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The Post-
Modernization of
Everyday Life :
Consumption and
Information
Technologies
Defining
Consumption
The word consume dates back from
the 14th century and was used to
mean “something that was „used
up‟ or „destroyed‟”; such as to be
consumed by fire. Similarly, the
term „consumption‟ came into
usage in the 16th century to refer to
any disease that causes „wasting
away‟ such as TB.
Hence, consumption is most
often seen as an end point
and the direct opposite of
production which is seen as
the process of „creation‟,
rather than „destruction‟.
However, Lury suggest that
consumption needs to be
understood as part of a wider
„material culture‟ – a term given to
the study of „person-thing‟
relationships. That is to say, the
study of material culture is the
study of objects and how these are
used.
Lury suggests that consumer
objects should be seen to have a
social life of their own. That is to
say, consumer goods will have
changing and different meanings
through their lifespan, depending
on who is viewing or using them
and in what context they are
located.
Consumer goods are, therefore,
polysemic – open to multiple
readings and meanings. People
will use consumer goods in
different ways and they will
have different meanings for
different people.
The Birmingham School suggests
that subcultures engage in a
process of „bricolage‟, whereby
they use existing consumer goods,
but redefine and combine them to
develop a distinct style to mark
themselves out from the general
public and as a form of social
rebellion and resistance.
Goth
Goth
Someone who likes goth music
- a type of rock music which
often has words expressing
ideas about death or the end of
the world, wears black clothes,
and white make-up.
Hipster
Hipster
a youth subculture (mostly
from the middle class)
advocating universal love and
peace, communes and long
hair and very influenced by the
most recent ideas and fashions.
Thug
Thug
a thug is someone who is going
through struggles, has gone
through struggles, and continues
to live day by day with nothing
for them. That person is a thug.
A thug is NOT a gangster.
Preppy
Preppy
characteristic of a fashion style
of neat, simple, and often
expensive clothes; young but
classic: suggesting that the
wearer is upper class, and
conservative.
Cybergoth is a subculture that derives
from elements of cyberpunk and goth.
Unlike traditional goths, they follow
electronic dance music more often than
rock. They tend to wear primarily black
clothing with hints of neon colors, as well
as clothing made of reflective materials.
Their hair extensions or falls often
incorporate a bright color and multiple
piercings are typical.
Emo is stereotyped with
wearing close-fitting jeans,
sometimes in bright colors, and
tight T-shirts (usually short-
sleeved) which often bear the
names of emo bands. Studded
belts and black wristbands can
be accessories in emo fashion.
The emo fashion is also recognized for its
hairstyles including thin, flat and smooth
hair with lots of hair on the sides and back
of the head with long side-swept bangs,
sometimes covering one or both eyes. Also
popular is hair that is straightened or dyed
black. Bright colors, such as blue, pink,
red, or bleached blond, are also in emo
hairstyles. Short, choppy layers of hair are
also common
Important links can also be drawn
between consumption and
processes of communication. This
can be illustrated in the way
clothing and fashion act as a form
of language, communicating
meanings which are read (or
consumed) by others.
Hence, consumption can be
understood in a similar way to
processes communication, where
cycles of meanings (both intended
and not) are communicated and
consumed through and via
consumer goods, and interpreted,
re-interpreted and invested with
meaning by others.
Consumer
Societies
Consumer Society
a society in which people
often buy new goods,
especially goods which they
do not need, and which
places a high value on
owning many things
Many theorist have argued that
consumption has become the
central concern of
contemporary society, and that
we are entering a new era
based on the construction of
self-identity through consumer
goods.
Bauman argues that all
prior societies have been
primarily producers.
Hierarchies were based on
individual‟s position within
the production process.
However, in „our‟ consumer
society, an individual needs to
be a consumer first before one
can think of becoming
anything in particular. It is
consumption that defines who
we are and who we can be.
He also states that our ability to
consume which shapes and
influences our identity and social
status. In particular, he uses the
terms „tourist‟ and „vagabond‟ as
metaphors to describe the extent to
which people can participate in this
consumer society.
