno music. Techno is also closely identified with the city of Berlin through its annual Techno Festival, which seems to grow larger with each passing year. Quick techno rhythm is syncopated with pauses in the forward-moving action brought on by Lola's superhuman screams or by the death of a protagonist. Berlin is also made explicit as Tykwer often stages scenes at clearly-marked street intersections which identify particular locations or boroughs thoughout east and west Berlin. The viewer notes that Lola escapes her father's bank during one episode and faces Unter den Linden; several scenes unfold on the banks of the river Spree; Lola sprints between the Altes Museum and the Berlin Cathedral. Manni's participation in a car-theft ring points to the Berlin-focussed activity of actual Eastern European and Russian crime syndicates; the film features an interlude at the Polish border where Manni delivers a shipment of stolen Mercedes to underworld buyers, which has to do with the actual geographic proximity of Berlin to Eastern European countries. Tykwer emphasised the arbitrariness of the setting of Run Lola Run, insisting it could easily have been set in any other urban centre such as New York City or Beijing. Nevertheless he establishes the united Berlin as the specific setting of the film. While Run Lola Run does not explicitly indicate that the space of action is Berlin, viewers are clear of the setting: a repeated establishing shot of the Friedrichstrasse U-Bahn stop, a central commuting street near the Brandenburg Gate in the former East Berlin which has undergone extensive reconstruction since 1990, begins each episode of the film. The play between the locality of Berlin and its role as the universal modernist metropolis is a trope of German cinema famously deployed by Fritz Lang in M, where the setting is also never explicitly revealed but implied by means of the use of the Berlin dialect in the dialogue of the film1. The soundtrack of Run Lola Run underscores the speed and mobility of Berlin by means of the fast/slow/fast rhythm of the film which proceeds primarily at the pace of techno music. Techno is also closely identified with the city of Berlin through its annual Techno Festival, which seems to grow larger with each passing year. Quick techno rhythm is syncopated with pauses in the forward-moving action brought on by Lola's superhuman screams or by the death of a protagonist. Berlin is also made explicit as Tykwer often stages scenes at clearly-marked street intersections which identify particular locations or boroughs thoughout east and west Berlin. The viewer notes that Lola escapes her father's bank during one episode and faces Unter den Linden; several scenes unfold on the banks of the river Spree; Lola sprints between the Altes Museum and the Berlin Cathedral. Manni's participation in a car-theft ring points to the Berlin-focussed activity of actual Eastern European and Russian crime syndicates; the film features an interlude at the Polish border where Manni delivers a shipment of stolen Mercedes to underworld buyers, which has to do with the actual geographic proximity of Berlin to Eastern European countries. Yet the speed of purposeful mobility is demanded in the contemporary united and globalised Berlin; lines of action or direction must be chosen and followed and chance encounters become traps or interruptions. Chance must therefore be minimised in the pursuit of urban speed, mobility, and commications access. In the globalised Berlin, Tykwer compresses chance encounters into individual snapshots of visual data which are viewed in quick succession by the viewer. Where artists such Christo and Sophie Calle had investigated the initial chaos of German reunification in Berlin, Run Lola Run rejects the hyper-contemplative and past-obsessed mood demanded by Christo's wrapping of the Reichstag, or Calle's documentation of the artistic destructions of unification3. Run Lola Run recasts Berlin as a network of fast connections, lines of uninterrupted movement, and productive output. It is therefore perhaps not surprising that Tykwer's idealised and embodied representation of Berlin as Lola has been politically appropriated as a convenient icon by the city's status quo: an icon of the successful reconstruction and rewiring of a united Berlin into a fast global broadband digital telecommunications network4. Footnotes See Edward Dimendberg's excellent discussion of filmic representations of the metropolis in "From Berlin to Bunker Hill: Urban Space, Late Modernity, and Film Noir in Fritz Lang's and Joseph Losey's M." Wide Angle 19.4 (1997): 62-93. This is despite the fact that the temporal parameters of the plot of Run Lola Run forbid the aimlessness central to spazieren (strolling). See Walter Benjamin, "A Berlin Chronicle", in Reflections. Ed. Peter Demetz. Trans. Edmund Jephcott. New York: Schocken, 1986. 3-60. See Sophie Calle, The Detachment. London: G+B Arts International and Arndt & Partner Gallery, n.d. The huge success of Tykwer's film in Germany spawned many red-hair-coiffed Lola imitators in the Berlin populace. The mayor of Berlin sported Lola-esque red hair in a poster which imitated the one for the film, but legal intercession put an end to this trendy political statement. Brian Pendreigh. "The Lolaness of the Long-Distance Runner." The Guardian 15 Oct. 1999. I've relied on William J. Mitchell's cultural history of the late 20th century 'rebuilding' of major cities into connection points in the global telecommunications network, City of Bits: Space, Place, and the Infobahn. Cambridge: MIT P, 1995. Citation reference for this article MLA style: Claudia Mesch. "Racing Berlin: The Games of Run Lola Run." M/C: A Journal of Media and Culture 3.3 (2000). [your date of access] <http://www.api-network.com/mc/0006/speed.php>. Chicago style: Claudia Mesch, "Racing Berlin: The Games of Run Lola Run," M/C: A Journal of Media and Culture 3, no. 3 (2000), <http://www.api-network.com/mc/0006/speed.php> ([your date of access]). APA style: Claudia Mesch. (2000) Racing Berlin: the games of Run Lola run. M/C: A Journal of Media and Culture 3(3). <http://www.api-network.com/mc/0006/speed.php> ([your date of access]).
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15

Kiyotani, Ilana Barreto, Fabiana Gomes Sousa, and Amada Gama Tavares. "Turismo em Unidades de Conservação: o Jardim Botânico Benjamin Maranhão, João Pessoa (PB)." Revista Brasileira de Ecoturismo (RBEcotur) 8, no. 5 (November 30, 2015). http://dx.doi.org/10.34024/rbecotur.2015.v8.6448.

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Atividades sustentáveis têm se tornado o foco de muitos países, principalmente no que diz respeito aos aspectos econômicos e ambientais. A implantação de Unidades de Conservação, como os Jardins Botânicos, e a realização do turismo nesses ambientes têm se mostrado opções para o alcance da sustentabilidade e da consciência ambiental. O objetivo deste trabalho é apresentar, dentro do contexto das Unidades de Conservação, das Áreas de Preservação Permanente e dos Jardins Botânicos, os usos turísticos do Jardim Botânico Benjamim Maranhão (JBBM), em João Pessoa (PB). A escolha leva em conta sua relevância para a cidade no que diz respeito ao incentivo à consciência ambiental, assim como sua representação de maior área de floresta nativa urbana do País. Foram usadas pesquisas bibliográficas, numa abordagem qualitativa, e visitas in loco ao JBBM. O caso relatado tem proporcionado visitação, lazer e educação a turistas e visitantes. Através das atividades realizadas, majoritariamente trilhas, a consciência ecológica e ambiental é instigada, proporcionando ao visitante maior conhecimento e interatividade com o espaço. No entanto, em relação a suas características ambientais, percebe-se que o JBBM poderia implementar mais ações, como atividades mais incisivas de interpretação ambiental; parcerias que favoreçam mais visitações e; práticas pedagógicas relacionadas a outros campos de estudo, como sociologia e história. No que tange a práticas turísticas, além do ecoturismo e do turismo pedagógico, poder-se-ia pensar em outros segmentos do turismo, como de aventura; de eventos; científico e; de experiência. Tourism in Protected Areas: the Botanical Gardens Benjamin Maranhao, Joao Pessoa (PB, Brazil) ABSTRACT Sustainable activities have become the focus of many countries, particularly with regard to economic and environmental aspects. The establishment of Conservation Units, such as Botanical Gardens, and the realization of tourism in these environments have proven options to achieve sustainability and environmental awareness. The aim of this paper is to present, within the context of the Conservation Units, the Permanent Preservation Areas and the Botanical Gardens, the touristic uses of the Jardim Botânico Benjamin Maranhão (JBBM) in João Pessoa (PB). The choice considers its relevance to the city with regard to encouraging environmental awareness, as well as its representation being the biggest urban area of native forest in the country. Library research was used, in a qualitative approach, and also visits to the JBBM. The reported case has provided visitation, recreation and education to tourists and visitors. In all the three activities, mostly trails, the ecological and environmental awareness is instigated, giving visitors a bigger knowledge and interaction with the space. However, in relation to their environmental characteristics, it is noted that the JBBM could implement more actions, such as more forceful activities of environmental interpretation; partnerships that promote more visitations and; pedagogical practices related to other fields of study, such as sociology and history. In terms of tourism practices, in addition to the ecotourism and educational tourism, it is possible to think about other tourism segments, such as adventure; events; scientific and; tourism of experience. KEYWORDS: Tourism; Conservation Units; Jardim Botânico Benjamim Maranhão.
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16

Pearce, Hanne. "We've Got Lots of Good News for You!" Deakin Review of Children's Literature 8, no. 3 (April 11, 2019). http://dx.doi.org/10.20361/dr29424.

