In this age of Botox injections, hair dyes, and breast implants, it is clear that beauty is sought almost above all else. The human face is capable of displaying many expressions, but spending too much time with any one of them will cause wrinkling. This in turn causes concern over the new wrinkle, causing the permanent frown and yet another wrinkle. These problems can be alleviated through several means, but by far the most direct is to eliminate expressions from the face altogether. While this may not be possible for some people, the stoic mask that others hold throughout their workdays can only be broken in conversation. Such conversations, in an office environment, all too often happen across a desk. When thus speaking, whether as the boss or as the employee, the feelings on one side will often not be felt by the person on the other side. Clearly, when the boss is happy, the employee is not, and the opposite is also true.
More than eighty percent of Americans drink coffee ("Coffee facts," ). Coffee is accepted in many workplaces. This simple drink causes the office mug population in some places to reach a staggering one per employee, leading to the acceptance of coffee mugs as part of a normal desk. Likewise, it is often acceptable, during conversations, for one or both participants to be actively drinking coffee. When in a one sided conversation, such as speaking with the boss, there may be only one person drinking. This is acceptable for the boss, but not the employee. The difference in feelings is also accepted in such conversations, with each party feeling the opposite of the other. In such cases as inter-cubicle banter, it is acceptable for both persons to drink coffee. Thus clearly when in a one sided conversation, there is one mug, and in a two sided conversation there are two mugs.
The elimination of emotional expression from the face serves several important roles. It reduces the development of unsightly wrinkles. It allows people to hide their true feelings, only displaying those feelings that are appropriate for the situation. It lets the more imaginative of the office picture themselves as masked ninjas living a life of lies. The elimination of emotion from the face would lead to a greater control of emotions in general, preventing such accidents as laughing coffee through the nose and shouting about the boss.
The personal interactions present in an office environment must stay professional. Personal feelings have an important place in the office, but must not be too intrusive. The cure for this is to remove feelings from the face, and place them in a more remote and better controlled location. The obvious answer here is the coffee mug. When a person is drinking coffee, his mug will usually be positioned with the hand perpendicular to his line of sight. This places one side of the mug in view of the drinker, and one side in view of whomever he is conversing with. The placement of an emotive image on the side of the mug facing away from the drinker would allow him to convey emotion to the other party of the conversation.
The two sided coffee mug, with a smile on one side and a frown on the other, allows the coffee drinker to display to others his emotional state, whether happy or sad. The placement of the graphics is in such a manner that the smile is displayed if drinking with the right hand, but the frown is displayed in drinking with the left. This affects the overall presentation of emotion, as stereotypically the left hand is considered bad, while the right is considered good. This also allows bosses to write the word “denied” while showing a frown, and gives them a happy face to look at rather than the demoralized person across the desk.
The two sided mug is applicable to group conversations, where it is appropriate to display interest regardless of personal feelings, as it shows a frown to the coffee drinker but a smile to the group. In other cases, when it is actually appropriate, is shows a frown to the group while letting the drinker reflect on how happy he feels because of it. During two sided conversations, it allows both parties to display their happiness or displeasure, at the same time, as they will be focused on each other rather than on what they are drinking. Overall, the two sided mug allows people to display the appropriate side at the appropriate time, without having to resort to such mundane activities as smiling or frowning.
The two sided mug makes use of two universal icons, the smiling face and the frowning face. These represent here the same feelings as they always have, happiness and sadness. The use of these icons, as opposed to others which express similar feelings, gives the mug universal appeal. There are no words to be translated, merely the happy face and sad face. These are recognized by people everywhere, allowing the mug to be used around the globe.
Though many myths exist, none truly require the two sided mug. It could be said that is represents opposites, such as good and evil. It could be said that it is a part of the American dream, or has romantic potential. Any of the stories could include the two sided mug, but it is not a main feature. Part of the American dream is improving status and quality of life. The two sided mug, while it does not actually do this, can lead to a more pleasant life. This also leads to a feeling of greater success, even though no status change has been made.