For the „tourist‟ consumer life
is about never staying in any
one place for too long, it is
always temporary, and they are
on never-ending journey of
consumption and endless
reinvention.
„Vagabonds‟ are the people
excluded from consumer
culture. The vagabond also
moves from place to place but
not because of desire, but
because they are not welcome
anywhere.
However, it is important to
recognize that not everyone
agrees with Bauman‟s
arguments. In particular, many
authors have questioned the
idea that our identities become
based only on consumer goods.
Campbell suggests that rather
than consumer items being
selected to construct an
identity, it is more likely that
items are selected on the basis
of whether they „fit‟ with our
„existing identities and
lifestyle‟.
Warde suggests that other
factors such as nationality,
ethnicity, occupation, and
family continue to play
important roles in shaping
our identities.
All in all, it is still
undeniable that
consumption is more
important today in our
everyday lives than ever
before in history.
In considering the social
and cultural significance of
new technologies, Flew
(2002) suggests six
interrelated key aspects of
new media and ICTs.
• Digitalization
• Convergence
• Interactivity
• Virtual Reality
• Globalization
•Networks
First, it is suggested that there is
increasingly a „digitalization‟ of
society and culture. That is to say,
there is occurring a major shift away
from analog technologies towards the
storage, delivery, and reception of
information in digital forms – which is
the storage and delivery of
information in binary codes.
With analog radios,
information is carried on
radio waves, which either
modulate (vary up & down)
in strength like an AM radio
or in frequency like the FM
radio.
Digital radio, though still
using modulation, sends
information in binary code,
allowing better quality of
sound and a wider choice of
radio stations.
However, digitalization
constitutes only a relatively
small advance in technology
which generally allows for
better quality and more
choice of media forms.
For instance, signal beacons
can be considered as a form of
binary code. Therefore, it is
questionable if digitalization is
necessarily „new‟ or has had
any significant impact on
cultural forms.
Second, there has also been a
„convergence‟ of technology on
several levels. There has been a
convergence on the level of
functionality – as increasing
new ICTs perform multiple
functions and services.
Likewise, there‟s been a
convergence of media forms
and types. Music, television
and film have been linked for
some time but increasingly
media forms are ever more
intertwined and interdependent
A third key features of many
new technologies is
„interactivity‟. Many new
media forms and ICTs claim to
provide their users with greater
levels of interactivity or user-
control.
For instance, video games give
their players multiple choices
and options, such as taking
control of a football team,
either as a player or a
manager.
Digital television also allows
the viewer several choices such
as key information to support
the program their watching, or
greater control, such as
watching a football match from
numerous different angles.
Social networking sites allow
users to easily create their own
profiles, pages and/or online
contents, which others can
view and act as a means of
social interaction, social
networking and meeting people
New ICTs also increase the
opportunity for individuals to
modify or change content and
media forms created by other
users. For instance online
games and contents.
The fourth concept often
associated with new ICTs is
that of „virtual reality‟ (VR). It
is the idea of occupying spaces
or personas outside of the
„real world‟.
For instance, Turkle argues
that the internet has allowed
people to play with their
identities and personas;
providing a new opportunity to
project their fantasies and
ideas into this virtual reality.
Another online gaming
phenomena has been
„SecondLife‟. In SecondLife,
you create an avatar with the
idea that you live out a second
(online) life.
There‟s no missions or set
objectives in this game, but rather
you can buy properties, clothing
and accessories, get tattoos and
piercings, furnish your home,
modify the way your avatar looks,
and interact with other „residents‟
of SecondLife.
You can even get a job or employ
other residents, and there is a
fluctuating exchange rate between
Linden dollars and the „real‟ US
dollars, which allows you to buy
currency in the game or exchange
money you earn in the game for
real cash.
This therefore demonstrates
not just the links between
„virtual‟ and „real‟ life, but
rather the importance of
understanding the use of new
ICTs as part of everyday life
and culture.
