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Journal articles on the topic "Apostles Postmodernism College students"

1

Daspit, Toby. "The Noisy Mix of Hip Hop Pedagogies." M/C Journal 4, no. 2 (April 1, 2001). http://dx.doi.org/10.5204/mcj.1901.

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"(W)hen you look at the historic angle of what’s going on, DJ culture is the future, everything is a mix. Whether it’s video, electronic shit, studio shit, painting, you name it, the psychology is in place. It’s the DJ." – Paul D. Miller, AKA DJ Spooky, qtd. in Tobin "Turn it up! Bring the noise." – Public Enemy, "Bring the Noise "Turn down that damned noise!!!" Thus began the nightly negotiation with my father during my adolescence — him firmly rooted in his recliner as he stared at the television, me locked in my bedroom, fingers nudging the stereo knobs to experiment with acceptable volumes. It was never, "turn down the music," or "lower that Boogie Down Productions album," it was always, "turn down that damned noise!!!" I hear his words echoed daily in the attitudes of many of the pre-service teachers that I work with as they navigate the tumultuous maelstrom of education in postmodern culture. Perhaps my students merely reveal legacies of their own educational experiences, or perhaps they embody the transitional dissonance of an epochal shift. Regardless of the "origin" of their discomfort, they seem to turn to those of us engaged in preparing them as teachers to sanitise the "mess" they encounter in schools. They desire Skinnerian behaviorist reductionism (if "x" then "y"). They seek to tame the "noise" of the extraordinarily complex endeavor of teaching and learning. I fiddle with the volume knob of my own teaching, crank it up, and offer them hip hop pedagogies.1 By hip hop pedagogies I do not mean simply the inclusion of hip hop culture (e.g., DJing, rapping, graffiti art, dancing) as objects of study in the classroom, although these are indeed worthwhile curricular considerations. Instead of dominant modes of schooling which are informed by a factory model of efficiency and knowledge transmission (Adams et al.), I suggest a fundamental reorientation to pedagogies guided by the aesthetics of hip hop culture, particularly the power of recombinant textuality embodied in hip hop’s "noisy mix." Dick Hebdige locates the origins, as diffuse as they are, of hip hop music in the fundamental nature of the mix, noting that "(r)ap is DJ (disc jockey) and MC (Master of Ceremonies or Microphone Controller) music . . . (I)t relies on pre-recorded sounds. . . . The hip hoppers "stole" music off air and cut it up. Then they broke it down into its component parts and remixed it on tape" (141). Paul Miller identifies the possibilities inherent in such processes: DJ culture – urban youth culture – is all about recombinant potential. It has as a central feature a eugenics of the imagination. Each and every source is fragmented and bereft of prior meaning – kind of like a future without a past. The samples are given meaning only when re-presented in the assemblage of the mix (7) In hip hop, mixing occurs within discursive realities of "noise." Tricia Rose notes that the "sonic power" of hip hop, with its "distinctive bass-heavy, enveloping sound does not rest outside of its musical and social power" (63). She summarizes the significance of this sonic barrage: "Noise" on the one hand and communal countermemory on the other, rap music conjures and razes in one stroke. Rap's rhythms . . . are its most powerful effect. Rap's primary focus is sonic . . . Rap music centers on the quality and nature of rhythm and sound, the lowest, "fattest beats" being the most significant and emotionally charged . . . The arrangement and selection of sounds rap musicians have invented via samples, turntables, tape machines, and sound systems are at once deconstructive (in that they actually take apart recorded musical compositions) and recuperative (because they recontextualise these elements creating new meanings for cultural sounds that have been relegated to commercial wastebins) . . . (64-65 Herein lies one of the most transformative possibilities of hip hop pedagogies – the model it offers as a recombinant text, as a mix. Miller explains: It is in this singularly improvisational role of "recombiner" that the DJ creates what I like to call a "post symbolic mood sculpture," or the mix; a disembodied and transient text . . . The implications of this style of creating art are three fold: 1) by its very nature it critiques the entire idea of intellectual property and copyright law, 2) it reifies a communal art value structure in contrast to most forms of art in late capitalist social contexts, 3) it interfaces communications technology in a manner that anthropomorphisizes it. (12-13 If we were to begin thinking of our classrooms/schools as a mix, as recombinant, fluid texts where the copyrighting privilege of authority in the guise of "teacher" is challenged, where the entire process of teaching and learning becomes communal, and where human/technological cyborgs are valued, we can see how hip hop pedagogies might be transformative. The classroom might become, in my favorite image of postmodern education that William Doll borrows from Milan Kundera and Richard Rorty, a "fascinating imaginative realm where no one owns the truth and everyone has the right to be understood" (151). Such pedagogical orientations toward the mix invite students to reject modernist attempts to channel and control learning – to "school" the body and mind. Instead, as Potter notes, "hip-hop aims for a world made hole, aporic, fracturing the fragmented, graffiti on graffiti" (8, emphasis in original). Instead of the master narratives of modernity, it "offers us a model . . . as it produces knowledge in the active consumption of the everyday materials the world makes available . . . it is a work which instructs in its process, indeed, by its process" (Block 339). Is this not a better way to envision our work in schools, which Pinar et al. see as ultimately an engagement with larger conversations of what it means to prepare the next generation (847)? Such mixing infuses life into pedagogies as meanings are reassembled, and acknowledges a "new paradigm" that does "not necessarily require new data, but rather (is) characterized by clever and substantively different ways of recasting what we already know" (Samples 187). "The previous meanings," Miller concludes, are "corralled into a space where the differences in time, place, and culture, are collapsed to create a recombinant text or autonomous zone of expression" (14). Hip hop pedagogies offer such "zones" of hybrid selves, hybrid cultures, and hybrid conversations that are recombined continually through collisions with cultures, histories, and technologies. So that’s the noisy mix I share with my students as most salient to postmodern education – cacophonous, turbulent, and sure to infuriate my father, even now. Notes 1. I follow Gore in her use of the plural form of pedagogy: "(Pedagogies) use is important to signify the multiple approaches and practices that fall under the pedagogy umbrella" whereas "rely(ing) on the singular form is to imply greater unity and coherence than is warranted" (7). References Adams, Natalie et al. Learning to Teach: A Critical Approach to Field Experiences. Mahwah, N.J.: Lawrence Erlbaum, 1998. Block. Alan. (1998). "Curriculum as Affichiste: Popular Culture and Identity." Curriculum: Toward New Identities. Ed. William F. Pinar. New York: Garland, 325-341. Doll, William E., Jr. A Postmodern Perspective on Curriculum. New York: Teachers College, 1993. Gore, J. The Struggle for Pedagogies: Critical and Feminist Discourses as Regimes of Truth. New York: Routledge, 1993. Hebdige, Dick. Cut-n-Mix: Culture, Identity and Caribbean Music. London: Methuen, 1987. Miller, Paul D. "Flow My Blood the DJ Said." Liner notes from Song of a Dead Dreamer. New York: Asphodel, 1995. Pinar, William F. et al. Understanding Curriculum: An Introduction to the Study of Historical and Contemporary Curriculum Discourses. New York: Peter Lang, 1995. Potter Russell A. Spectacular Vernaculars: Hip-Hop and the Politics of Postmodernism. Albany: SUNY, 1995. Public Enemy. It Takes A Nation Of Millions To Hold Us Back. New York: Def Jam Recordings, 1988. Rose, Tricia. Black Noise: Rap Music and Black Culture in Contemporary America. Hanover, N.H.: UP of New England, 1994. Samples, Bob. "Learning as Transformation." Education, Information, and Transformation: Essays on Learning and Thinking. Ed. Jeffrey Kane. Upper Saddle River, N.J.: Merrill, 1999. Tobin, Sam. "Permutations: A Conversation with Paul D. Miller, AKA DJ Spooky." Digress Magazine. [12, March 2001].<http://www.digressmagazine.com/1spooky.php>
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2