Beliefs form an important part of our culture. The belief in self betterment has fueled the hopes and dreams of Americans since the beginning of America. The belief in the possibility of change enables those who believe to make the change. Without the belief in better possibilities, situations would never improve. The two sided mug reminds people who see it of the constant ability to change. People are reminded by it that they can change their outlook on life as easily as they can reverse a mug. This change in outlook affects everything around them, just as changing between a smile and a frown.
A certain degree of stereotyping is inevitable in today's society. Design of the two sided mug takes this into consideration. The stereotypical office worker has a desk, a cubicle, and a coffee mug. He also has a boss that he does not like, leading to one sided conversations. The stereotypical boss has an enormous ego, talks down to his employees, and wants more power. The knowledge of these stereotypes aids in the design of a coffee mug that appeals to them. The employees desire a mug that they find amusing, and a conversation piece. The employers, wanting to see themselves as powerful, want things such as this to feed their egos.
Drinking coffee is an important part of the daily ritual of many Americans. This causes a surplus of coffee mugs in the workplace, leading to a normal coffee mug being expected. This in turn causes people, out of frustration for feeling the same, to desire different coffee mugs. This desire for difference is an essential element in the sales of the two sided mug. This causes the people to become the same yet again, as they all purchase the two sided mug in order to be different. The major change then is the ability of the people to display happiness or sadness with the same mug, giving the workplace the ability to have variety, even with the same mug. The ritual of coffee drinking, with the two sided mug, can be expanded to fill even more time in the office.
The two sided coffee mug inspires heroes to greatness by reminding them of multifaceted nature of humanity. The smile on one side, and the frown on the other, remind them to always wear their best faces, in order to maintain good public opinion. They are invigorated by the beverage it contains, as well as amused by it's duality. There are no heroes specific to this coffee mug, but every hero should have one.
Celebrity use of this mug is an essential marketing tool. In order to achieve instant popularity, it is imperative that Donald Trump be holding this mug on the show The Apprentice when he says, “You're fired.” The show has had over 10 million viewers (Martin, 2008). These people can be expected to tell their friends about the two sided mug. The desire to own the mug will be inflamed in all office workers. This will especially affect those in middle and lower management, as it will inflate their egos. The overall result of having one celebrity use a product is small, unless circumstances are carefully chosen. Donald Trump is the right person for the job in this case, for several reasons. He is seen as rich, powerful, and a shrewd businessman. These attributes are desired by people in a business setting, especially management. They are the ultimate target of this product, and as such set the criteria for marketing.
A careful consideration of the market available, combined with the knowledge of products possible, allows for the fine tuning of innovation. The two sided coffee mug fills a niche market, but in doing so draws attention. The attention drawn creates a larger market, thereby causing a cyclic effect resulting in mass acceptance of the two sided mug. The phenomenon is relatively simple, once it is understood that awareness of the existence of the product triggers contemplation of it's possible roles, which in turn creates desire for the product. The desire for the product causes greater sales volume, leading to increased awareness of the product. Thus the sales of the mug should increase exponentially after the initial sales begin. The maximum possible sales of the product can be postulated as equal to the number of people who will find a use for it, which cannot be ascertained.
The study of popular people, items, and trends becomes highly useful in a business environment. Popular people have a great influence of the general population. The ability to influence them, or the prediction of their choices, allows businessmen to make sound economic decisions in a timely manner. The study of what becomes popular, and what does not, allows businessmen to develop products for future marketing. These products must be made not only in keeping with current trends, but also with an understanding of future trends. The time required to design, build, market, and sell a product must be considered. This allows forecasting of the appropriate trends based on time. If the time estimations are not accurate, then the product will not be as successful. Trends come and go, and products must be timed correctly in order to achieve success. The time is right for the two sided coffee mug. There will be enough time to fully implement production and marketing, without excessive lag between bringing it to market it reaching the height of its popularity.
The two sided coffee mug is an excellent tool, a conversation piece, and still simply a mug. These attributes make it useful for many people. The ability to display pleasure or displeasure, simply by showing one side or the other, makes this mug unique. Upon realizing that there are no substitutes, office workers will see this as the only acceptable mug to have. This in turn will make it a facet of daily life, leading to even more situations being created in which it is not only appropriate, but necessary. The two sided coffee mug is, therefore, the only possible answer to the difficult problem of finding a coffee mug suitable for every situation, in every place.