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Greetings everyone! Welcome to another issue and a round-up of children’s literature news. It has been a long and cold winter in Edmonton, but it seems to be finally winding down. There are some award and event news to share with you as well as some podcasts. I happen to be a big podcast lover and and my favourite ones help me get through the winter darkness with insightful ideas and discussions. It thought it would be fun to highlight a few children’s literature podcasts that may interest our readers. Here’s wishing you all a warm spring! AWARDS Alberta Literary Awards were announced by the Writers’ Guild of Alberta. The books shortlisted for the R. Ross Annett Award for Children’s Literature include: Jenny Keith (Edmonton) – Day Cat, Night Cat Mike Kerr (Calgary) – Crafty Llama Nhung Tran-Davies (Calmar) – Ten Cents a Pound Shortlist reading events will be held this spring in Edmonton on May 5 and in Calgary on May 15. The BC Book Prize shortlists have been announced, and titles shortlisted for the Sheila A. Egoff Children’s Literature Prize include: Learning to Breathe by Janice Lynn Mather The Journey Forward, A Novella on Reconciliation: When We Play Our Drums, They Sing! / Lucy and Lola by Monique Gray Smith and Richard Van Camp Nice Try, Jane Sinner by Lianne Oelke No Fixed Address by Susin Nielsen Very Rich by Polly Horvath Those shortlisted for the Christie Harris Illustrated Children’s Literature Prize include: The Nameless City: The Divided Earth by Faith Erin Hicks, Robert Bateman: The Boy Who Painted Nature by Margriet Ruurs Illustrated by Robert Bateman, Sir Simon: Super Scarer by Cale Atkinson; Sparks! by Ian Boothby Illustrated by Nina Matsumoto Sterling, Best Dog Ever by Aidan Cassie Full details can be found at the BC Book Prize Website. EVENTS Me and Mr. Carnegie: 16th Albert Lahmer Memorial Lecture The Osborne Collection of Early Children's Books, Lillian H. Smith Branch, Toronto Public Library April 25, 2019, 7:00 pm - 8:00 pm See more at: Canadian Children’s Book Centre CHILDREN’S AND YA PODCASTS YA Write Every month, Amy Mathers talks to YA writers about their inspiration as a writer and their latest books. Picturebooking A Podcast About Creating and Sharing Picture Books The Yarn A narrative adventure. The Yarn takes listeners behind the scenes of children's literature, and lets them look at all the threads that must be weaved together to create a book. The Children’s Book Podcast Hosted by Matthew Winner, elementary school librarian and co-founder of All The Wonders. The Children's Book Podcast features insightful and sincere interviews with authors, illustrators, and everyone involved in taking a book from a drawing board to bookshelf. Books Between A podcast about books for tweens around the ages 8-12. The podcast offers trending topics, author interviews, and recommendations.
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17

Lupton, Deborah, and Gareth M. Thomas. "Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps." M/C Journal 18, no. 5 (October 1, 2015). http://dx.doi.org/10.5204/mcj.1012.

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IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity were largely private, and few people beyond the pregnant women herself had access to the foetus growing within her (Duden). Now pregnant and foetal bodies have become open to public portrayal and display (Lupton The Social Worlds of the Unborn). A plethora of online materials – websites depicting the unborn entity from the moment of conception, amateur YouTube videos of births, social media postings of ultrasounds and self-taken photos (‘selfies’) showing changes in pregnant bellies, and so on – now ensure the documentation of pregnant and unborn bodies in extensive detail, rendering them open to other people’s scrutiny. Other recent digital technologies directed at pregnancy include mobile software applications, or ‘apps’. In this article, we draw on our study involving a critical discourse analysis of a corpus of pregnancy-related apps offered in the two major app stores. In so doing, we discuss the ways in which pregnancy-related apps portray pregnant and unborn bodies. We place a particular focus on the ludification and gamification strategies employed to position pregnancy as a playful, creative and fulfilling experience that is frequently focused on consumption. As we will demonstrate, these strategies have wider implications for concepts of pregnant and foetal embodiment and subjectivity.It is important here to make a distinction between ludification and gamification. Ludification is a broader term than gamification. It is used in the academic literature on gaming (sometimes referred to as ‘ludology’) to refer to elements of games reaching into other aspects of life beyond leisure pursuits (Frissen et al. Playful Identities: The Ludification of Digital Media Cultures; Raessens). Frissen et al. (Frissen et al. "Homo Ludens 2.0: Play, Media and Identity") for example, claim that even serious pursuits such as work, politics, education and warfare have been subjected to ludification. They note that digital technologies in general tend to incorporate ludic dimensions. Gamification has been described as ‘the use of game design elements in non-game contexts’ (Deterding et al. 9). The term originated in the digital media industry to describe the incorporation of features into digital technologies that not explicitly designed as games, such as competition, badges, rewards and fun that engaged and motivated users to make them more enjoyable to use. Gamification is now often used in literatures on marketing strategies, persuasive computing or behaviour modification. It is an important element of ‘nudge’, an approach to behaviour change that involves persuasion over coercion (Jones, Pykett and Whitehead). Gamification thus differs from ludification in that the former involves applying ludic principles for reasons other than the pleasures of enjoying the game for their own sake, often to achieve objectives set by actors and agencies other than the gamer. Indeed, this is why gamification software has been described by Bogost (Bogost) as ‘exploitationware’. Analysing Pregnancy AppsMobile apps have become an important medium in contemporary digital technology use. As of May 2015, 1.5 million apps were available to download on Google Play while 1.4 million were available in the Apple App Store (Statista). Apps related to pregnancy are a popular item in app stores, frequently appearing on the Apple App Store’s list of most-downloaded apps. Google Play’s figures show that many apps directed at pregnant women have been downloaded hundreds of thousands, or even millions, of times. For example, ‘Pregnancy +’, ‘I’m Expecting - Pregnancy App’ and ‘What to Expect - Pregnancy Tracker’ have each been downloaded between one and five million times, while ‘My Pregnancy Today’ has received between five and ten million downloads. Pregnancy games for young girls are also popular. Google Play figures show that the ‘Pregnant Emergency Doctor’ game, for example, has received between one and five million downloads. Research has found that pregnant women commonly download pregnancy-related apps and find them useful sources of information and support (Hearn, Miller and Fletcher; Rodger et al.; Kraschnewski et al.; Declercq et al.; Derbyshire and Dancey; O'Higgins et al.). We conducted a comprehensive analysis of all pregnancy-related smartphone apps in the two major app stores, Apple App Store and Google Play, in late June 2015. Android and Apple’s iOS have a combined market share of 91 percent of apps installed on mobile phones (Seneviratne et al.). A search for all pregnancy-related apps offered in these stores used key terms such as pregnancy, childbirth, conception, foetus/fetus and baby. After eliminating apps listed in these searches that were clearly not human pregnancy-related, 665 apps on Google Play and 1,141 on the Apple App Store remained for inclusion in our study. (Many of these apps were shared across the stores.)We carried out a critical discourse analysis of these apps, looking closely at the app descriptions offered in the two stores. We adopted the perspective that sees apps, like any other form of media, as sociocultural artefacts that both draw on and reproduce shared norms, ideals, knowledges and beliefs (Lupton "Quantified Sex: A Critical Analysis of Sexual and Reproductive Self-Tracking Using Apps"; Millington "Smartphone Apps and the Mobile Privatization of Health and Fitness"; Lupton "Apps as Artefacts: Towards a Critical Perspective on Mobile Health and Medical Apps"). In undertaking our analysis of the app descriptions in our corpus, attention was paid to the title of each app, the textual accounts of its content and use and the images that were employed, such as the logo of the app and the screenshots that were used to illustrate its content and style. Our focus in this article is on the apps that we considered as including elements of entertainment. Pregnancy-related game apps were by far the largest category of the apps in our corpus. These included games for young girls and expectant fathers as well as apps for ultrasound manipulation, pregnancy pranks, foetal sex prediction, choosing baby names, and quizzes. Less obviously, many other apps included in our analysis offered some elements of gamification and ludification, and these were considered in our analysis. ‘Pregnant Adventures’: App Games for GirlsOne of the major genres of apps that we identified was games directed at young girls. These apps invited users to shop for clothes, dress up, give a new hair style, ‘make-over’ and otherwise beautify a pregnant woman. These activities were directed at the goal of improving the physical attractiveness and therefore (it was suggested) the confidence of the woman, who was presented as struggling with coming to terms with changes in her body during pregnancy. Other apps for this target group involved the player assuming the role of a doctor in conducting medical treatments for injured pregnant women or assisting the birth of her baby.Many of these games represented the pregnant woman visually as looking like an archetypal Barbie doll, with a wardrobe to match. One app (‘Barbara Pregnancy Shopping’) even uses the name ‘Barbara’ and the screenshots show a woman similar in appearance to the doll. Its description urges players to use the game to ‘cheer up’ an ‘unconfident’ Barbara by taking her on a ‘shopping spree’ for new, glamorous clothes ‘to make Barbara feel beautiful throughout her pregnancy’. Players may find ‘sparkly accessories’ as well for Barbara and help her find a new hairstyle so that she ‘can be her fashionable self again’ and ‘feel prepared to welcome her baby!’