Dixon, Ian. "Film Writing Adapted for Game Narrative: Myth or Error?" M/C Journal 20, no. 1 (March 15, 2017). http://dx.doi.org/10.5204/mcj.1225.

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J.J. Gittes (Jack Nicholson) is appalled to learn that his lover is a victim of incest in Robert Towne and Roman Polanski’s definitive, yet subversive film Chinatown (Roman Polanski, 1974). Similarly, Ethan Mars (Pascale Langdale), the hero of the electronic game Heavy Rain (David Cage, 2010), is equally devastated to find his child has been abducted. One a cinema classic of the detective genre, the other a sophisticated electronic game: both ground-breaking, both compelling, but delivered in contrasting media. So, what do Chinatown and Heavy Rain have in common from the writer’s point of view? Can the writer of games learn from the legacy of film storytelling yet find alternative rules for new media? This article attempts to answer these questions making reference to the two works above to illuminate the gap between games writing and traditional screenwriting scholarship.Western commercial cinema has evolved to place story centrally and Chinatown is an example of a story’s potential as film art and entertainment concurrently. Media convention derives from the lessons of previous relatable art forms such as pictorial art, literature and architecture in the case of film; board games and centuries of physical gaming in the case of games design. Therefore, the invention of new media such as online and electronic gaming relies, in part, on the rules of film. However, game play has reassessed screenwriting and its applicability to this new media rendering many of these rules redundant. If Marshall McLuhan’s adage “the medium is the message” is correct, then despite the reliance of one medium on the traditions of its predecessor, gaming is simply not cinema. This article considers writing for games as axiomatically unconventional and calls for radical reinventions of storytelling within the new media.In order to investigate games writing, I will first revisit some of the rules of cinematic construction as inherited from an original Aristotelian source (Cleary). These rules require: a single focussed protagonist driving the plot; a consistent story form with narrative drive or story engine; the writer to avoid the repeated dramatic beat and; a reassessment of thematic concerns for the new technology. We should also investigate game-centric terminology such as “immersion” and “agency” to see how electronic gaming as an essentially postmodern phenomenon reciprocates, yet contrasts to, its cinematic predecessor (Murray, Hamlet 98/126). Must the maker of games subscribe to the filmmaker’s toolbox when the field is so very different? In order to answer this question, I will consider some concepts unique to games technology, firstly, the enduring debate known as ludology versus narratology. Gaming rhetoric since the late 1990s has questioned the efficacy of the traditional film narrative when adapted to game play. Players are still divided between the narratologists’ view, which holds that story within games is inevitable and the ludologists’ opinion, which suggests that traditional narrative has no place within the spatially orientated freedom of game play. Originally espousing the benefits of ludology, Janet H Murray argues that the essential formalism of gaming separates it from narrative, which Aarseth describes as representing “'colonialist' intrusions” on game play (46). Mimetic aspects inherited from narrative principles should remain incidental rather than forming an overarching hegemony within the game (Murray, "Last Word"). In this way, the ludologists suggest that game development has been undermined by the persistence of the narrative debate and Murray describes game studies as a “multi-dimensional, open-ended puzzle” worth solving on its own terms (indeed, cinema of attractions compelled viewers for thirty years before narrative cinema became dominant in the early twentieth century.Gaming history has proved this argument overblown and Murray herself questions the validity of this spurious debate within game play. She now includes the disclaimer that, ironically, most ludologists are trained in narratology and thus debate a “phantom of their own creation” (Murray, "Last Word"). This implies a contemporary opposition to ludology’s original meaning and impacts upon screenwriting principles in game making. Two further key concepts, which divide the medium of game entirely from the art of cinema are “immersion” and “agency” (Murray, Hamlet 98/126). Murray likens immersion to the physical sensation of being “submerged in water” pointing out that players enjoy the psychologically immersive phenomenon of delving into an undiscovered reality (Murray, Hamlet 98). Although distinct from the passive experience of cinema viewing, this immersion is like the experience of leaving the ordinary world and diving into the special world as Christopher Vogler’s screenwriting theory suggests. The cinema audience is encouraged to immerse themselves in the new world of Gittes’s Chinatown from the comfort of their familiar one. Similarly, the light-hearted world of the summer home contrasts Heavy Rain’s decent into urban, neo-noir corruption. Contrary to its cinematic cousin, the immediacy and subjectivity of the new media experience is more tangible and controllable, which renders immersion in games more significant and brings us to the next gaming concept, agency.To describe agency, Murray uses the complex metaphor of participatory dance, with its predetermined structures, “social formulas” and limited opportunities to change the overall “plot” of the dance: “The slender story is designed to unfold in the same way no matter what individual audience members may do to join the fun” (Hamlet 126-27). In electronic gaming, time-honoured gaming traditions from chess and board games serve as worthy predecessors. In this way, sophisticated permutations of outcome based on the player’s choice create agency, which is “the satisfying power to take meaningful action and see the results of our decisions and choices” (Murray, Hamlet 126). Bearing this in mind, when narrative enters game play, a world of possibility opens up (Murray, Hamlet).So where do the old rules of cinema apply within gaming and where is the maker of games able to find alternatives based on their understanding of agency and immersion? McLuhan’s unconventional scholarship leads the way, by pointing out the alternativity of the newer media. I consider that the rules of cinematic construction are also often disregarded by the casual viewer/player, but of utmost importance to the professional screenwriter.Amongst these rules is the screenwriting convention of having a single protagonist. This is a being fuelled with desire and a clear, visually rendered, actively negotiated goal. This principle persists in cinema according to Aristotle’s precepts (Cleary). The protagonist is a single entity making decisions and taking actions, even if that entity is a collection of individuals acting as one (Dethridge). The exploits of this main character (facing an opposing force of antagonism) determine the path of the story and for that reason a clear, single-minded narrative line is echoed in a single story form (McKee). For example, the baffling depth of meaning in Chinatown still emanates from protagonist J.J. Gittes’s central determination: to solve the crime suggested by the Los