12.21.2009
12.20.2009
Punks: Modern Clowns
Clowns have long filled an important role in society. These are not the clowns of birthday parties, nor even the clowns of horror films. These clowns have played a role in the rituals and festivals of almost every culture ("clown – History,” ). These clowns are not well known in America, leaving us with the current definition referring to a clown as “One who jokes and plays tricks” (clown – American Heritage Dictionary). This understanding of a clown as a person who plays tricks for children is detrimental to the role of a clown in rituals. Clowns are allowed to break social taboos, giving them license to do almost anything. The role of clowning has been taken up by punk, with it's sometimes grotesque themes (Van Ham, 2009).
Punk has explored various extremes since it's beginnings. The early shows, based on Van Ham's descriptions, were just as vulgar as modern shows. Time has not dampened the attitudes or costumes of the performances, as indicated by the outlandish and lewd costumes of GWAR at their recent show in Seattle. The extreme attitudes and wild ideas propagated by punk appeals to young and older alike, even though they may not be fully aware of the ritual beginnings of such extreme actions. The clowns of old used symbolic inversion as part of purifying rituals. Similar actions are seen in punk shows, and the social distrust of punk is similar to the distrust of the carnival (Van Ham, 2009). These similarities suggest that, while punk can fill the role of sacred clowning, it is not applicable to all of punk.
The Journal of Popular Culture is a semi-monthly peer reviewed publication of the Popular Culture Association (Hoppenstand). It's target audience, based on the sophistication level of the articles, consists of college educated students and professionals. Word choices in Van Ham's article such as “liminal” and “licentiousness” suggest a target audience that is either well educated, or willing to use a dictionary. The Journal of Popular Culture is the official publication of the Popular Culture Association, therefore clearly aimed at those interested in popular culture. The obvious audience includes students and instructors in classes dealing with popular culture, as well as researchers studying it. It is interesting to consider that, though it is dealing with popular culture, the populace is not it's intended audience. It is rather a study of the populace by people who may not normally be categorized as part of common people.
In the article “Reading Early Punk as Secularized Sacred Clowning,” Van Ham explores the clowning spirit in punk culture. He begins by describing the sacred clown, and explaining the useful role of sacred inversion. He describes the tolerance of society for these sacred clowns to break many taboos. He finds the apocalyptic tone of early punk similar to death and rebirth themes historically used by sacred clowns. He sees early punk, through it's denial of the previous decade's rock, to be a reincarnation of it. His conclusion is that early punks filled the role of the clowns of the past, by departing in their shows from what would normally be tolerated.
Van Ham presented his conclusions in a logical and sensible manner. He provided numerous scholarly references to back up his views, and maintained an objective tone throughout. His writing style is clear and concise, and easy enough to read for the target audience. The main ideas were clearly presented in the opening, developed well in the body of the work, and reiterated in the summary. The overall main concept presented is that early punk resembles sacred clowning.
Whether called clowns, fools, or jesters, the concept of clowning has existed throughout time. In this modern age, the clowns are more focused on happy times. Punk performers have filled a role similar to that of ritual and carnival clowns. Their focus on dark, apocalyptic themes apply to society today as did the antics of sacred clowns of old.
Punk has explored various extremes since it's beginnings. The early shows, based on Van Ham's descriptions, were just as vulgar as modern shows. Time has not dampened the attitudes or costumes of the performances, as indicated by the outlandish and lewd costumes of GWAR at their recent show in Seattle. The extreme attitudes and wild ideas propagated by punk appeals to young and older alike, even though they may not be fully aware of the ritual beginnings of such extreme actions. The clowns of old used symbolic inversion as part of purifying rituals. Similar actions are seen in punk shows, and the social distrust of punk is similar to the distrust of the carnival (Van Ham, 2009). These similarities suggest that, while punk can fill the role of sacred clowning, it is not applicable to all of punk.