The fifth concept that is closely
linked to the rise of new media
technologies is that of
„globalization‟. This suggests that
the mass media and ICTs have
helped reduce a sense of distance
and time which allows people to
communicate globally almost
instantaneously.
„Network‟ is identified as a
final key feature of new media
and ICTs. Networks involve the
ability to carry large quantities
of information to a series of
interconnected points.
Networks involve technological
links, such as the Internet, but
they also involve links between
people, such as people
communicating via text
messages or Internet chat
rooms.
Consequences
of an
Information
Society
Both the level of impact of new
technologies have had on
society and culture, and the
degree to which these changes
can be seen as either positive or
negative, are also highly
debated issues.
For instance, new ICTs would
allow a much greater freedom
of publishing and authorship,
which would transform social
and political life, leading to
new democratic freedoms.
McLuhan (1964) suggested that
media forms could be divided into
„hot‟, which are closed,
unidirectional, and consisting of a
complete message, such as TV and
„cool‟ forms which are open,
multidirectional, interactive, and
require engagement such as the
internet.
However, conversely there are
numerous authors who point
towards what they see as the
negative consequences of new
ICTs and media, and the new
information-based society these
have led to.
Neil Postman suggests that
contemporary society can be seen
as „Technopoly‟; that is to say, a
society dominated and controlled
through new technological forms –
dominated by a blind faith in
science and technology, yet without
any purpose or meaning.
The prime example of this is the
computer, which Postman sees as
undermining education. Computers
have merely increased our reliance
upon it, which perpetuates the
creation of more and more
information but weakens and replaces
group learning, cooperation, and
social reasonability.
As Postman wrote: “Technopoly is
a state of culture. It consists in the
deification (becoming a god) of
technology, which means that
culture seeks its authorization in
technology, finds its satisfaction in
technology, and takes its orders
from technology.
Furthermore, the Hollywood film
industry, in films such as „The
Terminator‟ and „The Matrix‟ have
provided a vision of dystopian
futures where our reliance on
machines and technology leads to
the human race‟s subjugation to,
or at least conflict with,
technologies.
Cultural studies chapter 7
Cultural studies chapter 7

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Cultural studies chapter 7

  • 1. The Post- Modernization of Everyday Life : Consumption and Information Technologies
  • 3. The word consume dates back from the 14th century and was used to mean “something that was „used up‟ or „destroyed‟”; such as to be consumed by fire. Similarly, the term „consumption‟ came into usage in the 16th century to refer to any disease that causes „wasting away‟ such as TB.
  • 4. Hence, consumption is most often seen as an end point and the direct opposite of production which is seen as the process of „creation‟, rather than „destruction‟.
  • 5. However, Lury suggest that consumption needs to be understood as part of a wider „material culture‟ – a term given to the study of „person-thing‟ relationships. That is to say, the study of material culture is the study of objects and how these are used.
  • 6. Lury suggests that consumer objects should be seen to have a social life of their own. That is to say, consumer goods will have changing and different meanings through their lifespan, depending on who is viewing or using them and in what context they are located.
  • 7. Consumer goods are, therefore, polysemic – open to multiple readings and meanings. People will use consumer goods in different ways and they will have different meanings for different people.
  • 8. The Birmingham School suggests that subcultures engage in a process of „bricolage‟, whereby they use existing consumer goods, but redefine and combine them to develop a distinct style to mark themselves out from the general public and as a form of social rebellion and resistance.
  • 10. Goth Someone who likes goth music - a type of rock music which often has words expressing ideas about death or the end of the world, wears black clothes, and white make-up.
  • 12. Hipster a youth subculture (mostly from the middle class) advocating universal love and peace, communes and long hair and very influenced by the most recent ideas and fashions.
  • 13. Thug
  • 14. Thug a thug is someone who is going through struggles, has gone through struggles, and continues to live day by day with nothing for them. That person is a thug. A thug is NOT a gangster.
  • 16. Preppy characteristic of a fashion style of neat, simple, and often expensive clothes; young but classic: suggesting that the wearer is upper class, and conservative.
  • 17.