Angeles water shortage. The audience’s ability to identify and empathise with Gittes is paramount when he discovers the awful perversion his love interest, Evelyn Mulwray (Faye Dunaway), has been subjected to. However, the world of Chinatown remains intriguing as a string of corruption is revealed though a detective plot fuelled by our hero’s steadfast need to know the truth. In this way, a single protagonist’s desire line creates a solid story form. Conversely, in computer games (and despite the insistence of Draconian screenwriting lecturers who insist on replicating cinematic rules) the effect of a multiple protagonist plot still allows for the essential immersion in an imaginative world. In Heavy Rain, for example, the search for clues through the eyes of several related characters including a hapless father, a hangdog, ageing detective and a hyper-athletic single mother still allows for immersion. The player/interactor’s actions still create agency even as they change avatars from scene to scene. The player also negotiates for mastery of their character’s actions in order to investigate their situation, facts and world. However, each time the player switches their character allegiance, they revert to square one of their potential identification with that character. Indeed, in Heavy Rain, the player keenly aware of the chilling effect generated by the father losing his child in a busy shopping mall, but then another avatar steps forward, then another and the player must learn about new and unfamiliar characters on a scene-by-scene basis. The accumulative identification with a hero like Chinatown’s Gittes, begins with an admiration for his streetwise charm, then strengthens through his unfolding disillusionment and is cemented with Polanski’s brilliant invention: the death of Evelyn Mulwray replete with its politico-sexual implications (Polanski). However, does this mean cinematic identification is superior to game play’s immersion and agency? McLuhan might argue it is not and that the question is meaningless given that the “message” of games is axiomatically different. Traditional screenwriting scholarship therefore falters in the new medium. Further, Heavy Rain’s multi-protagonist miasma conforms to a new breed of structure: the mosaic plot, which according to Murray mirrors the internet’s click and drag mentality. In this sense, a kaleidoscopic world opens in pockets of revelation before the player. This satisfies the interactor in a postmodernist sense: an essential equality of incoming information in random, nonlinear connections. Indeed electronic games of this nature are a triumph of postmodernism and of ludology’s influence on the narratologist’s perspective. Although a story form including clues and detection still drives the narrative, the mosaic realisation of character and situation (which in a film’s plot might seem meandering and nonsensical) is given life by the agency and immersion provided by gaming (Truby).Back in traditional screenwriting principles, there is still the need for a consistent and singular story form providing a constant narrative drive (McKee). As mentioned, this arises from the protagonist’s need. For example a revenge plot relies on the hero’s need for vengeance; a revelation plot like Chinatown hinges on detection. However, first time screenwriting students’ tendency to visualise a story based unconsciously on films they have previously seen (as a bricolage of character moments arranged loosely around a collection of received ideas) tends to undermine the potential effectiveness of their story form. This lack of singularity in filmic writing indicates a misunderstanding of story logic. This propensity in young screenwriters derives from a belief that if the rendered filmic experience means something to them, it will necessarily mean something to an audience. Not so: an abandoned story drive or replaced central character diminishes the audience’s enjoyment and even destroys suspension of disbelief. Consequently, the story becomes bland and confusing. On investigation, it appears the young screenwriter does not realise that they are playing out an idea in their head, which is essentially a bricolage in the postmodern sense. Although this might lead to some titillating visual displays it fails to engage the audience as the result of their participation in an emotional continuum (Hayward). In contradistinction to film, games thrive on such irregularities in story, assuming radically different effects. For example, in cinema, the emotional response of a mass audience is a major draw card: if the filmic story is an accumulation of cause and effect responses, which steadily drive the stakes up until resolution, then it is the emotional “cathexis” as by-product of conflict that the audience resonates with (Freud 75; Chekhov). Does this transfer to games? Do notions such as feeling and empathy actually figure in game play at all? Or is this simply an activity rewarding the interactor with agency in lieu of deeper, emotive experiences? This final question could be perceived as anti-gaming sentiment given that games such as Heavy Rain suggest just such an emotional by-product. Indeed, the mechanics of gaming have the ability to push the stakes even higher than their cinematic counterparts, creating more complex emotionality in the player. In this way, the intentional psychological malaise of Heavy Rain solicits even greater emotion from players due to their inherent act of will. Where cinema renders the audience emotional by virtue of its passivity, no such claim is possible in the game. For example, where in Chinatown, Gittes tortures his lover by repeatedly slapping her, in Heavy Rain the character must actively perform torture on themself in order to solve the mystery. Further, the potential for engagement is extended given there are fourteen possible endings to Heavy Rain. In this way, although the film viewer’s emotional response is tempered by guessing the singular outcome, the multiple endings of this electronic game prevent such prescience (films can have multiple endings, but game mechanics lend the new media more readily to this function, therefore, game books with dice-rolling options are a stronger precedent then cinema).Also effective for the construction of cinema is Aristotle’s warning that the repetition of story and expositional information without rising stakes or any qualification of meaning creates a sense of “dramatic stall” for the audience (Aristotle). This is known as a repeated dramatic story beat and it is the stumbling block of many first time screenwriters. The screenplay should be an inventive effort to overcome escalating obstacles and an accumulative cause and effect chain on the part of the protagonist (Truby). The modern screenwriter for film needs to recognise any repeated beat in their early drafting and delete or alter the repetitive material. What then are the implications of repeated dramatic beats for the game writer? The game form known as “first person shooter” (FPS) depends on the appearance of an eternally regenerating (indeed re-spawning) enemy. In an apocalyptic zombie shooter game, for example, many hordes of zombies die unequivocally without threatening the interactor’s intrigue. Presumably, the antagonists are not intended to pose intellectual opposition for the gamer. Rather, the putrefying zombies present themselves for the gamer’s pugilistic satisfaction, again and again. For the game, therefore, the repeated beat is a