The Journal of Popular Culture is a semi-monthly peer reviewed publication of the Popular Culture Association (Hoppenstand). It's target audience, based on the sophistication level of the articles, consists of college educated students and professionals. Word choices in Van Ham's article such as “liminal” and “licentiousness” suggest a target audience that is either well educated, or willing to use a dictionary. The Journal of Popular Culture is the official publication of the Popular Culture Association, therefore clearly aimed at those interested in popular culture. The obvious audience includes students and instructors in classes dealing with popular culture, as well as researchers studying it. It is interesting to consider that, though it is dealing with popular culture, the populace is not it's intended audience. It is rather a study of the populace by people who may not normally be categorized as part of common people.
In the article “Reading Early Punk as Secularized Sacred Clowning,” Van Ham explores the clowning spirit in punk culture. He begins by describing the sacred clown, and explaining the useful role of sacred inversion. He describes the tolerance of society for these sacred clowns to break many taboos. He finds the apocalyptic tone of early punk similar to death and rebirth themes historically used by sacred clowns. He sees early punk, through it's denial of the previous decade's rock, to be a reincarnation of it. His conclusion is that early punks filled the role of the clowns of the past, by departing in their shows from what would normally be tolerated.
Van Ham presented his conclusions in a logical and sensible manner. He provided numerous scholarly references to back up his views, and maintained an objective tone throughout. His writing style is clear and concise, and easy enough to read for the target audience. The main ideas were clearly presented in the opening, developed well in the body of the work, and reiterated in the summary. The overall main concept presented is that early punk resembles sacred clowning.
Whether called clowns, fools, or jesters, the concept of clowning has existed throughout time. In this modern age, the clowns are more focused on happy times. Punk performers have filled a role similar to that of ritual and carnival clowns. Their focus on dark, apocalyptic themes apply to society today as did the antics of sacred clowns of old.
12.19.2009
Formulas for Success
Successful business practices have been analyzed throughout history. The resulting statistics lead to the creation of formulas for successful production, marketing, and sales. The film industry is no different, with specific practices and formulas predicting the success and failure of every project conceived. The writers also follow such formulas, guiding their stories to the most popular endings. Story writing formulas can be identified in modern films, leading to predictable endings and repetitive themes.
In action or hero stories, the formula generally follows the steps of Joseph Campbell's monomyth ("Campbell's 'hero's journey'," ). The hero begins the movie either not wanting or not able to help others. In time, he gains the drive and ability to do so. He begins to help others, realizing as he does so that it is difficult and dangerous work. He faces problems that would have been insurmountable, but is able to succeed through determination and newfound ability. He tries to fit in with his previous life, but realizes that he has changed too much to do so. By the end of the movie he has found his new niche, and knows how to fit into it.
Hero films present the same general beliefs. The hero begins by believing himself incapable of helping people. After acquiring superpowers, the hero feels responsible for the safety of those around him. This moral obligation differentiates the hero from the villain, as the villain feels no moral requirement and thus uses his superpowers for personal gain, ending in total corruption. The hero also has those who believe in him, giving him aid when possible and moral support when necessary. This helps keep the hero in line with the moral code of the people, allowing him fight on the side of justice.
Mythology and heroes go hand in hand. Storytellers draw upon the myths of ages in order to find inspiration for their tales (Wordsmith, 2007). In modern films, the heroes often fight a combination of monsters from past stories, the chaos being only limited by the imagination of the writer. The more fearsome the beasts overcome by the hero, the closer the hero can come to death before he succeeds. This, to a point, causes the hero to appear greater, giving the story greater popularity.
The heroes in modern films vary, but they bear some similarities. The hero can be expected to start out as an ordinary person. They then are transformed by their experiences, and learn to fit in as extraordinary people. The settings vary from fantasy to modern cities, but several attributes remain. Regardless of setting, the hero begins at home. He then travels to distant places, as part of his journey of growth. Lastly, the hero returns home. This may not always be a return to the original home, the hero may move to a new life and a new home, but will make a home for himself as part of becoming the hero.
There are various rituals that relate to hero and action films, giving added meaning to otherwise boring scenes (Fulford, 2004). In many cases, the hero changes into specific clothing for his heroic work. This differs from the clothing worn during normal life, giving the audience a clear separation between the hero at work and the hero fitting in with society. In Spiderman, Superman, and The Incredibles, the heroes wear special clothing for their heroic deeds. In Casablanca, Little Miss Sunshine,and Shrek, the heroes do not wear special clothes. They function in their heroic roles and their normal lives in what could be considered regular clothing. There are no special costumes for them, they simply perform all of their activities in normal clothing. Some superheroes perform rituals when changing roles, but others incorporate their superpowers in normal life.