. Likewise, the game ‘Pregnant Mommy Makeover Spa’ involves players selecting clothes, applying beauty treatments and makeup and adding accessories to give a makeover to ‘Pregnant Princess’ Leila. The ‘Celebrity Mommy’s Newborn Baby Doctor’ game combines the drawcard of ‘celebrity’ with ‘mommy’. Players are invited to ‘join the celebrities in their pregnancy adventure!’ and ‘take care of Celebrity Mom during her pregnancy!’.An app by the same developer of ‘Barbara Pregnancy Shopping’ also offers ‘Barbara’s Caesarean Birth’. The app description claims that: ‘Of course her poor health doesn’t allow Barbara to give birth to her baby herself.’ It is up to players to ‘make everything perfect’ for Barbara’s caesarean birth. The screenshots show Barbara’s pregnant abdomen being slit open, retracted and a rosy, totally clean infant extracted from the incision, complete with blonde hair. Players then sew up the wound. A final screenshot displays an image of a smiling Barbara standing holding her sleeping, swaddled baby, with the words ‘You win’.Similar games involve princesses, mermaids, fairies and even monster and vampire pregnant women giving birth either vaginally or by caesarean. Despite their preternatural status, the monster and vampire women conform to the same aesthetic as the other pregnant women in these games: usually with long hair and pretty, made-up faces, wearing fashionable clothing even on the operating table. Their newborn infants are similarly uniform in their appearance as they emerge from the uterus. They are white-skinned, clean and cherubic (described in ‘Mommy’s Newborn Baby Princess’ as ‘the cutest baby you probably want’), a far cry from the squalling, squashed-faced infants smeared in birth fluids produced by the real birth process.In these pregnancy games for girls, the pain and intense bodily effort of birthing and the messiness produced by the blood and other body fluids inherent to the process of labour and birth are completely missing. The fact that caesarean birth is a major abdominal surgery requiring weeks of recovery is obviated in these games. Apart from the monsters and vampires, who may have green- or blue-hued skin, nearly all other pregnant women are portrayed as white-skinned, young, wearing makeup and slim, conforming to conventional stereotypical notions of female beauty. In these apps, the labouring women remain glamorous, usually smiling, calm and unsullied by the visceral nature of birth.‘Track Your Pregnancy Day by Day’: Self-Monitoring and Gamified PregnancyElements of gamification were evident in a large number of the apps in our corpus, including many apps that invite pregnant users to engage in self-tracking of their bodies and that of their foetuses. Users are asked to customise the apps to document their changing bodies and track their foetus’ development as part of reproducing the discourse of the miraculous nature of pregnancy and promoting the pleasures of self-tracking and self-transformation from pregnant woman to mother. When using the ‘Pregnancy+’ app, for example, users can choose to construct a ‘Personal Dashboard’ that includes details of their pregnancy. They can input their photograph, first name and their expected date of delivery so that that each daily update begins with ‘Hello [name of user], you are [ ] weeks and [ ] days pregnant’ with the users’ photograph attached to the message. The woman’s weight gain over time and a foetal kick counter are also included in this app. It provides various ways for users to mark the passage of time, observe the ways in which their foetuses change and move week by week and monitor changes in their bodies. According to the app description for ‘My Pregnancy Today’, using such features allows a pregnant woman to: ‘Track your pregnancy day by day.’ Other apps encourage women to track such aspects of physical activity, vitamin and fluid intake, diet, mood and symptoms. The capacity to visually document the pregnant user’s body is also a feature of several apps. The ‘Baby Bump Pregnancy’, ‘WebMD Pregnancy’, ‘I’m Expecting’,’iPregnant’ and ‘My Pregnancy Today’ apps, for example, all offer an album feature for pregnant bump photos taken by the user of herself (described as a ‘bumpie’ in the blurb for ‘My Pregnancy Today’). ‘Baby Buddy’ encourages women to create a pregnant avatar of themselves (looking glamorous, well-dressed and happy). Some apps even advise users on how they should feel. As a screenshot from ‘Pregnancy Tracker Week by Week’ claims: ‘Victoria, your baby is growing in your body. You should be the happiest woman in the world.’Just as pregnancy games for little girls portrayal pregnancy as a commodified and asetheticised experience, the apps directed at pregnant women themselves tend to shy away from discomforting fleshly realities of pregnant and birthing embodiment. Pregnancy is represented as an enjoyable and fashionable state of embodiment: albeit one that requires constant self-surveillance and vigilance.‘Hello Mommy!’: The Personalisation and Aestheticisation of the FoetusA dominant feature of pregnancy-related apps is the representation of the foetus as already a communicative person in its own right. For example, the ‘Pregnancy Tickers – Widget’ app features the image of a foetus (looking far more like an infant, with a full head of wavy hair and open eyes) holding a pencil and marking a tally on the walls of the uterus. The app is designed to provide various icons showing the progress of the user’s pregnancy each day on her mobile device. The ‘Hi Mommy’ app features a cartoon-like pink and cuddly foetus looking very baby-like addressing its mother from the womb, as in the following message that appears on the user’s smartphone: ‘Hi Mommy! When will I see you for the first time?’ Several pregnancy-tracking apps also allow women to input the name that they have chosen for their expected baby, to receive customised notifications of its progress (‘Justin is nine weeks and two days old today’).Many apps also incorporate images of foetuses that represent them as wondrous entities, adopting the visual style of 1960s foetal photography pioneer Lennart Nilsson, or what Stormer (Stormer) has referred to as ‘prenatal sublimity’. The ‘Pregnancy+’ app features such images. Users can choose to view foetal development week-by-week as a colourful computerised animation or 2D and 3D ultrasound scans that have been digitally manipulated to render them aesthetically appealing. These images replicate the softly pink, glowing portrayals of miraculous unborn life typical of Nilsson’s style.Other apps adopt a more contemporary aesthetic and allow parents to store and manipulate images of their foetal ultrasounds and then share them via social media. The ‘Pimp My Ultrasound’ app, for example, invites prospective parents to manipulate images of their foetal ultrasounds by adding in novelty features to the foetal image such as baseball caps, jewellery, credit cards and musical instruments. The ‘Hello Mom’ app creates a ‘fetal album’ of ultrasounds taken of the user’s foetus, while the ‘Ultrasound Viewer’ app lets users manipulate their 3/4 D foetal ultrasound images: ‘Have fun viewing it from every angle, rotating, panning and zooming to see your babies [sic] features and share with your family and friends via Facebook and Twitter! … Once uploaded, you can customise your scan with a background colour and skin colour of your choice’.DiscussionPregnancy, like any other form of embodiment, is performative. Pregnant women are expected to conform to norms and assumptions about their physical appearance and deportment of their bodies that expect them to remain well-groomed, fit and physically attractive without appearing overly sexual (Longhurst "(Ad)Dressing Pregnant Bodies in New Zealand: Clothing, Fashion, Subjectivities and Spatialities"; Longhurst "'Corporeographies’ of Pregnancy: ‘Bikini Babes'"; Nash; Littler). Simultaneously they must negotiate the burden of bodily management in the interests of risk regulation. They are expected to protect their vulnerable unborn from potential dangers by stringently disciplining their bodies and policing to what substances they allow entry (Lupton The Social Worlds of the Unborn; Lupton "'Precious Cargo': Risk and Reproductive Citizenship"). Pregnancy self-tracking apps enact the soft politics of algorithmic authority, encouraging people to conform to expectations of self-responsibility and self-management by devoting attention to monitoring their bodies and acting on the data that they generate (Whitson; Millington "Amusing Ourselves to Life: Fitness Consumerism and the Birth of Bio-Games"; Lupton The Quantified Self: A Sociology of Self-Tracking).Many commentators have remarked on the sexism inherent in digital games (e.g. Dickerman, Christensen and Kerl-McClain; Thornham). Very little research has been conducted specifically on the gendered nature of app games. However our analysis suggests that, at least in relation to the pregnant woman, reductionist heteronormative, cisgendered, patronising and paternalistic stereotypes abound. In the games for girls, pregnant women are ideally young, heterosexual, partnered, attractive, slim and well-groomed, before, during and after birth. In self-tracking apps, pregnant women are portrayed as ideally self-responsible, enthused about their pregnancy and foetus to the point that they are counting the days until the birth and enthusiastic about collecting and sharing details about themselves and their unborn (often via social media).Ambivalence about pregnancy, the foetus or impending motherhood, and lack of interest in monitoring the pregnancy or sharing details of it with others are not accommodated, acknowledged or expected by these apps. Acknowledgement of the possibility of pregnant women who are not overtly positive about their pregnancy or lack interest in it or who identify as transgender or lesbian or who are sole mothers is distinctly absent.Common practices we noted in apps – such as giving foetuses names before birth and representing them as verbally communicating with their mothers from inside the womb – underpin a growing intensification around the notion of the unborn entity as already an infant and social actor in its own right. These practices have significant implications for political agendas around the treatment of pregnant women in terms of their protection or otherwise of their unborn, and for debates about women’s reproductive rights and access to abortion (Lupton The Social Worlds of the Unborn; Taylor The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction). Further, the gamification and ludification of pregnancy serve to further commodify the experience of pregnancy and childbirth, contributing to an already highly commercialised environment in which expectant parents, and particularly mothers, are invited to purchase many goods and services related to pregnancy and early parenthood (Taylor "Of Sonograms and Baby Prams: Prenatal Diagnosis, Pregnancy, and Consumption"; Kroløkke; Thomson et al.; Taylor The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction; Thomas).In the games for girls we examined, the pregnant woman herself was a commodity, a selling point for the app. The foetus was also frequently commodified in its representation as an aestheticised entity and the employment of its image (either as an ultrasound or other visual representations) or identity to market apps such as the girls’ games, apps for manipulating ultrasound images, games for predicting the foetus’ sex and choosing its name, and prank apps using fake ultrasounds purporting to reveal a foetus inside a person’s body. As the pregnant user engages in apps, she becomes a commodity in yet another way: the generator of personal data that are marketable in themselves. In this era of the digital data knowledge economy, the personal information about people gathered from their online interactions and content creation has become highly profitable for third parties (Andrejevic; van Dijck). Given that pregnant women are usually in the market for many new goods and services, their personal data is a key target for data mining companies, who harvest it to sell to advertisers (Marwick).To conclude, our analysis suggests that gamification and ludification strategies directed at pregnancy and childbirth can serve to obfuscate the societal pressures that expect and seek to motivate pregnant women to maintain physical fitness and attractiveness, simultaneously ensuring that they protect their foetuses from all possible risks. In achieving both ends, women are encouraged to engage in intense self-monitoring and regulation of their bodies. These apps also reproduce concepts of the unborn entity as a precious and beautiful already-human. These types of portrayals have important implications for how young girls learn about pregnancy and childbirth, for pregnant women’s experiences and for concepts of foetal personhood that in turn may influence women’s reproductive rights and abortion politics.ReferencesAndrejevic, Mark. Infoglut: How Too Much Information Is Changing the Way We Think and Know. New York: Routledge, 2013. Print.Bogost, Ian. "Why Gamification Is Bullshit." The Gameful World: Approaches, Issues, Applications. Eds. Steffen Walz and Sebastian Deterding. Boston, MA: MIT Press, 2015. 65-80. Print.Declercq, E.R., et al. Listening to Mothers III: Pregnancy and Birth. New York: Childbirth Connection, 2013. Print.Derbyshire, Emma, and Darren Dancey. "Smartphone Medical Applications for Women's Health: What Is the Evidence-Base and Feedback?" International Journal of Telemedicine and Applications (2013).Deterding, Sebastian, et al. "From Game Design Elements to Gamefulness: Defining Gamification." Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM, 2011. Dickerman, Charles, Jeff Christensen, and Stella Beatríz Kerl-McClain. "Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games." Journal of Creativity in Mental Health 3.1 (2008): 20-29. Duden, Barbara. Disembodying Women: Perspectives on Pregnancy and the Unborn. Trans. Lee Hoinacki. Cambridge, MA: Harvard University Press, 1993. Frissen, Valerie, et al. "Homo Ludens 2.0: Play, Media and Identity." Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam: University of Amsterdam Press, 2015. 9-50. ———, eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam: Amsterdam University Press, 2015. Hearn, Lydia, Margaret Miller, and Anna Fletcher. "Online Healthy Lifestyle Support in the Perinatal Period: What Do Women Want and Do They Use It?" Australian Journal of Primary Health 19.4 (2013): 313-18. Jones, Rhys, Jessica Pykett, and Mark Whitehead. "Big Society's Little Nudges: The Changing Politics of Health Care in an Age of Austerity." Political Insight 1.3 (2010): 85-87. Kraschnewski, L. Jennifer, et al. "Paging “Dr. Google”: Does Technology Fill the Gap Created by the Prenatal Care Visit Structure? Qualitative Focus Group Study with Pregnant Women." Journal of Medical Internet Research. 16.6 (2014): e147. Kroløkke, Charlotte. "On a Trip to the Womb: Biotourist Metaphors in Fetal Ultrasound Imaging." Women's Studies in Communication 33.2 (2010): 138-53. Littler, Jo. "The Rise of the 'Yummy Mummy': Popular Conservatism and the Neoliberal Maternal in Contemporary British Culture." Communication, Culture & Critique 6.2 (2013): 227-43. Longhurst, Robyn. "(Ad)Dressing Pregnant Bodies in New Zealand: Clothing, Fashion, Subjectivities and Spatialities." Gender, Place & Culture 12.4 (2005): 433-46. ———. "'Corporeographies’ of Pregnancy: ‘Bikini Babes'." Environment and Planning D: Society and Space 18.4 (2000): 453-72. Lupton, Deborah. "Apps as Artefacts: Towards a Critical Perspective on Mobile Health and Medical Apps." Societies 4.4 (2014): 606-22. ———. "'Precious Cargo': Risk and Reproductive Citizenship." Critical Public Health 22.3 (2012): 329-40. ———. The Quantified Self: A Sociology of Self-Tracking. Cambridge: Polity Press, 2016. ———. "Quantified Sex: A Critical Analysis of Sexual and Reproductive Self-Tracking Using Apps." Culture, Health & Sexuality 17.4 (2015): 440-53. ———. The Social Worlds of the Unborn. Houndmills: Palgrave Macmillan, 2013. Marwick, Alice. "How Your Data Are Being Deeply Mined." The New York Review of Books (2014). Millington, Brad. "Amusing Ourselves to Life: Fitness Consumerism and the Birth of Bio-Games." Journal of Sport & Social Issues 38.6 (2014): 491-508. ———. "Smartphone Apps and the Mobile Privatization of Health and Fitness." Critical Studies in Media Communication 31.5 (2014): 479-93. Nash, Meredith. Making 'Postmodern' Mothers: Pregnant Embodiment, Baby Bumps and Body Image. Houndmills: Palgrave Macmillan, 2013. O'Higgins, A., et al. "The Use of Digital Media by Women Using the Maternity Services in a Developed Country." Irish Medical Journal 108.5 (2015). Raessens, Joost. "Playful Identities, or the Ludification of Culture." Games and Culture 1.1 (2006): 52-57. Rodger, D., et al. "Pregnant Women’s Use of Information and Communications Technologies to Access Pregnancy-Related Health Information in South Australia." Australian Journal of Primary Health 19.4 (2013): 308-12. Seneviratne, Suranga, et al. "Your Installed Apps Reveal Your Gender and More!" Mobile Computing and Communications Review 18.3 (2015): 55-61. Statista. "Number of Apps Available in Leading App Stores as of May 2015." 2015. Stormer, Nathan. "Looking in Wonder: Prenatal Sublimity and the Commonplace 'Life'." Signs 33.3 (2008): 647-73. Taylor, Janelle. "Of Sonograms and Baby Prams: Prenatal Diagnosis, Pregnancy, and Consumption." Feminist Studies 26.2 (2000): 391-418. ———. The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction. New Brunswick, NJ: Rutgers University Press, 2008. Thomas, Gareth M. "Picture Perfect: ‘4d’ Ultrasound and the Commoditisation of the Private Prenatal Clinic." Journal of Consumer Culture. Online first, 2015. Thomson, Rachel, et al. Making Modern Mothers. Bristol: Policy Press, 2011. Thornham, Helen. “'It's a Boy Thing'.” Feminist Media Studies 8.2 (2008): 127-42. Van Dijck, José. "Datafication, Dataism and Dataveillance: Big Data between Scientific Paradigm and Ideology." Surveillance & Society 12.2 (2014): 197-208. Whitson, Jennifer. "Gaming the Quantified Self." Surveillance & Society 11.1/2 (2013): 163-76.
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Farrell, Nathan. "From Activist to Entrepreneur: Peace One Day and the Changing Persona of the Social Campaigner." M/C Journal 17, no. 3 (June 10, 2014). http://dx.doi.org/10.5204/mcj.801.