distinct advantage. They may come harder and faster, but they are still zombies to be dispatched and the stakes have not necessarily risen. Who cares if this is a succession of repeated beats? It is just good clean fun, right? This is where the ludologists hold sway: to impose principles such as non-repeated beats and rising stakes on the emergence of a world based on pure game play offers no consequence for the FPS game. Nevertheless, the problem is exacerbated in “role play games” (RPG) of which Heavy Rain is an example. Admittedly, the gamer derives effective horror as our hero negotiates his way amongst a sea of disassociated shoppers searching for his lost child. The very fact of gamer agency should abnegate the problem, but does not, it merely heightens the sense of existential hopelessness: turning face after face not finding the child he is searching for is a devastating experience exacerbated by active agency (as opposed to the accepting passivity of cinema spectatorship). The rising panic in the game and the repetition of the faces of impassive shoppers also supports the player’s ongoing disorientation. The iconic appearance of the gruff clown handing out balloons further heightens the panic the gamer/protagonist experiences here. These are examples of repeated beats, yet effective due to player agency. The shoppers only persist until the gamer masters the situation and is able to locate the missing child. Thus, it is the capacity of the gamer to circumvent such repetition, which actually propels the game forward. If the gamer is adept, they will overcome the situation easily; if they are inexperienced, the repetition will continue. So, why apply traditional narrative constrictions on game play within a narrative game?Another crucial aspect of story is theme, which in the young writer reflects a postmodernist fetishisation of plot over story. In fact, theme is one of the first concepts to be ignored when a film student puts pen to paper (or finger to keyboard) when designing their game. In this way, the themes students choose to ignore resurface despite their lack of conscious application of them. They write plot, and plot in abundance (imperative for the modern writer (Truby)), which the mosaic structure of games accommodates for seamlessly. However, plot is causative and postmodern interpretations do not necessarily require the work of art to “say” anything beyond the “message” trapped in the clichés of their chosen genre (McLuhan). In concentrating on plot, therefore, the young writer says what they are unaware they are saying. At its most innocuous level this creates cliché. At its worst, it erases history and celebrates an attitude of unexamined ignorance toward the written material (Hayward). In extreme cases, student writers of both media support fascism, celebrate female masochism, justify rape (with or without awareness), or create nihilistic and derivative art, which sensationalises violence to a degree not possible within film technology. This is ironic given that postmodernism is defined, in part, by a canny reaction to modernist generation of meaning and cynicism toward the technology of violence. In all this postmodernism, that illusive chestnut known as “originality” (a questionable imperative still haunting the conventional screenplay despite the postmodernist declamation that there is no such thing) should also be considered. Although the game writer can learn from the lessons of the screenwriter, the problems of game structure and expression are unique to the new medium and therefore alternative to film. Adhering to traditional understandings of screenwriting in games is counterproductive to the development of the form and demands new assessment. If gaming students are liberated from narratologist impositions of cinematic story structures, will this result in better or more thoughtful games? Further to the ludologists’ original protestation against the ““colonialist” intrusions” of narrative on game play, film writing must recede where appropriate (Aarseth). Then again, if a ludologist approach to game creation renders the student writer free of filmic dogma, why do they impose the same stories repetitively? What gain comes from ignoring the Aristotelian traditions of storytelling–especially as derived from screen culture? I suggest that storytelling, to echo McLuhan’s statement, must necessarily change with the new medium: the differences are illuminating. The younger, nonlinear form embodies the player as protagonist and therefore should not need to impose the single protagonist regime from film. Story engine has been replaced by player agency and game mechanics, which also allows for inventive usage of the repeated beat. Indeed, postmodern and ludological concerns embedded within mosaic plots almost entirely replace the need for any consistency of story form while still subverting the expectations of modernism? Genre rules are partly reinvented by the form and therefore genre conventions in gaming are still in their infancy. Indeed, the very amorality of nihilistic game designers opens a space for burgeoning post-postmodernist concerns regarding ethics and faith within art. In any case, the game designer may choose the lessons of film writing’s modernist legacy if story is to be effective within the new medium. However, as meaning derives from traditional form, it might be wiser to allow the new medium its own reinvention of writing rules. Given Heavy Rain’s considerable contribution to detective genre in game play by virtue of its applying story within new media, I anticipate further developments that might build on Chinatown’s legacy in the future of gaming, but on the game play’s own terms.ReferencesAarseth, Espen. Genre Trouble: Narrativism and the Art of Simulation. First Person: New Media as Story, Performance, and Game. Cambridge, Mass.: MIT P, 2004. Aristotle. Poetics. Australia: Penguin Classics, 1997.Chekhov, Michael. Lessons for the Professional Actor. New York: Performing Arts Journal Publications, 1985.Chinatown. Roman Polanski. Paramount Golden Classics, 2011.Cleary, Stephen. “'What Would Aristotle Do?' Ancient Wisdom for Modern Screenwriters.” Stephen Cleary Lecture Series, 1 May 2011. Melbourne, Vic.: Victorian College of the Arts.Dethridge, Lisa. Writing Your Screenplay. Australia: Allen & Unwin, 2003.Freud, Sigmund. “On Narcissism: An Introduction.” On Metapsychology: The Theory of Psychoanalysis. Middlesex: Pelican, 1984. 65-97.Hayward, Susan. Cinema Studies: The Key Concepts. London: Routledge, 2006.Heavy Rain. David Cage. Quantic Dream, 2010.McKee, Robert. Story: Substance, Structure, Style and the Principles of Screenwriting. UK: Methuen, 1999. McLuhan, Marshall. “The Medium Is the Message.” Understanding Media: The Extensions of Man. Cambridge, Mass.: MIT P, 1994. 1-18.Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster / Free Press, 1997.Murray, Janet H. “The Last Word on Ludology v Narratology in Game Studies.” Keynote Address. DiGRA, Vancouver, 17 June 2005.Polanski, Roman, dir. DVD Commentary. Chinatown. Paramount Golden Classics, 2011.Truby, John. The Anatomy of Story: 22 Steps to Becoming a Master Storyteller. New York: Farrar, Straus and Giroux, 2008.Vogler, Christopher. The Writer’s Journey: Mythic Structure for Storytellers and Screenwriters. London: Boxtree, 1996.
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Hodge, Bob. "The Complexity Revolution." M/C Journal 10, no. 3 (June 1, 2007). http://dx.doi.org/10.5204/mcj.2656.