The formulas used to make action or hero films have progressed over time. They keep pace with contemporary stereotypes applicable to hero films. Stereotypes are used to help popularize many stories (Lukas, 2002). Common stereotypes in hero films include weakness in women, strength in men, and the triumph of good over evil. As times progressed, technological enhancements made wild action scenes easier to film. Audience exposure to previous films has led to expectations of almost impossible heroics. Each film made has to be more extravagant than the last. The formulas used in past years were excellent for the times, but do not apply well to the young generations. The stereotypes have changed, and the film industry has changed with them.
If I were making a movie, I would depart from the traditional formula. Rather than maintain the usual predictable plot, I would introduce an element of reality. I would not strive to make a reality movie, but simply have the characters accomplish believable things. The In many films today, the main character is saved by luck. It would be much more unexpected for the main character to die, and his work be picked up by a relative. This could continue as long as necessary to complete the mission, or even end in complete failure of the mission. The common plan showing the good guys winning could be altered, allowing both sides to lose. It would even be acceptable for the bad guys to win, as long as the sequence of events is reasonable.
The film industry has changed drastically since it's beginning in the last century. In that time, the formula for success has changed as well. The formula has been modified to change with the times, but also to achieve maximum monetary gain. The focus on monetary gain over art has led to the degradation of major films, leading to films that are predictable. While there are only a limited number of possible stories to tell, the application of the success formula to these stories has made them far too similar. In the end, the viewer is left with utter certainty of the ending, almost as soon as the story begins. The manufacture of films that fit the mold has removed their entertainment, making many modern films a waste of time and money.
In action or hero stories, the formula generally follows the steps of Joseph Campbell's monomyth ("Campbell's 'hero's journey'," ). The hero begins the movie either not wanting or not able to help others. In time, he gains the drive and ability to do so. He begins to help others, realizing as he does so that it is difficult and dangerous work. He faces problems that would have been insurmountable, but is able to succeed through determination and newfound ability. He tries to fit in with his previous life, but realizes that he has changed too much to do so. By the end of the movie he has found his new niche, and knows how to fit into it.
Hero films present the same general beliefs. The hero begins by believing himself incapable of helping people. After acquiring superpowers, the hero feels responsible for the safety of those around him. This moral obligation differentiates the hero from the villain, as the villain feels no moral requirement and thus uses his superpowers for personal gain, ending in total corruption. The hero also has those who believe in him, giving him aid when possible and moral support when necessary. This helps keep the hero in line with the moral code of the people, allowing him fight on the side of justice.
Mythology and heroes go hand in hand. Storytellers draw upon the myths of ages in order to find inspiration for their tales (Wordsmith, 2007). In modern films, the heroes often fight a combination of monsters from past stories, the chaos being only limited by the imagination of the writer. The more fearsome the beasts overcome by the hero, the closer the hero can come to death before he succeeds. This, to a point, causes the hero to appear greater, giving the story greater popularity.
The heroes in modern films vary, but they bear some similarities. The hero can be expected to start out as an ordinary person. They then are transformed by their experiences, and learn to fit in as extraordinary people. The settings vary from fantasy to modern cities, but several attributes remain. Regardless of setting, the hero begins at home. He then travels to distant places, as part of his journey of growth. Lastly, the hero returns home. This may not always be a return to the original home, the hero may move to a new life and a new home, but will make a home for himself as part of becoming the hero.
There are various rituals that relate to hero and action films, giving added meaning to otherwise boring scenes (Fulford, 2004). In many cases, the hero changes into specific clothing for his heroic work. This differs from the clothing worn during normal life, giving the audience a clear separation between the hero at work and the hero fitting in with society. In Spiderman, Superman, and The Incredibles, the heroes wear special clothing for their heroic deeds. In Casablanca, Little Miss Sunshine,and Shrek, the heroes do not wear special clothes. They function in their heroic roles and their normal lives in what could be considered regular clothing. There are no special costumes for them, they simply perform all of their activities in normal clothing. Some superheroes perform rituals when changing roles, but others incorporate their superpowers in normal life.