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Abstract:
This article analyses the public persona of Jeremy Gilley, a documentary filmmaker, peace campaigner, and the founder of the organisation Peace One Day (POD). It begins by outlining how Gilley’s persona is presented in a manner which resonates with established archetypes of social campaigners, and how this creates POD’s legitimacy among grassroots organisations. I then describe a distinct, but not inconsistent, facet of Gilley’s persona which speaks specifically to entrepreneurs. The article outlines how Gilley’s individuality works to simultaneously address these overlapping audiences and argues that his persona can be read as an articulation of social entrepreneurship. Gilley represents an example of a public personality working to “crystallise issues and to normativise debates” (Marshall “Personifying” 370) concerning corporate involvement with non-profit organisations and the marketisation of the non-profit sector. Peace One Day (POD) is a UK-based non-profit organisation established in 1999 by actor-turned-documentary-filmmaker Jeremy Gilley. In the 1990s, while filming a documentary about global conflict, Gilley realised there was no internationally recognised day of ceasefire and non-violence. He created POD to found such a day and began lobbying the United Nations. In 2001, the 111th plenary meeting of the General Assembly passed a resolution which marked 21 September as the annual International Day of Peace (United Nations). Since 2001, POD has worked to create global awareness of Peace Day. By 2006, other NGOs began using the day to negotiate 24-hour ceasefires in various conflict zones, allowing them to carry out work in areas normally too dangerous to enter. For example, in 2007, the inoculation of 1.3 million Afghan children against polio was possible due to an agreement from the Taliban to allow safe passage to agencies working in the country during the day. This was repeated in subsequent years and, by 2009, 4.5 million children had been immunised (POD Part Three). While neither POD nor Gilley played a direct part in the polio vaccination programmes or specific ceasefires, his organisation acted as a catalyst for such endeavours and these initiatives would not have occurred without POD’s efforts.Gilley is not only the founder of POD, he is also the majority shareholder, key decision-maker, and predominant public spokesperson in this private, non-charitable, non-profit organisation (Frances 73). While POD’s celebrity supporters participate in press conferences, it is Gilley who does most to raise awareness. His public persona is inextricably linked with POD and is created through a range of presentational media with which he is engaged. These include social media content, regular blogposts on POD’s website, as well as appearances at a series of speaking events. Most significantly, Gilley establishes his public persona through a number of documentary films (Peace One Day; Day After; POD Part Three), which are shot largely from his perspective and narrated by his voiceover, and which depict POD’s key struggles and successes.The Peace Campaigner as an Activist and Entrepreneur In common with other non-profit organisations, POD relies on celebrities from the entertainment industries. It works with them in two key ways: raising the public profile of the organisation, and shaping the public persona of its founder by inviting comparisons of their perceived exceptionalness with his ostensible ordinariness. For example, Gilley’s documentaries depict various press conferences held by POD over a number of years. Those organised prior to POD recruiting celebrity spokespeople were “completely ignored by the media” whereas those held after celebrity backing from Jude Law and Angelina Jolie had been secured attracted considerable interest (Day After). Gilley explains his early difficulties in publicising his message by suggesting that he “was a nobody” (POD Part Three). This representation as a “nobody” or, more diplomatically, as “ordinary,” is a central component of Gilley’s persona. “Ordinariness” here means situating Gilley outside the political and entertainment elites and aligning him with more everyday suburban settings. This is done through a combination of the aesthetic qualities of his public presentation and his publically narrated back-story.Aesthetically speaking, Gilley presents his ordinariness through his casual attire and long hair. His appearance is similar to the campaigners, youth groups and school children he addresses, suggesting he is a representative of that demographic but also distancing him from political elites. The diplomats Gilley meets, such as those at the UN, wear the appropriate attire for their elite political setting: suits. In one key scene in the documentary Peace One Day, Gilley makes his first trip to the UN to meet Kofi Annan, UN General Secretary at the time, and appears at their doors clean cut and suitably dressed. He declares that his new appearance was designed to aid his credibility with the UN. Yet, at the same time, he makes explicit that he borrowed the suit from a friend and the tie from his grandfather and, prior to the meeting, it was decided, “the pony tail had to go.” Thus Gilley seeks the approval of both political elites and the ordinary public, and constructs a persona that speaks to both, though he aligns himself with the latter.Gilley’s back-story permeates his films and works to present his ordinariness. For example, POD has humble beginnings as an almost grassroots, family-run organisation, and Gilley depicts a campaign run on a shoestring from his mother’s spare bedroom in an ordinary suburban home. Although British Airways provided free flights from the organisation’s outset, Gilley shows his friends volunteering their time by organising fundraising events. POD’s modest beginnings are reflected in its founder, who confides about both his lack of formal education and lack of success as an actor (Day After). This “ordinariness” is constructed in opposition to the exceptional qualities of POD’s A-list celebrity backers—such as Angelina Jolie, who does enjoy success as an actor. This contrast is emphasised by inviting Jolie into Gilley’s everyday domestic setting and highlighting the icons of success she brings with her. For example, at his first meeting with Jolie, Gilley waits patiently for her and remarks about the expensive car which eventually arrives outside his house, denoting Jolie’s arrival. He notes in the voiceover to his The Day after Peace documentary, “this was unbelievable, Angelina Jolie sat on my sofa asking me what she could do, I couldn’t stop talking. I was so nervous.”Gilley promotes his ordinariness by using aesthetics and personal narrative. Evidence of how he struggled to realise his goals and the financial burdens he carried (Peace One Day) suggest that there is something authentic about Gilley’s vision for Peace Day. This also helps Gilley to align his public persona with common understandings of the political activist as a prophetic social visionary. POD is able to tap into the idea of the power of the individual as a force for change with references to Martin Luther King and Gandhi. Although Gilley makes no direct comparison between himself and these figures, blog entries such as “ten years ago, I had an idea; I dared to dream that I could galvanise the countries of the world to recognise an official day of ceasefire and nonviolence. Mad? Ambitious? Idealistic? All of the above” (Gilley “Dream”), invite comparisons with King’s “I Have a Dream” speech. This is further augmented by references to Gilley as an outsider to political establishments, such as the UN, which he is sure have “become cynical about the opportunity” they have to unite the world (BBC Interview).Interestingly, Gilley’s presentation as a pragmatic “change-maker” whose “passion is contagious” (Ahmad Fawzi, in POD Concert) also aligns him with a second figure: the entrepreneur. Where Gilley’s performances at school and community groups present his persona as an activist, his entrepreneur persona is presented through his performances at a series of business seminars. These seminars, entitled “Unleash Your Power of Influence,” are targeted towards young entrepreneurs and business-people very much consistent with the “creative class” demographic (Florida). The speakers, including Gilley, have all been successful in business (POD is a private company) and they offer to their audiences motivational presentations, and business advice. Although a semi-regular occurrence, it is the first two events held in July 2010 (Unleash 1) and November 2010 (Unleash 2) that are discussed here. Held in a luxury five-star London hotel, the events demonstrate a starkly different aspect of POD than that presented to community groups and schools, and the amateur grassroots ethic presented in Gilley’s documentary films—for example, tickets for Unleash 2 started at £69 and offered ‘goody bags’ for £95 (author’s observation of the event)—yet consistencies remain.Aesthetically speaking, Gilley’s appearance signifies a connection with these innovative, stereotypically young, founders of start-up companies and where Gilley is an outsider to political organisations; they are outsiders to business establishments. Further, many of these companies typically started, like POD, in a spare bedroom. The speakers at the Unleash events provide insights into their background which frequently demonstrate a rise from humble beginnings to business success, in the face of adversity, and as a result of innovation and perseverance. Gilley is not out of place in this environment and the modest beginnings of POD are relayed to his audience in a manner which bears a striking similarity to his for-profit counterparts.An analysis of Gilley’s presentations at these events demonstrates clear links between the dual aspects of Gilley’s public persona, the political economy of POD, and the underlying philosophy of the organisation—social entrepreneurship. The next section sets out some of the principals of social entrepreneurship and how the aspects of Gilley’s persona, outlined above, reinforce these.Personifying Social EnterpriseGenerally speaking, the business literature greatly emphasises entrepreneurs as “resourceful, value-creating change agents” who are “never satisfied with the status quo [... and are] a forceful engine of growth in our economy” (Dees and Economy 3-4). More recently, the focus of discussion has included social entrepreneurs. These individuals work within “an organisation that attacks [social and environmental] problems through a business format, even if it is not legally structured as a profit-seeking entity” (Bornstein and Davis xv) and advocate commercially oriented non-profit organisations that establish “win-win” relationships between non-profits and business.This coming together of the for- and non-profit sectors has range of precedents, most notably in “philanthrocapitalism” (Bishop and Green) and the types of partnerships established between corporations and environmentalists, such as Greenpeace Australia (Beder). However, philanthrocapitalism often encompasses the application of business methods to social problems by those who have amassed fortunes in purely commercial ventures (such as Bill Gates), and Beder’s work describes established for- and non-profit institutions working together. While social entrepreneurship overlaps