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‘Complex(ity)’ is currently fashionable in the humanities. Fashions come and go, but in this article I argue that the interest in complexity connects with something deeper, an intellectual revolution that began before complexity became trendy, and will continue after the spotlight passes on. Yet to make this case, and understand and advance this revolution, we need a better take on ‘complexity’. ‘Complex’ is of course complex. In common use it refers to something ‘composed of many interrelated parts’, or problems ‘so complicated or intricate as to be hard to deal with’. I will call this popular meaning, with its positive and negative values, complexity-1. In science it has a more negative sense, complexity-2, referring to the presenting complexity of problems, which science will strip down to underlying simplicity. But recently it has developed positive meanings in both science and humanities. Complexity-3 marks a revolutionarily more positive attitude to complexity in science that does seek to be reductive. Humanities-style complexity-4, which acknowledges and celebrates the inherent complexity of texts and meanings, is basic in contemporary Media and Cultural studies (MaC for short). The underlying root of complex is plico bend or fold, plus con- together, via complector grasp (something), encompass an idea, or person. The double of ‘complex’ is ‘simple’, from Latin simplex, which less obviously also comes from plico, plus semel once, at the same time. ‘Simple’ and ‘complex’ are closer than people think: only a fold or two apart. A key idea is that these elements are interdependent, parts of a single underlying form. ‘Simple(x)’ is another modality of ‘complex’, dialectically related, different in degree not kind, not absolutely opposite. The idea of ‘holding together’ is stronger in Latin complex, the idea of difficulty more prominent in modern usage, yet the term still includes both. The concept ‘complex’ is untenable apart from ‘simple’. This figure maps the basic structures in ‘complexity’. This complexity contains both positive and negative values, science and non-science, academic and popular meanings, with folds/differences and relationships so dynamically related that no aspect is totally independent. This complex field is the minimum context in which to explore claims about a ‘complexity revolution’. Complexity in Science and Humanities In spite of the apparent similarities between Complexity-3 (sciences) and 4 (humanities), in practice a gulf separates them, policed from both sides. If these sides do not talk to each other, as they often do not, the result is not a complex meaning for ‘complex’, but a semantic war-zone. These two forms of complexity connect and collide because they reach into a new space where discourses of science and non-science are interacting more than they have for many years. For many, in both academic communities, a strong, taken-for-granted mindset declares the difference between them is absolute. They assume that if ‘complexity’ exists in science, it must mean something completely different from what it means in humanities or everyday discourse, so different as to be incomprehensible or unusable by humanists. This terrified defence of the traditional gulf between sciences and humanities is not the clinching argument these critics think. On the contrary, it symptomises what needs to be challenged, via the concept complex. One influential critic of this split was Lord Snow, who talked of ‘two cultures’. Writing in class-conscious post-war Britain he regretted the ignorance of humanities-trained ruling elites about basic science, and scientists’ ignorance of humanities. No-one then or now doubts there is a problem. Most MaC students have a science-light education, and feel vulnerable to critiques which say they do not need to know any science or maths, including complexity science, and could not understand it anyway. To understand how this has happened I go back to the 17th century rise of ‘modern science’. The Royal Society then included the poet Dryden as well as the scientist Newton, but already the fissure between science and humanities was emerging in the elite, re-enforcing existing gaps between both these and technology. The three forms of knowledge and their communities continued to develop over the next 400 years, producing the education system which formed most of us, the structure of academic knowledges in which culture, technology and science form distinct fields. Complexity has been implicated in this three-way split. Influenced by Newton’s wonderful achievement, explaining so much (movements of earthly and heavenly bodies) with so little (three elegant laws of motion, one brief formula), science defined itself as a reductive practice, in which complexity was a challenge. Simplicity was the sign of a successful solution, altering the older reciprocity between simplicity and complexity. The paradox was ignored that proof involved highly complex mathematics, as anyone who reads Newton knows. What science held onto was the outcome, a simplicity then retrospectively attributed to the universe itself, as its true nature. Simplicity became a core quality in the ontology of science, with complexity-2 the imperfection which challenged and provoked science to eliminate it. Humanities remained a refuge for a complexity ontology, in which both problems and solutions were irreducibly complex. Because of the dominance of science as a form of knowing, the social sciences developed a reductivist approach opposing traditional humanities. They also waged bitter struggles against anti-reductionists who emerged in what was called ‘social theory’. Complexity-4 in humanities is often associated with ‘post-structuralism’, as in Derrida, who emphasises the irreducible complexity of every text and process of meaning, or ‘postmodernism’, as in Lyotard’s controversial, influential polemic. Lyotard attempted to take the pulse of contemporary Western thought. Among trends he noted were new forms of science, new relationships between science and humanities, and a new kind of logic pervading all branches of knowledge. Not all Lyotard’s claims have worn well, but his claim that something really important is happening in the relationship between kinds and institutions of knowledge, especially between sciences and humanities, is worth serious attention. Even classic sociologists like Durkheim recognised that the modern world is highly complex. Contemporary sociologists agree that ‘globalisation’ introduces new levels of complexity in its root sense, interconnections on a scale never seen before. Urry argues that the hyper-complexity of the global world requires a complexity approach, combining complexity-3 and 4. Lyotard’s ‘postmodernism’ has too much baggage, including dogmatic hostility to science. Humanities complexity-4 has lost touch with the sceptical side of popular complexity-1, and lacks a dialectic relationship with simplicity. ‘Complexity’, incorporating Complexity-1 and 3, popular and scientific, made more complex by incorporating humanities complexity-4, may prove a better concept for thinking creatively and productively about these momentous changes. Only complex complexity in the approach, flexible and interdisciplinary, can comprehend these highly complex new objects of knowledge. Complexity and the New Condition of Science Some important changes in the way science is done are driven not from above, by new theories or discoveries, but by new developments in social contexts. Gibbons and Nowottny identify new forms of knowledge and practice, which they call ‘mode-2 knowledge’, emerging alongside older forms. Mode-1 is traditional academic knowledge, based in universities, organised in disciplines, relating to real-life problems at one remove, as experts to clients or consultants to employers. Mode-2 is orientated to real life problems, interdisciplinary and collaborative, producing provisional, emergent knowledge. Gibbons and Nowottny do not reference postmodernism but are looking at Lyotard’s trends as they were emerging in practice 10 years later. They do not emphasise complexity, but the new objects of knowledge they address are fluid, dynamic and highly complex. They emphasise a new scale of interdisciplinarity, in collaborations between academics across all disciplines, in science, technology, social sciences and humanities, though they do not see a strong role for humanities. This approach confronts and welcomes irreducible complexity in object and methods. It takes for granted that real-life problems will always be too complex (with too many factors, interrelated in too many ways) to be reduced to the sort of problem that isolated disciplines could handle. The complexity of objects requires equivalent complexity in responses; teamwork, using networks, drawing on relevant knowledge wherever it is to be found. Lyotard famously and foolishly predicted the death of the ‘grand narrative’ of science, but Gibbons and