The formulas used to make action or hero films have progressed over time. They keep pace with contemporary stereotypes applicable to hero films. Stereotypes are used to help popularize many stories (Lukas, 2002). Common stereotypes in hero films include weakness in women, strength in men, and the triumph of good over evil. As times progressed, technological enhancements made wild action scenes easier to film. Audience exposure to previous films has led to expectations of almost impossible heroics. Each film made has to be more extravagant than the last. The formulas used in past years were excellent for the times, but do not apply well to the young generations. The stereotypes have changed, and the film industry has changed with them.
If I were making a movie, I would depart from the traditional formula. Rather than maintain the usual predictable plot, I would introduce an element of reality. I would not strive to make a reality movie, but simply have the characters accomplish believable things. The In many films today, the main character is saved by luck. It would be much more unexpected for the main character to die, and his work be picked up by a relative. This could continue as long as necessary to complete the mission, or even end in complete failure of the mission. The common plan showing the good guys winning could be altered, allowing both sides to lose. It would even be acceptable for the bad guys to win, as long as the sequence of events is reasonable.
The film industry has changed drastically since it's beginning in the last century. In that time, the formula for success has changed as well. The formula has been modified to change with the times, but also to achieve maximum monetary gain. The focus on monetary gain over art has led to the degradation of major films, leading to films that are predictable. While there are only a limited number of possible stories to tell, the application of the success formula to these stories has made them far too similar. In the end, the viewer is left with utter certainty of the ending, almost as soon as the story begins. The manufacture of films that fit the mold has removed their entertainment, making many modern films a waste of time and money.
12.13.2009
Bourne Lazy
The eyes are windows to the soul. Television funnels all the evils of the world through these windows, infecting our minds. The rapidly changing picture presents a different world, in which we can live our wildest dreams. The public is drawn to action films such as The Bourne Identity through a frustrated desire for excitement. The effect of watching television is increased laziness, causing a downward spiral that ends in catatonia.
The effects of television on brain function have been studied. The results show that people watching television are in a passive state, with reduced energy and lack of logical thought (Westphal). These effects are not limited to the time spent viewing, but linger afterwards as well. Entering a vegetative state for hours a day would seem wasteful to some, but many people do it anyway. Recent reports suggest that the average person is vegetating for 151 hours each month (Gandossy, 2009).
The television allows us to see places we would never see. It allows our minds to stand by and watch things happen, without having to analyze anything. The relaxation associated with television is somewhat similar to daydreaming, but without the thought required. This leads people to daydream away their lives, imagining themselves as the next Jason Bourne. The fast pace of many action films prevents boredom from ever entering the picture, while removing the possibility of viewers going to sleep between fights. The viewer's suggestive state, brought on by the effects of the television, is perfect for carefully crafted commercial enterprise. The viewer cannot effectively resist the assimilation of advertising, as it is part of the programming seen on the television. Properly constructed advertisements encourage the viewer to seek specific brands when trying to solve problems, leading to less actual thought in the decision making process. The overall effectiveness of advertising on people in suggestive states has encouraged corporations to continue it, leading to ever increasing commercials and less program during every hour of every show.
The effects of television on brain function have been studied. The results show that people watching television are in a passive state, with reduced energy and lack of logical thought (Westphal). These effects are not limited to the time spent viewing, but linger afterwards as well. Entering a vegetative state for hours a day would seem wasteful to some, but many people do it anyway. Recent reports suggest that the average person is vegetating for 151 hours each month (Gandossy, 2009).
The television allows us to see places we would never see. It allows our minds to stand by and watch things happen, without having to analyze anything. The relaxation associated with television is somewhat similar to daydreaming, but without the thought required. This leads people to daydream away their lives, imagining themselves as the next Jason Bourne. The fast pace of many action films prevents boredom from ever entering the picture, while removing the possibility of viewers going to sleep between fights. The viewer's suggestive state, brought on by the effects of the television, is perfect for carefully crafted commercial enterprise. The viewer cannot effectively resist the assimilation of advertising, as it is part of the programming seen on the television. Properly constructed advertisements encourage the viewer to seek specific brands when trying to solve problems, leading to less actual thought in the decision making process. The overall effectiveness of advertising on people in suggestive states has encouraged corporations to continue it, leading to ever increasing commercials and less program during every hour of every show.