  • 18. Cybergoth is a subculture that derives from elements of cyberpunk and goth. Unlike traditional goths, they follow electronic dance music more often than rock. They tend to wear primarily black clothing with hints of neon colors, as well as clothing made of reflective materials. Their hair extensions or falls often incorporate a bright color and multiple piercings are typical.
  • 19.
  • 20. Emo is stereotyped with wearing close-fitting jeans, sometimes in bright colors, and tight T-shirts (usually short- sleeved) which often bear the names of emo bands. Studded belts and black wristbands can be accessories in emo fashion.
  • 21. The emo fashion is also recognized for its hairstyles including thin, flat and smooth hair with lots of hair on the sides and back of the head with long side-swept bangs, sometimes covering one or both eyes. Also popular is hair that is straightened or dyed black. Bright colors, such as blue, pink, red, or bleached blond, are also in emo hairstyles. Short, choppy layers of hair are also common
  • 22. Important links can also be drawn between consumption and processes of communication. This can be illustrated in the way clothing and fashion act as a form of language, communicating meanings which are read (or consumed) by others.
  • 23. Hence, consumption can be understood in a similar way to processes communication, where cycles of meanings (both intended and not) are communicated and consumed through and via consumer goods, and interpreted, re-interpreted and invested with meaning by others.
  • 25. Consumer Society a society in which people often buy new goods, especially goods which they do not need, and which places a high value on owning many things
  • 26. Many theorist have argued that consumption has become the central concern of contemporary society, and that we are entering a new era based on the construction of self-identity through consumer goods.
  • 27. Bauman argues that all prior societies have been primarily producers. Hierarchies were based on individual‟s position within the production process.
  • 28. However, in „our‟ consumer society, an individual needs to be a consumer first before one can think of becoming anything in particular. It is consumption that defines who we are and who we can be.
  • 29. He also states that our ability to consume which shapes and influences our identity and social status. In particular, he uses the terms „tourist‟ and „vagabond‟ as metaphors to describe the extent to which people can participate in this consumer society.
  • 30. For the „tourist‟ consumer life is about never staying in any one place for too long, it is always temporary, and they are on never-ending journey of consumption and endless reinvention.
  • 31. „Vagabonds‟ are the people excluded from consumer culture. The vagabond also moves from place to place but not because of desire, but because they are not welcome anywhere.
  • 32. However, it is important to recognize that not everyone agrees with Bauman‟s arguments. In particular, many authors have questioned the idea that our identities become based only on consumer goods.
  • 33. Campbell suggests that rather than consumer items being selected to construct an identity, it is more likely that items are selected on the basis of whether they „fit‟ with our „existing identities and lifestyle‟.
  • 34. Warde suggests that other factors such as nationality, ethnicity, occupation, and family continue to play important roles in shaping our identities.
  • 35. All in all, it is still undeniable that consumption is more important today in our everyday lives than ever before in history.
  • 36.
  • 37. In considering the social and cultural significance of new technologies, Flew (2002) suggests six interrelated key aspects of new media and ICTs.
  • 38. • Digitalization • Convergence • Interactivity • Virtual Reality • Globalization •Networks
  • 39. First, it is suggested that there is increasingly a „digitalization‟ of society and culture. That is to say, there is occurring a major shift away from analog technologies towards the storage, delivery, and reception of information in digital forms – which is the storage and delivery of information in binary codes.
  • 40.
  • 41. With analog radios, information is carried on radio waves, which either modulate (vary up & down) in strength like an AM radio or in frequency like the FM radio.
  • 42.
  • 43. Digital radio, though still using modulation, sends information in binary code, allowing better quality of sound and a wider choice of radio stations.
  • 44. However, digitalization constitutes only a relatively small advance in technology which generally allows for better quality and more choice of media forms.
  • 45. For instance, signal beacons can be considered as a form of binary code. Therefore, it is questionable if digitalization is necessarily „new‟ or has had any significant impact on cultural forms.
  • 46.
  • 47. Second, there has also been a „convergence‟ of technology on several levels. There has been a convergence on the level of functionality – as increasing new ICTs perform multiple functions and services.