with these, social entrepreneurs seek to do well by doing good by making a profit while simultaneously realising social goals (Bornstein and Davis 25).Read as an articulation of the coming together of the activist and the entrepreneur, Gilley’s individuality encapsulates the social enterprise movement. His persona draws from the commonalities between the archetypes of the traditional grassroots activist and start-up entrepreneur, as pioneering visionary and outsider to the establishment. While his films establish his authenticity among politically attuned members of the public, his appearances at the Unleash events work to signify the legitimacy of his organisation to those who identify with social entrepreneurialism and take the position that business should play a positive role in social causes. As an activist, Gilley’s creates his persona through his aesthetic qualities and a performance that draws on historical precedents of social prophets. As an entrepreneur, Gilley draws on the same aesthetic qualities and, through his performance, mitigates the types of disjuncture evident in the 1980s between environmental activists, politicians and business leaders, when environmentalist’s narratives “were perceived as flaky and failed to transform” (Robèrt 7). To do this, Gilley reconstitutes social and environmental problems (such as conflict) within a market metric, and presents the market as a viable and efficient solution. Consequently, Gilley asserts that “we live in a culture of war because war makes money, we need to live in a culture of peace,” and this depends on “if we can make it economical, if we can make the numbers add up” (Unleash).Social enterprises often eschew formal charity and Gilley is consistent with this when he states that “for me, I think it has to be about business. [...] I think if it’s about charity it’s not going to work for me.” Gilley asserts that partnerships with corporations are essential as “our world is going to change, when the corporate sector becomes engaged.” He, therefore, “want[s] to work with large corporations” in order to “empower individuals to be involved in the process of [creating] a more peaceful and sustainable world” (Unleash). One example of POD’s success in this regard is a co-venture with Coca-Cola.To coincide with Peace Day in 2007, POD and Coca-Cola entered into a co-branding exercise which culminated in a sponsorship deal with the POD logo printed on Coca-Cola packaging. Prior to this, Gilley faced a desperate financial situation and conceded that the only alternative to a co-venture with Coca-Cola was shutting down POD (Day After). While Coca-Cola offered financial support and the potential to spread Gilley’s message through the medium of the Coke can, POD presumably offered good publicity to a corporation persistently the target of allegations of unethical practice (for example, Levenson-Estrada; Gill; Thomas). Gilley was aware of the potential image problems caused by a venture with Coke but accepted the partnership on pragmatic grounds, and with the proviso that Coke’s sponsorship not accompany any attempt to influence POD. Gilley, in effect, was using Coca-Cola, displaying the political independence of the social visionary and the pragmatism of the entrepreneur. By the same token, Coca-Cola was using POD to garner positive publicity, demonstrating the nature of this “win-win” relationship.In his film, Gilley consults Ray C. Anderson, social enterprise proponent, about his ethical concerns. Anderson explains the merits of working with Coke. In his Unleash addresses, such ethical considerations do not feature. Instead, it is relayed that Coca-Cola executives were looking to become involved with a social campaign, consistent with the famous 1970s hilltop advertisement of “teaching the world to sing in harmony.” From a meeting at Coca-Cola’s headquarters in Atlanta, Gilley reveals, a correlation emerged between Gilley’s emphasis on Peace Day as a moment of global unity—encapsulated by his belief that “the thing about corporations [...] the wonderful thing about everybody […] is that everybody’s just like us” (Unleash)—and the image of worldwide harmony that Coca-Cola wanted to portray. It is my contention that Gilley’s public persona underpinned the manner in which this co-branding campaign emerged. This is because his persona neatly tied the profit motive of the corporation to the socially spirited nature of the campaign, and spoke to Coca-Cola in a manner relatable to the market. At the same time, it promoted a social campaign premised on an inclusiveness that recast the corporation as a concerned global citizen, and the social campaigner as a free-market agent.Persona in the Competitive Non-Profit SectorThrough a series of works P. David Marshall charts the increasing centrality of individuality as “one of the ideological mainstays of consumer capitalism [...and] equally one of the ideological mainstays of how democracy is conceived” (Marshall “New Media-New Self” 635). Celebrity, accordingly, can be thought of as a powerful discourse that works “to make the cultural centrality of individuality concretely real” (Marshall “New Media-New Self” 635). Beyond celebrity, Marshall offers a wider framework that maps how “personalisation, individuality, and the move from the private to the public are now part of the wider populace rather than just at play in the representational field of celebrity” (Marshall, “Persona” 158). This framework includes fundamental changes to the global, specifically Western, labour market that, while not a fait accompli, point to a more competitive environment in which “greater portions of the culture are engaged in regular—probably frequent—selling of themselves” and where self-promotion becomes a key tool (Marshall, “Persona” 158). Therefore, while consumerism comprises a backdrop to the proliferation of celebrity culture, competition within market capitalism contributes to the wider expansion of personalisation and individualism.The non-profit sector is also a competitive environment. UK studies have found an increase in the number of International NGOs of 46.6% from 1995/6-2005/6 (Anheier, Kaldor, and Glasius. 310). At the same time, the number of large charities (with an income greater than £10 million) rose, between 1999-2013, from 307 to 1,005 and their annual income rose from approximately £10bn to £36bn (Charity Commission). These quantitative changes in the sector have occurred alongside qualitative changes in terms of the orientation of individual organisations. For example, Epstein and Gang describe a non-profit sector in which NGOs compete against each other for funds from aid donors (state and private). It is unclear whether “aid will be allocated properly, say to the poorest or to maximize the social welfare” or to the “efficient aid-seekers” (294)—that is, NGOs with the greatest competitive capabilities. A market for public awareness has also emerged and, in an increasingly crowded non-profit sector, it is clearly important for organisations to establish a public profile that can gain attention.It is in this competitive environment that the public personae of activists become assets for NGOs, and Gilley constitutes a successful example of this. His persona demonstrates an organisation’s response to the competitive nature of the non-profit sector, by appealing to both traditional activist circles and the business sector, and articulating the social enterprise movement. Gilley effectively embodies social entrepreneurship—in his appearance, his performance and his back-story—bridging a gap between the for- and non-profit sectors. His persona helps legitimate efforts to recast the activist as an entrepreneur (and conversely, entrepreneurs as activists) by incorporating activist ideals (in this instance, peace) within a market framework. This, to return to Marshall’s argument, crystallises the issue of peace within market metrics such and normativises debates about the role of corporate actors as global citizens, presenting it as pragmatism and therefore “common sense.” This is not to undermine Gilley’s achievements but, instead, to point out how reading his public persona enables an understanding of efforts to marketise the non-profit sector and align peace activism with corporate power.References Anheier, Helmut K., Mary Kaldor, and Marlies Glasius. Global Civil Society 2006/7. London: Sage, 2007.BBC Storyville. Director Interview: Jeremy Gilley. BBC. 2004. 7 Feb. 2010.Beder, Sharon. Global Spin: The Corporate Assault on Environmentalism. Totnes, UK: Green Books, 2002.Bishop, Matthew, and Michael Green. Philanthrocapitalism. London: A&C Black, 2008.Bornstein, David, and Susan Davis. Social Entrepreneurship: What Everyone Needs to Know. New York: Oxford University Press, 2010.Charity Commission for England and Wales. “Sector Facts and Figures.” N.d. 5 Apr 2014.Day after Peace, The. Dir. Jeremy Gilley. Peace One Day, 2008.Dees, J. Gregory, and Peter Economy. "Social Entrepreneurship." Enterprising Nonprofits: A Toolkit for Social Entrepreneurs. Eds. J. Gregory Dees, Jed Emerson, and Peter Economy. New York: Wiley, 2001. 1-18.Epstein, Gil S., and Ira N. Gang. “Contests, NGOs, and Decentralizing Aid.” Review of Development Economics 10. 2 (2006): 285-296.Florida, Richard. The Flight of the Creative Class: The New Global Competition for Talent. New York: Harper Business, 2006.Frances, Nic. The End of Charity: Time for Social Enterprise. New South Wales: Allen & Unwin, 2008.Fraser, Nick. “Can One Man Persuade the World, via the UN, to Sanction a Global Ceasefire Day?” BBC. 2005. 7 Feb. 2010.Gill, Leslie. “Labor and Human Rights: The ‘Real Thing’ in Colombia.” Transforming Anthropology 13.2 (2005): 110-115.Gilley, Jeremy. “Dream One Day.” Peace One Day. 2009. 23 Jun 2010.Levenson-Estrada, Deborah. Trade Unionists against Terror: Guatemala City, 1954-1985. Chapel Hill: U of North Carolina P, 1994.Marshall, P. David. Celebrity and Power. Minneapolis: University of Minnesota Press, 2001.Marshall, P. David. “Intimately Intertwined in the Most Public Way: Celebrity and Journalism.” The Celebrity Culture Reader. Ed. P. David Marshall. Oxon: Routledge, 2006. 316-323.Marshall, P. David. “New Media – New Self: The Changing Power of Celebrity.” The Celebrity Culture Reader. Ed. P. David. Marshall. Oxon: Routledge, 2006. 634-644.Marshall, P. David. “Personifying Agency: The Public–Persona–Place–Issue Continuum.” Celebrity Studies 4.3 (2013): 369-371.Marshall, P. David. “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-170.Newsnight. BBC 2. 20 Sep. 2010. 22.30-23.00.Peace One Day. Dir. Jeremy Gilley. Peace One Day, 2004.Peace One Day Concert: Live at the Royal Albert Hall Gilley. Dir. Jeremy Gilley. Peace One Day, 2008.Peace One Day Part Three. Dir. Jeremy Gilley. Peace One Day, 2010.Robèrt, Karl-Henrik. The Natural Step: Seeding a Quiet Revolution. Gabriola Island, British Columbia: New Society Publishers, 2002.Thomas, Mark. Belching Out the Devil: Global Adventure with Coca-Cola. London: Ebury Press, 2008.United Nations General Assembly. “International Day of Peace. A/RES/55/282" 111th Plenary Meeting. 2001. 10 June 2014 ‹http://www.un.org/en/ga/search/view_doc.asp?symbol=A/RES/55/282&Lang=E›.Unleash Your Power of Influence. Triumphant Events and Peace One Day. 2010.
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19

Kellner, Douglas. "Engaging Media Spectacle." M/C Journal 6, no. 3 (June 1, 2003). http://dx.doi.org/10.5204/mcj.2202.