Nowottny offer a more complex picture in which modes-1 and 2 will continue alongside each other in productive dialectic. The linear form of science Lyotard attacked is stronger than ever in some ways, as ‘Big Science’, which delivers wealth and prestige to disciplinary scientists, accessing huge funds to solve highly complex problems with a reductionist mindset. But governments also like the idea of mode-2 knowledge, under whatever name, and try to fund it despite resistance from powerful mode-1 academics. Moreover, non-reductionist science in practice has always been more common than the dominant ideology allowed, whether or not its exponents, some of them eminent scientists, chose to call it ‘complexity’ science. Quantum physics, called ‘the new physics’, consciously departed from the linear, reductionist assumptions of Newtonian physics to project an irreducibly complex picture of the quantum world. Different movements, labelled ‘catastrophe theory’, ‘chaos theory’ and ‘complexity science’, emerged, not a single coherent movement replacing the older reductionist model, but loosely linked by new attitudes to complexity. Instead of seeing chaos and complexity as problems to be removed by analysis, chaos and complexity play a more ambiguous role, as ontologically primary. Disorder and complexity are not later regrettable lapses from underlying essential simplicity and order, but potentially creative resources, to be understood and harnessed, not feared, controlled, eliminated. As a taste of exciting ideas on complexity, barred from humanities MaC students by the general prohibition on ‘consorting with the enemy’ (science), I will outline three ideas, originally developed in complexity-3, which can be described in ways requiring no specialist knowledge or vocabulary, beyond a Mode-2 openness to dynamic, interdisciplinary engagement. Fractals, a term coined by mathematician Benoit Mandelbrot, are so popular as striking shapes produced by computer-graphics, circulated on T-shirts, that they may seem superficial, unscientific, trendy. They exist at an intersection between science, media and culture, and their complexity includes transactions across that folded space. The name comes from Latin fractus, broken: irregular shapes like broken shards, which however have their own pattern. Mandelbrot claims that in nature, many such patterns partly repeat on different scales. When this happens, he says, objects on any one scale will have equivalent complexity. Part of this idea is contained in Blake’s famous line: ‘To see the world in a grain of sand’. The importance of the principle is that it fundamentally challenges reductiveness. Nor is it as unscientific as it may sound. Geologists indeed see grains of sand under a microscope as highly complex. In sociology, instead of individuals (literal meaning ‘cannot be divided’) being the minimally simple unit of analysis, individuals can be understood to be as complex (e.g. with multiple identities, linked with many other social beings) as groups, classes or nations. There is no level where complexity disappears. A second concept is ‘fuzzy logic’, invented by an engineer, Zadeh. The basic idea is not unlike the literary critic Empson’s ‘ambiguity’, the sometimes inexhaustible complexity of meanings in great literature. Zadeh’s contribution was to praise the inherent ambiguity and ambiguity of natural languages as a resource for scientists and engineers, making them better, not worse, for programming control systems. Across this apparently simple bridge have flowed many fuzzy machines, more effective than their over-precise brothers. Zadeh crystallised this wisdom in his ‘Principle of incompatibility’: As the complexity of a system increases, our ability to make precise and yet significant statements about its behaviour decreases until a threshold is reached beyond which precision and significance (or relevance) become almost mutually exclusive characteristics (28) Something along these lines is common wisdom in complexity-1. For instance, under the headline “Law is too complex for juries to understand, says judge” (Dick 4), the Chief Justice of Australia, Murray Gleeson, noted a paradox of complexity, that attempts to improve a system by increasing its complexity make it worse (meaningless or irrelevant, as Zadeh said). The system loses its complexity in another sense, that it no longer holds together. My third concept is the ‘Butterfly Effect’, a name coined by Lorenz. The butterfly was this scientist’s poetic fantasy, an imagined butterfly that flaps its wings somewhere on the Andes, and introduces a small change in the weather system that triggers a hurricane in Montana, or Beijing. This idea is another riff on the idea that complex situations are not reducible to component elements. Every cause is so complex that we can never know in advance just what factor will operate in a given situation, or what its effects might be across a highly complex system. Travels in Complexity I will now explore these issues with reference to a single example, or rather, a nested set of examples, each (as in fractal theory) equivalently complex, yet none identical at any scale. I was travelling in a train from Penrith to Sydney in New South Wales in early 2006 when I read a publicity text from NSW State Rail which asked me: ‘Did you know that delays at Sydenham affect trains to Parramatta? Or that a sick passenger on a train at Berowra can affect trains to Penrith?’ No, I did not know that. As a typical commuter I was impressed, and even more so as an untypical commuter who knows about complexity science. Without ostentatious reference to sources in popular science, NSW Rail was illustrating Lorenz’s ‘butterfly effect’. A sick passenger is prosaic, a realistic illustration of the basic point, that in a highly complex system, a small change in one part, so small that no-one could predict it would matter, can produce a massive, apparently unrelated change in another part. This text was part of a publicity campaign with a scientific complexity-3 subtext, which ran in a variety of forms, in their website, in notices in carriages, on the back of tickets. I will use a complexity framework to suggest different kinds of analysis and project which might interest MaC students, applicable to objects that may not refer to be complexity-3. The text does two distinct things. It describes a planning process, and is part of a publicity program. The first, simplifying movement of Mode-1 analysis would see this difference as projecting two separate objects for two different specialists: a transport expert for the planning, a MaC analyst for the publicity, including the image. Unfortunately, as Zadeh warned, in complex conditions simplification carries an explanatory cost, producing descriptions that are meaningless or irrelevant, even though common sense (complexity-1) says otherwise. What do MaC specialists know about rail systems? What do engineers know about publicity? But collaboration in a mode-2 framework does not need extensive specialist knowledge, only enough to communicate with others. MaC specialists have a fuzzy knowledge of their own and other areas of knowledge, attuned by Humanities complexity-4 to tolerate uncertainty. According to the butterfly principle it would be foolish to wish our University education had equipped us with the necessary other knowledges. We could never predict what precise items of knowledge would be handy from our formal and informal education. The complexity of most mode-2 problems is so great that we cannot predict in advance what we will need to know. MaC is already a complex field, in which ‘Media’ and ‘Culture’ are fuzzy terms which interact in different ways. Media and other organisations we might work with are often imbued with linear forms of thought (complexity-2), and want simple answers to simple questions about complex systems. For instance, MaC researchers might be asked as consultants to determine the effect of this message on typical commuters. That form of analysis is no longer respectable in complexity-4 MaC studies. Old-style (complexity-2) effects-research modelled Senders, Messages and Receivers to measure effects. Standard research methods of complexity-2 social sciences might test effects of the message by a survey instrument, with a large sample to allow statistically significant results. Using this, researchers could claim to know whether the publicity campaign had its desired effect on its targeted demographic: presumably inspiring confidence in NSW Rail. However, each of these elements is complex, and interactions between them, and others that don’t enter into the analysis, create further levels of complexity. To manage this complexity, MaC analysts often draw on Foucault’s authority to use ‘discourse’ to simplify analysis. This does not betray the principle of complexity. Complexity-4 needs a simplicity-complexity dialectic. In this case I propose a ‘complexity discourse’ to encapsulate the complex relations between Senders, Receivers