  • 48.
  • 49. Likewise, there‟s been a convergence of media forms and types. Music, television and film have been linked for some time but increasingly media forms are ever more intertwined and interdependent
  • 50.
  • 51.
  • 52.
  • 53.
  • 54.
  • 55.
  • 56. A third key features of many new technologies is „interactivity‟. Many new media forms and ICTs claim to provide their users with greater levels of interactivity or user- control.
  • 57. For instance, video games give their players multiple choices and options, such as taking control of a football team, either as a player or a manager.
  • 58. Digital television also allows the viewer several choices such as key information to support the program their watching, or greater control, such as watching a football match from numerous different angles.
  • 59. Social networking sites allow users to easily create their own profiles, pages and/or online contents, which others can view and act as a means of social interaction, social networking and meeting people
  • 60. New ICTs also increase the opportunity for individuals to modify or change content and media forms created by other users. For instance online games and contents.
  • 61. The fourth concept often associated with new ICTs is that of „virtual reality‟ (VR). It is the idea of occupying spaces or personas outside of the „real world‟.
  • 62. For instance, Turkle argues that the internet has allowed people to play with their identities and personas; providing a new opportunity to project their fantasies and ideas into this virtual reality.
  • 63.
  • 64.
  • 65.
  • 66.
  • 67. Another online gaming phenomena has been „SecondLife‟. In SecondLife, you create an avatar with the idea that you live out a second (online) life.
  • 68. There‟s no missions or set objectives in this game, but rather you can buy properties, clothing and accessories, get tattoos and piercings, furnish your home, modify the way your avatar looks, and interact with other „residents‟ of SecondLife.
  • 69. You can even get a job or employ other residents, and there is a fluctuating exchange rate between Linden dollars and the „real‟ US dollars, which allows you to buy currency in the game or exchange money you earn in the game for real cash.
  • 70. This therefore demonstrates not just the links between „virtual‟ and „real‟ life, but rather the importance of understanding the use of new ICTs as part of everyday life and culture.
  • 71. The fifth concept that is closely linked to the rise of new media technologies is that of „globalization‟. This suggests that the mass media and ICTs have helped reduce a sense of distance and time which allows people to communicate globally almost instantaneously.
  • 72. „Network‟ is identified as a final key feature of new media and ICTs. Networks involve the ability to carry large quantities of information to a series of interconnected points.
  • 73. Networks involve technological links, such as the Internet, but they also involve links between people, such as people communicating via text messages or Internet chat rooms.
  • 75. Both the level of impact of new technologies have had on society and culture, and the degree to which these changes can be seen as either positive or negative, are also highly debated issues.
  • 76. For instance, new ICTs would allow a much greater freedom of publishing and authorship, which would transform social and political life, leading to new democratic freedoms.
  • 77. McLuhan (1964) suggested that media forms could be divided into „hot‟, which are closed, unidirectional, and consisting of a complete message, such as TV and „cool‟ forms which are open, multidirectional, interactive, and require engagement such as the internet.
  • 78. However, conversely there are numerous authors who point towards what they see as the negative consequences of new ICTs and media, and the new information-based society these have led to.
  • 79. Neil Postman suggests that contemporary society can be seen as „Technopoly‟; that is to say, a society dominated and controlled through new technological forms – dominated by a blind faith in science and technology, yet without any purpose or meaning.
  • 80. The prime example of this is the computer, which Postman sees as undermining education. Computers have merely increased our reliance upon it, which perpetuates the creation of more and more information but weakens and replaces group learning, cooperation, and social reasonability.
  • 81. As Postman wrote: “Technopoly is a state of culture. It consists in the deification (becoming a god) of technology, which means that culture seeks its authorization in technology, finds its satisfaction in technology, and takes its orders from technology.
  • 82. Furthermore, the Hollywood film industry, in films such as „The Terminator‟ and „The Matrix‟ have provided a vision of dystopian futures where our reliance on machines and technology leads to the human race‟s subjugation to, or at least conflict with, technologies.