Media Academy: Magazines/Data-Wizard

Abishai100

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Sep 22, 2013
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This is a media-civilization profile inspired by Tron: Legacy.

Signing off,




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"Americans were fascinated by consumerism and consumerism 'trophies' such as Disney wrist-watches, Barbie dolls, and Nintendo video-games. These tokens/items were archaeological artefacts of a modern media-driven society (i.e., eTrade, Facebook, Wikipedia, Nickelodeon TV, etc.). Americans were therefore 'ultra-conscious' of the value and aesthetics of media-gauged 'etiquette'."

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"After the Industrial Revolution, the next big thing was the inception of computers and the birth of the Information Age. Computer-wizards, software-designers, and network-tech engineers were busy attending fairs and conferences so they could compare their inventions and observe market trends in what was rapidly becoming a 'media and data-driven modern phenomenon.' That's why American kids loved video-games, and Nintendo, Sega, PlayStation, and Xbox were big hits in this capitalism world."

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"As would be expected, Hollywood (USA) films reflected/represented this developing new trend/aesthetic in media/networking 'ergonomics' and 'toys.' Films such as Tron, WarGames, Robocop, Ghost in the Machine, Toys, Aeon Flux, and Robots symbolized our civilization's newfound interest in 'glowing machinery.' It was something like an 'imagination gauntlet'."

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"American TV networks were busy broadcasting programs that represented a modern social interest in behaviour/lifestyle educational/imagination program access. Shows such as Iron Chef America (Food Network), Rocky Mountain Vet (Animal Planet), Electronics Showcase (QVC), Reading Rainbow (PBS), Say Yes to the Dress (TLC), and BattleBots (Science Channel) all symbolized new age 'energetic bureaucracy'."

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"There was a 'spiritual backlash' in cinema, so film-makers were making visually-stunning and fantasy-rich ancient world films such as Centurion, Troy, Lord of the Rings, and Dungeons and Dragons. These imaginative fairy-tales and warrior-oriented stories/movies revealed humanity's mental 'wrestling' with a developing technology that compelled the mind to evaluate why progress is always tempered by values...and folklore. So who would be the new 'bazaar defenders'?"

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"American military forces were busy coordinating their strength to deal with a modern threat --- terrorism. Terrorists tried to strike at the heart of commerce and capitalism and therefore destabilize new age geopolitical negotiations. After 9/11 (when the World Trade Center was destroyed), journalists pondered if war-folklore would be centered around ideology professionalism in media and culture (e.g., American Heroes Channel [AHC])."

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"American film-maker made a fame and media sardonic film called Celebrity in 1998 which presented the unusual but symbolic story of a jaded society-columnist named Lee whose struggles with writing a substantive modernism-culture novel while regularly interviewing society icons (and celebrities) leads him to believe that he might have serious challenges negotiating metaphysics with objectivity. We see through the eyes of Lee the sheer complexity and pseudo-profundity of a 'magazine-cathedral'."

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"Americans received criticisms for investing in controversial forms of entertainment and public activity such as pornography (e.g., Playboy Magazine) and steroids (sports-scandals). This was, after all, a marketing-based civilization. So were professionals, teachers, and social critics suddenly obligated to be 'educational' about media-related vanities (e.g., sex-scandals, sports-turbulence, TV-censorship, Scientology sarcasm, Occultism-cinema, etc.)?"

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"A pair of Top Gun flight instructors decided to retire and start designing flight-training simulation video-games, so consumers would appreciate why the American military/Navy were invested in the defense of American consciousness. These two flight instructors made award-winning flight-simulator video-games and they came to symbolize an enduring human fascination with 'civilization hygiene/heartbeats,' but the two instructors/designers insisted their games symbolized patriotism and media-imagination (not propaganda/indulgence!)."

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GOD: It seems that modern media is 'human-centric.'
SATAN: That's the belief, but there's plenty of Orwellian paranoia...
GOD: Sure! Films like Aeon Flux and The Matrix represent 'machinery-omens.'
SATAN: Are Americans 'gambling' with cyber-intellect?
GOD: I think Bloomberg, Science Channel, and QVC reveal professionalism.
SATAN: Yes, but many feel that the Internet is something like a 'circus.'
GOD: Yet, there are reliable metrics (e.g., eBay seller-ratings, peer-edited websites).
SATAN: Will archaeologists in the future say, "America experimented with electricity"?
GOD: I think they'll at least say, "Silicon replaced carbon as the most exciting element".
SATAN: Maybe this explains the appeal of LEGO city-building sets and SimCity (video-game).
GOD: There seems to be a 'link' between networking and aesthetics...
SATAN: And I think that link is seen in toy-like tech (i.e., Apple iPhone).
GOD: Yes, when technology looks like toys, we remember consumerism playgrounds.
SATAN: Is there anything wrong with media/consumerism being...playful?
GOD: No; as long as there's sufficient supervision (e.g., parental-controls on TV).
SATAN: Yes; parental-controls on modern cable-TV boxes represent social governance.
GOD: The two flight instructors who made those flight-simulator video-games will shine.
SATAN: Hopefully, archaeologists will say, "Cyber-IQ in the 21st Century was clean!"


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:dance:

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