and Messages into a single word, which can then be related to other such elements (e.g. ‘publicity discourse’). In this case complexity-3 can also be produced by attending to details of elements in the S-M-R chain, combining Derridean ‘deconstruction’ with expert knowledge of the situation. This Sender may be some combination of engineers and planners, managers who commissioned the advertisement, media professionals who carried it out. The message likewise loses its unity as its different parts decompose into separate messages, leaving the transaction a fraught, unpredictable encounter between multiple messages and many kinds of reader and sender. Alongside its celebration of complexity-3, this short text runs another message: ‘untangling our complex rail network’. This is complexity-2 from science and engineering, where complexity is only a problem to be removed. A fuller text on the web-site expands this second strand, using bullet points and other signals of a linear approach. In this text, there are 5 uses of ‘reliable’, 6 uses of words for problems of complexity (‘bottlenecks’, ‘delays’, ‘congestion’), and 6 uses of words for the new system (‘simpler’, ‘independent’). ‘Complex’ is used twice, both times negatively. In spite of the impression given by references to complexity-3, this text mostly has a reductionist attitude to complexity. Complexity is the enemy. Then there is the image. Each line is a different colour, and they loop in an attractive way, seeming to celebrate graceful complexity-2. Yet this part of the image is what is going to be eliminated by the new program’s complexity-2. The interesting complexity of the upper part of the image is what the text declares is the problem. What are commuters meant to think? And Railcorp? This media analysis identifies a fissure in the message, which reflects a fissure in the Sender-complex. It also throws up a problem in the culture that produced such interesting allusions to complexity science, but has linear, reductionist attitudes to complexity in its practice. We can ask: where does this cultural problem go, in the organisation, in the interconnected system and bureaucracy it manages? Is this culture implicated in the problems the program is meant to address? These questions are more productive if asked in a collaborative mode-2 framework, with an organisation open to such questions, with complex researchers able to move between different identities, as media analyst, cultural analyst, and commuter, interested in issues of organisation and logistics, engaged with complexity in all senses. I will continue my imaginary mode-2 collaboration with Railcorp by offering them another example of fractal analysis, looking at another instant, captured in a brief media text. On Wednesday 14 March, 2007, two weeks before a State government election, a very small cause triggered a systems failure in the Sydney network. A small carbon strip worth $44 which was not properly attached properly threw Sydney’s transport network into chaos on Wednesday night, causing thousands of commuters to be trapped in trains for hours. (Baker and Davies 7) This is an excellent example of a butterfly effect, but it is not labelled as such, nor regarded positively in this complexity-1 framework. ‘Chaos’ signifies something no-one wants in a transport system. This is popular not scientific reductionism. The article goes on to tell the story of one passenger, Mark MacCauley, a quadriplegic left without power or electricity in a train because the lift was not working. He rang City Rail, and was told that “someone would be in touch in 3 to 5 days” (Baker and Davies 7). He then rang emergency OOO, and was finally rescued by contractors “who happened to be installing a lift at North Sydney” (Baker and Davies 7). My new friends at NSW Rail would be very unhappy with this story. It would not help much to tell them that this is a standard ‘human interest’ article, nor that it is more complex than it looks. For instance, MacCauley is not typical of standard passengers who usually concern complexity-2 planners of rail networks. He is another butterfly, whose specific needs would be hard to predict or cater for. His rescue is similarly unpredictable. Who would have predicted that these contractors, with their specialist equipment, would be in the right place at the right time to rescue him? Complexity provided both problem and solution. The media’s double attitude to complexity, positive and negative, complexity-1 with a touch of complexity-3, is a resource which NSW Rail might learn to use, even though it is presented with such hostility here. One lesson of the complexity is that a tight, linear framing of systems and problems creates or exacerbates problems, and closes off possible solutions. In the problem, different systems didn’t connect: social and material systems, road and rail, which are all ‘media’ in McLuhan’s highly fuzzy sense. NSW Rail communication systems were cumbrously linear, slow (3 to 5 days) and narrow. In the solution, communication cut across institutional divisions, mediated by responsive, fuzzy complex humans. If the problem came from a highly complex system, the solution is a complex response on many fronts: planning, engineering, social and communication systems open to unpredictable input from other surrounding systems. As NSW Rail would have been well aware, the story responded to another context. The page was headed ‘Battle for NSW’, referring to an election in 2 weeks, in which this newspaper editorialised that the incumbent government should be thrown out. This political context is clearly part of the complexity of the newspaper message, which tries to link not just the carbon strip and ‘chaos’, but science and politics, this strip and the government’s credibility. Yet the government was returned with a substantial though reduced majority, not the swingeing defeat that might have been predicted by linear logic (rail chaos = electoral defeat) or by some interpretations of the butterfly effect. But complexity-3 does not say that every small cause produces catastrophic effects. On the contrary, it says that causal situations can be so complex that we can never be entirely sure what effects will follow from any given case. The political situation in all its complexity is an inseparable part of the minimal complex situation which NSW Rail must take into account as it considers how to reform its operations. It must make complexity in all its senses a friend and ally, not just a source of nasty surprises. My relationship with NSW Rail at the moment is purely imaginary, but illustrates positive and negative aspects of complexity as an organising principle for MaC researchers today. The unlimited complexity of Humanities’ complexity-4, Derridean and Foucauldian, can be liberating alongside the sometimes excessive scepticism of Complexity-2, but needs to keep in touch with the ambivalence of popular complexity-1. Complexity-3 connects with complexity-2 and 4 to hold the bundle together, in a more complex, cohesive, yet still unstable dynamic structure. It is this total sprawling, inchoate, contradictory (‘complex’) brand of complexity that I believe will play a key role in the up-coming intellectual revolution. But only time will tell. References Baker, Jordan, and Anne Davies. “Carbon Strip Caused Train Chaos.” Sydney Morning Herald 17 Mar. 2007: 7. Derrida, Jacques. Of Grammatology. Baltimore: Johns Hopkins, 1976. Dick, Tim. “Law Is Now Too Complex for Juries to Understand, Says Judge.” Sydney Morning Herald 26 Mar. 2007: 4. Empson, William. Seven Types of Ambiguity. London: Chatto and Windus, 1930. Foucault, Michel. “The Order of Discourse.” In Archaeology of Knowledge, trans. A.M Sheridan Smith. London: Tavistock, 1972. Gibbons, Michael. The New Production of Knowledge. London: Sage, 1994. Lorenz, Edward. The Essence of Chaos. London: University College, 1993. Lyotard, Jean-Francois. The Postmodern Condition. Manchester: Manchester UP, 1984. McLuhan, Marshall. Understanding Media. London: Routledge, 1964. Mandelbrot, Benoit. “The Fractal Geometry of Nature.” In Nina Hall, ed. The New Scientist Guide to Chaos. Harmondsworth: Penguin, 1963. Nowottny, Henry. Rethinking Science. London: Polity, 2001. Snow, Charles Percy. The Two Cultures and the Scientific Revolution. London: Faber 1959. Urry, John. Global Complexity. London: Sage, 2003. Zadeh, Lotfi Asker. “Outline of a New Approach to the Analysis of Complex Systems and Decision Processes.” ILEE Transactions on Systems, Man, and Cybernetics 3.1 (1973): 28-44. Citation reference for this article MLA Style Hodge, Bob. "The Complexity Revolution." M/C Journal 10.3 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0706/01-hodge.php>. APA Style Hodge, B. (Jun. 2007) "The Complexity Revolution," M/C Journal, 10(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0706/01-hodge.php>.
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Dissertations / Theses on the topic "Apostles Postmodernism College students"