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Abstract:
In the contemporary era, media spectacle organizes and mobilizes economic life, political conflict, social interactions, culture, and everyday life. My recently published book Media Spectacle explores a profusion of developments in hi-tech culture, media-driven society, and spectacle politics. Spectacle culture involves everything from film and broadcasting to Internet cyberculture and encompasses phenomena ranging from elections to terrorism and to the media dramas of the moment. For ‘Logo’, I am accordingly sketching out briefly a terrain I probe in detail in the book from which these examples are taken.1 During the past decades, every form of culture and significant forms of social life have become permeated by the logic of the spectacle. Movies are bigger and more spectacular than ever, with high-tech special effects expanding the range of cinematic spectacle. Television channels proliferate endlessly with all-day movies, news, sports, specialty niches, re-runs of the history of television, and whatever else can gain an audience. The rock spectacle reverberates through radio, television, CDs, computers networks, and extravagant concerts. The Internet encircles the world in the spectacle of an interactive and multimedia cyberculture. Media culture excels in creating megaspectacles of sports championships, political conflicts, entertainment, "breaking news" and media events, such as the O.J. Simpson trial, the Death of Princess Diana, or the sex or murder scandal of the moment. Megaspectacle comes as well to dominate party politics, as the political battles of the day, such as the Clinton sex scandals and impeachment, the 36 Day Battle for the White House after Election 2000, and the September 11 terrorist attacks and subsequent Terror War. These dramatic media passion plays define the politics of the time, and attract mass audiences to their programming, hour after hour, day after day. The concept of "spectacle" derives from French Situationist theorist Guy Debord's 1972 book Society of the Spectacle. "Spectacle," in Debord's terms, "unifies and explains a great diversity of apparent phenomena" (Debord 1970: #10). In one sense, it refers to a media and consumer society, organized around the consumption of images, commodities, and spectacles. Spectacles are those phenomena of media culture which embody contemporary society's basic values, and dreams and nightmares, putting on display dominant hopes and fears. They serve to enculturate individuals into its way of life, and dramatize its conflicts and modes of conflict resolution. They include sports events, political campaigns and elections, and media extravaganzas like sensational murder trials, or the Bill Clinton sex scandals and impeachment spectacle (1998-1999). As we enter a new millennium, the media are becoming ever more technologically dazzling and are playing an increasingly central role in everyday life. Under the influence of a postmodern image culture, seductive spectacles fascinate the denizens of the media and consumer society and involve them in the semiotics of a new world of entertainment, information, a semiotics of a new world of entertainment, information, and drama, which deeply influence thought and action. For Debord: "When the real world changes into simple images, simple images become real beings and effective motivations of a hypnotic behavior. The spectacle as a tendency to make one see the world by means of various specialized mediations (it can no longer be grasped directly), naturally finds vision to be the privileged human sense which the sense of touch was for other epochs; the most abstract, the most mystifiable sense corresponds to the generalized abstraction of present day society" (#18). Today, however, I would maintain it is the multimedia spectacle of sight, sound, touch, and, coming to you soon, smell that constitutes the multidimensional sense experience of the new interactive spectacle. For Debord, the spectacle is a tool of pacification and depoliticization; it is a "permanent opium war" (#44) which stupefies social subjects and distracts them from the most urgent task of real life -- recovering the full range of their human powers through creative praxis. The concept of the spectacle is integrally connected to the concept of separation and passivity, for in passively consuming spectacles, one is separated from actively producing one's life. Capitalist society separates workers from the products of their labor, art from life, and consumption from human needs and self-directing activity, as individuals passively observe the spectacles of social life from within the privacy of their homes (#25 and #26). The situationist project by contrast involved an overcoming of all forms of separation, in which individuals would directly produce their own life and modes of self-activity and collective practice. Since Debord's theorization of the society of the spectacle in the 1960s and 1970s, spectacle culture has expanded in every area of life. In the culture of the spectacle, commercial enterprises have to be entertaining to prosper and as Michael J. Wolf (1999) argues, in an "entertainment economy," business and fun fuse, so that the E-factor is becoming major aspect of business.2 Via the "entertainmentization" of the economy, television, film, theme parks, video games, casinos, and so forth become major sectors of the national economy. In the U.S., the entertainment industry is now a $480 billion industry, and consumers spend more on having fun than on clothes or health care (Wolf 1999: 4).3 In a competitive business world, the "fun factor" can give one business the edge over another. Hence, corporations seek to be more entertaining in their commercials, their business environment, their commercial spaces, and their web sites. Budweiser ads, for instance, feature talking frogs who tell us nothing about the beer, but who catch the viewers' attention, while Taco Bell deploys a talking dog, and Pepsi uses Star Wars characters. Buying, shopping, and dining out are coded as an "experience," as businesses adopt a theme-park style. Places like the Hard Rock Cafe and the House of Blues are not renowned for their food, after all; people go there for the ambience, to buy clothing, and to view music and media memorabilia. It is no longer good enough just to have a web site, it has to be an interactive spectacle, featuring not only products to buy, but music and videos to download, games to play, prizes to win, travel information, and "links to other cool sites." To succeed in the ultracompetitive global marketplace, corporations need to circulate their image and brand name so business and advertising combine in the promotion of corporations as media spectacles. Endless promotion circulates the McDonald’s Golden Arches, Nike’s Swoosh, or the logos of Apple, Intel, or Microsoft. In the brand wars between commodities, corporations need to make their logos or “trademarks” a familiar signpost in contemporary culture. Corporations place their logos on their products, in ads, in the spaces of everyday life, and in the midst of media spectacles like important sports events, TV shows, movie product placement, and wherever they can catch consumer eyeballs, to impress their brand name on a potential buyer. Consequently, advertising, marketing, public relations and promotion are an essential part of commodity spectacle in the global marketplace. Celebrity too is manufactured and managed in the world of media spectacle. Celebrities are the icons of media culture, the gods and goddesses of everyday life. To become a celebrity requires recognition as a star player in the field of media spectacle, be it sports, entertainment, or politics. Celebrities have their handlers and image managers to make sure that their celebrities continue to be seen and positively perceived by publics. Just as with corporate brand names, celebrities become brands to sell their Madonna, Michael Jordan, Tom Cruise, or Jennifer Lopez product and image. In a media culture, however, celebrities are always prey to scandal and thus must have at their disposal an entire public relations apparatus to manage their spectacle fortunes, to make sure their clients not only maintain high visibility but keep projecting a positive image. Of course, within limits, “bad” and transgressions can also sell and so media spectacle contains celebrity dramas that attract public attention and can even define an entire period, as when the O.J. Simpson murder trials and Bill Clinton sex scandals dominated the media in the mid and late 1990s. Entertainment has always been a prime field of the spectacle, but in today's infotainment society, entertainment and spectacle have entered into the domains of the economy, politics, society, and everyday life in important new ways. Building on the tradition of spectacle, contemporary forms of entertainment from television to the stage are incorporating spectacle culture into their enterprises, transforming film, television, music, drama, and other domains of culture, as well as producing spectacular new forms of culture such as cyberspace, multimedia, and virtual reality. For Neil Gabler, in an era of media spectacle, life itself is becoming like a movie and we create our own lives as a genre like film, or television, in which we become "at once performance artists in and audiences for a grand, ongoing show" (1998: 4). On Gabler’s view, we star in our own "lifies," making our lives into entertainment acted out for audiences of our peers, following the scripts of media culture, adopting its role models and fashion types, its style and look. Seeing our lives in cinematic terms, entertainment becomes for Gabler "arguably the most pervasive, powerful and ineluctable force of our time--a force so overwhelming that it has metastasized into life" to such an extent that it is impossible to distinguish between the two (1998: 9). As Gabler sees it, Ralph Lauren is our fashion expert; Martha Stewart designs our sets; Jane Fonda models our shaping of our bodies; and Oprah Winfrey advises us on our personal problems.4 Media spectacle is indeed a culture of celebrity who provide dominant role models and icons of fashion, look, and personality. In the world of spectacle, celebrity encompasses every major social domain from entertainment to politics to sports to business. An ever-expanding public relations industry hypes certain figures, elevating them to celebrity status, and protects their positive image in the never-ending image wars and dangers that a celebrity will fall prey to the machinations of negative-image and thus lose celebrity status, and/or become figures of scandal and approbation, as will some of the players and institutions that I examine in Media Spectacle (Kellner 2003). Sports has long been a domain of the spectacle with events like the Olympics, World Series, Super Bowl, World Soccer Cup, and NBA championships attracting massive audiences, while generating sky-high advertising rates. These cultural rituals celebrate society's deepest values (i.e. competition, winning, success, and money), and corporations are willing to pay top dollar to get their products associated with such events. Indeed, it appears that the logic of the commodity spectacle is inexorably permeating professional sports which can no longer be played without the accompaniment of cheerleaders, giant mascots who clown with players and spectators, and raffles, promotions, and contests that feature the products of various sponsors. Sports stadiums themselves contain electronic reproduction of the action, as well as