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Pittman, Andrew G. "Following Jesus in a postmodern ministry context introducing the biblical discipleship of the Gospel of Mark through sermons, lectio divina readings and guided journaling to the university ministry of First Baptist Church, Woodway, Texas /." Theological Research Exchange Network (TREN) Access this title online Theological Research Exchange Network (TREN), 2006. http://www.tren.com.

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Rogers, Phil. "Next steps Christian spirituality and discipleship for the next generation /." Theological Research Exchange Network (TREN), 2007. http://www.tren.com/search.cfm?p033-0823.

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Tolman, Stanley Ray. "The contextualization of college ministry with insights from the ministry of Josh McDowell /." Theological Research Exchange Network (TREN), 1998. http://www.tren.com.

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Yu, Wen-hui, and 余文惠. "A Study of College Students' Work Value in the View of Postmodernism." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/gky7u5.

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碩士
國立臺灣科技大學
技術及職業教育研究所
95
With the changes of time and values, we should try to understand the seniors’ work value from different views. Therefore, this study was based on the changes of the environment using the postmodern perspective to analyze the characteristics of seniors’ work value. The purpose of this study is to help organizations recruit new-coming employees by understanding the meaning of their behaviors and their work value. We also hope when seniors think about their work value, they could consider the relation between people, environment and life through the concept of philosophy. Then understand their resources and limits for the career development. From sociology’s point of view, the term “postmodern” is said to be a new paradigm of human lifestyle and way of thinking. For this reason, this study first established the characteristics of “postmodern”, which are composed of pluralism, indeterminacy, creativity, critical, difference and the information and media-lead society, and then using these characteristics to analyze the work value of seniors. This study presents a theoretical analysis and half-structured method by interviewing nine seniors from the north, the middle, and the south of Taiwan and interpreted the hidden meaning on hermeneutic phenomenology. Based on the cross-reference of the literatures reviewed and the results collected from interviewees, the study came up with four most important propositions: First, the contradiction, hesitation, uncertainty of seniors’ job choice are the characteristics of the postmodern. Second, the work attitude of daring to think, daring to express, and the equality between executive and subordinate are the deconstruction of authority. Third, the pluralism, uncertainty and un-anticipation of Chaos phenomenon can excite the creative ideas and novelty. Finally, with information and media-lead society, the meaning of work and the relation between people and job are changing. Keywords: postmodern, work value, hermeneutic phenomenology
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VanderVennen, Robert E., and Harry Fernhout. "Perspective vol. 27 no. 4 (Dec 1993)." 2013. http://hdl.handle.net/10756/251202.

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VanderVennen, Robert E., and Harry Fernhout. "Perspective vol. 27 no. 4 (Dec 1993)." 1993. http://hdl.handle.net/10756/277532.

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Books on the topic "Apostles Postmodernism College students"

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Generation X goes to college: An eye-opening account of teaching in postmodern America. Chicago: Open Court, 1996.

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Marafioti, Roberto. Culturas nómades: Juventud, culturas masivas y educación. Edited by Cormick Hugo and Lagorio Carlos. Buenos Aires: Biblos, 1996.

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Third, Pamela Joan. Class encounters of the third kind: Bridging the gap between the knowledge of academic "insiders" and academic "outsiders" about our universities, in the era of the "de-class-ification" of western academic knowledge. 1999.

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Lagorio, Carlos, and Hugo Cormick. Culturas Nomades: Juventud, Culturas Masivas Y Educacion. Editorial Biblos, 1996.

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