giant advertisements for various products that rotate for maximum saturation -- previewing environmental advertising in which entire urban sites are becoming scenes to boost consumption spectacles. Arenas, like the United Center in Chicago, America West Arena in Phoenix, on Enron Field in Houston are named after corporate sponsors. Of course, after major corporate scandals or collapse, like the Enron spectacle, the ballparks must be renamed! The Texas Ranger Ballpark in Arlington, Texas supplements its sports arena with a shopping mall, office buildings, and a restaurant in which for a hefty price one can watch the athletic events while eating and drinking.5 The architecture of the Texas Rangers stadium is an example of the implosion of sports and entertainment and postmodern spectacle. A man-made lake surrounds the stadium, the corridor inside is modeled after Chartes Cathedral, and the structure is made of local stone that provides the look of the Texas Capitol in Austin. Inside there are Texas longhorn cattle carvings, panels of Texas and baseball history, and other iconic signifiers of sports and Texas. The merging of sports, entertainment, and local spectacle is now typical in sports palaces. Tropicana Field in Tampa Bay, Florida, for instance, "has a three-level mall that includes places where 'fans can get a trim at the barber shop, do their banking and then grab a cold one at the Budweiser brew pub, whose copper kettles rise three stories. There is even a climbing wall for kids and showroom space for car dealerships'" (Ritzer 1998: 229). Film has long been a fertile field of the spectacle, with "Hollywood" connoting a world of glamour, publicity, fashion, and excess. Hollywood film has exhibited grand movie palaces, spectacular openings with searchlights and camera-popping paparazzi, glamorous Oscars, and stylish hi-tech film. While epic spectacle became a dominant genre of Hollywood film from early versions of The Ten Commandments through Cleopatra and 2001 in the 1960s, contemporary film has incorporated the mechanics of spectacle into its form, style, and special effects. Films are hyped into spectacle through advertising and trailers which are ever louder, more glitzy, and razzle-dazzle. Some of the most popular films of the late 1990s were spectacle films, including Titanic, Star Wars -- Phantom Menace, Three Kings, and Austin Powers, a spoof of spectacle, which became one of the most successful films of summer 1999. During Fall 1999, there was a cycle of spectacles, including Topsy Turvy, Titus, Cradle Will Rock, Sleepy Hollow, The Insider, and Magnolia, with the latter featuring the biblical spectacle of the raining of frogs in the San Fernando Valley, in an allegory of the decadence of the entertainment industry and deserved punishment for its excesses. The 2000 Academy Awards were dominated by the spectacle Gladiator, a mediocre film that captured best picture award and best acting award for Russell Crowe, thus demonstrating the extent to which the logic of the spectacle now dominates Hollywood film. Some of the most critically acclaimed and popular films of 2001 are also hi-tech spectacle, such as Moulin Rouge, a film spectacle that itself is a delirious ode to spectacle, from cabaret and the brothel to can-can dancing, opera, musical comedy, dance, theater, popular music, and film. A postmodern pastiche of popular music styles and hits, the film used songs and music ranging from Madonna and the Beatles to Dolly Parton and Kiss. Other 2001 film spectacles include Pearl Harbor, which re-enacts the Japanese attack on the U.S. that propelled the country to enter World War II, and that provided a ready metaphor for the September 11 terror attacks. Major 2001 film spectacles range from David Lynch’s postmodern surrealism in Mulholland Drive to Steven Spielberg’s blending of his typically sentimental spectacle of the family with the formalist rigor of Stanley Kubrick in A.I. And the popular 2001 military film Black-Hawk Down provided a spectacle of American military heroism which some critics believed sugar-coated the actual problems with the U.S. military intervention in Somalia, causing worries that a future U.S. adventure by the Bush administration and Pentagon would meet similar problems. There were reports, however, that in Somalian cinemas there were loud cheers as the Somalians in the film shot down the U.S. helicopter, and pursued and killed American soldiers, attesting to growing anti-American sentiment in the Muslim world against Bush administration policies. Television has been from its introduction in the 1940s a promoter of consumption spectacle, selling cars, fashion, home appliances, and other commodities along with consumer life-styles and values. It is also the home of sports spectacle like the Super Bowl or World Series, political spectacles like elections (or more recently, scandals), entertainment spectacle like the Oscars or Grammies, and its own spectacles like breaking news or special events. Following the logic of spectacle entertainment, contemporary television exhibits more hi-tech glitter, faster and glitzier editing, computer simulations, and with cable and satellite television, a fantastic array of every conceivable type of show and genre. TV is today a medium of spectacular programs like The X-Files or Buffy, the Vampire Slayer, and spectacles of everyday life such as MTV's The Real World and Road Rules, or the globally popular Survivor and Big Brother series. Real life events, however, took over TV spectacle in 2000-2001 in, first, an intense battle for the White House in a dead-heat election, that arguably constitutes one of the greatest political crimes and scandals in U.S. history (see Kellner 2001). After months of the Bush administration pushing the most hardright political agenda in memory and then deadlocking as the Democrats took control of the Senate in a dramatic party re-affiliation of Vermont’s Jim Jeffords, the world was treated to the most horrifying spectacle of the new millennium, the September 11 terror attacks and unfolding Terror War that has so far engulfed Afghanistan and Iraq. These events promise an unending series of deadly spectacle for the foreseeable future.6 Hence, we are emerging into a new culture of media spectacle that constitutes a novel configuration of economy, society, politics, and everyday life. It involves new cultural forms, social relations, and modes of experience. It is producing an ever-proliferating and expanding spectacle culture with its proliferating media forms, cultural spaces, and myriad forms of spectacle. It is evident in the U.S. as the new millennium unfolds and may well constitute emergent new forms of global culture. Critical social theory thus faces important challenges in theoretically mapping and analyzing these emergent forms of culture and society and the ways that they may contain novel forms of domination and oppression, as well as potential for democratization and social justice. Works Cited Debord, Guy. Society of the Spectacle. Detroit: Black and Red, 1967. Gabler, Neil. Life the Movie. How Entertainment Conquered Reality. New York: Alfred A. Knopf, 1998. Kellner, Douglas. Grand Theft 2000. Lanham, Md.: Rowman and Littlefield, 2001. Kellner, Douglas. From 9/11 to Terror War: Dangers of the Bush Legacy. Lanham, Md.: Rowman and Littlefield, 2003. Kellner, Douglas. Media Spectacle. London and New York: Routledge, 2003. Ritzer, George. The McDonaldization Thesis: Explorations and Extensions. Thousand Oaks, Cal. and London: Sage, 1998. Wolf, Michael J. Entertainment Economy: How Mega-Media Forces are Transforming Our Lives. New York: Times Books, 1999. Notes 1 See Douglas Kellner, Media Spectacle. London and New York: Routledge, 2003. 2 Wolf's book is a detailed and useful celebration of the "entertainment economy," although he is a shill for the firms and tycoons that he works for and celebrates them in his book. Moreover, while entertainment is certainly an important component of the infotainment economy, it is an exaggeration to say that it drives it and is actually propelling it, as Wolf repeatedly claims. Wolf also downplays the negative aspects of the entertainment economy, such as growing consumer debt and the ups and downs of the infotainment stock market and vicissitudes of the global economy. 3 Another source notes that "the average American household spent $1,813 in 1997 on entertainment -- books, TV, movies, theater, toys -- almost as much as the $1,841 spent on health care per family, according to a survey by the US Labor Department." Moreover, "the price we pay to amuse ourselves has, in some cases, risen at a rate triple that of inflation over the past five years" (USA Today, April 2, 1999: E1). The NPD Group provided a survey that indicated that the amount of time spent on entertainment outside of the home –- such as going to the movies or a sport event – was up 8% from the early to the late 1990s and the amount of time in home entertainment, such as watching television or surfing the Internet, went up 2%. Reports indicate that in a typical American household, people with broadband Internet connections spend 22% more time on all-electronic media and entertainment than the average household without broadband. See “Study: Broadband in homes changes media habits” (PCWORLD.COM, October 11, 2000). 4 Gabler’s book is a synthesis of Daniel Boorstin, Dwight Macdonald, Neil Poster, Marshall McLuhan, and other trendy theorists of media culture, but without the brilliance of a Baudrillard, the incisive criticism of an Adorno, or the understanding of the deeper utopian attraction of media culture of a Bloch or Jameson. Likewise, Gabler does not, a la cultural studies, engage the politics of representation, or its economics and political economy. He thus ignores mergers in the culture industries, new technologies, the restructuring of capitalism, globalization, and shifts in the economy that are driving the impetus toward entertainment. Gabler does get discuss how new technologies are creating new spheres of entertainment and forms of experience and in general describes rather than theorizes the trends he is engaging. 5 The project was designed and sold to the public in part through the efforts of the son of a former President, George W. Bush. Young Bush was bailed out of heavy losses in the Texas oil industry in the 1980s by his father's friends and used his capital gains, gleaned from what some say as illicit insider trading, to purchase part-ownership of a baseball team to keep the wayward son out of trouble and to give him something to do. The soon-to-be Texas governor, and future President of the United States, sold the new stadium to local taxpayers, getting them to agree to a higher sales tax to build the stadium which would then become the property of Bush and his partners. This deal allowed Bush to generate a healthy profit when he sold his interest in the Texas Rangers franchise and to buy his Texas ranch, paid for by Texas tax-payers (for sources on the scandalous life of George W. Bush and his surprising success in politics, see Kellner 2001 and the further discussion of Bush Jr. in Chapter 6). 6 See Douglas Kellner, From 9/11 to Terror War: Dangers of the Bush Legacy. Lanham, Md.: Rowman and Littlefield Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Kellner, Douglas. "Engaging Media Spectacle " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0306/09-mediaspectacle.php>. APA Style Kellner, D. (2003, Jun 19). Engaging Media Spectacle . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0306/09-mediaspectacle.php>
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