11.29.2009
There are many accepted practices in modern society. In keeping with our consumer spirit, some of these involve buying and selling. Throughout the year, American buyers follow the general trend of purchasing and discarding new items. Each season brings with it a new wave of products to be bought, used once, and dumped.
The Christmas season has it's own set of decorations to be wasted. In addition, shoppers find gifts for their friends. These combined cause consumers to start shopping early, looking for deals and trying to beat the crowds. Christmas shopping, in order not to interfere with Thanksgiving, starts the day after. Decorations, sales, and music all transition the same day, throwing the country into the holidays with all it's advertising might.
Since 1924, the Macy's Thanksgiving Day Parade has marked the transition. Sellers took note, and began advertising specific sales starting the day after Thanksgiving. As more people came for the sales, more sales were introduced. As the cycle continued, both sides kept stepping up the excitement. Stores opened early, and stayed open later. Customers came in larger numbers than ever, still arriving before stores open to get a place in line. Police officers in Philadelphia started used the term “Black Friday” when complaining about the pedestrian and vehicle traffic that clogged the city every year.
The scale of sales continued to increase over time, as did all aspects of the economy. Black Friday sales this year totaled over ten billion dollars. Larger crowds led, in some cases, to disturbances. In 2008, a man was killed by stampeding shoppers. This is an extreme example, but highlights the problem. While it is expected that larger crowds will cause some trouble, it is unfortunate that people focus on consumerism to the detriment of life.
The Christmas season has it's own set of decorations to be wasted. In addition, shoppers find gifts for their friends. These combined cause consumers to start shopping early, looking for deals and trying to beat the crowds. Christmas shopping, in order not to interfere with Thanksgiving, starts the day after. Decorations, sales, and music all transition the same day, throwing the country into the holidays with all it's advertising might.
Since 1924, the Macy's Thanksgiving Day Parade has marked the transition. Sellers took note, and began advertising specific sales starting the day after Thanksgiving. As more people came for the sales, more sales were introduced. As the cycle continued, both sides kept stepping up the excitement. Stores opened early, and stayed open later. Customers came in larger numbers than ever, still arriving before stores open to get a place in line. Police officers in Philadelphia started used the term “Black Friday” when complaining about the pedestrian and vehicle traffic that clogged the city every year.
The scale of sales continued to increase over time, as did all aspects of the economy. Black Friday sales this year totaled over ten billion dollars. Larger crowds led, in some cases, to disturbances. In 2008, a man was killed by stampeding shoppers. This is an extreme example, but highlights the problem. While it is expected that larger crowds will cause some trouble, it is unfortunate that people focus on consumerism to the detriment of life.
11.19.2009
Popular Culture Icons
An icon in popular culture is something or someone that is valued so much as to be almost worshiped. Many icons exist in our society, representing to the people the different desires of their followers. Icons are not inherently good or evil, but become that which the public seeks. When people become icons, the process of it often changes them. People become whatever they must to achieve their goals, and those who become icons often rely on publicity.
One example of this is Oprah Winfrey. She is idolized by her fans, and almost everyone knows her name. When I think of Oprah, I picture acts of charity for the sake publicity. Another example is Arnold Schwarzenegger. His popularity in the film industry earned him the recognition required to become Governor of California. I can't help but think of all he has lost in an effort to maintain an appealing body. He also has changed his path from publicity seeking to influencing politics, for better or worse. Bill Gates, starting from a small investment, went on to create Microsoft. He is one of the richest men alive, and represents to me the victory of greed over care of fellow man.
The obscene popularity of many celebrity icons leads to a huge impact on society, enabling them to affect consumer economy, the stock market, and even major religions. Whatever they do, they will be followed by thousands. If Michael Jordan buys a pair of shoes, it can mean immediate success for the brand. Icons, valued by people by definition, have an enormous impact on the people who value them.
11.15.2009
Video Games
Many people spend hours a day seated mere feet from a video screen. They are known for living in filth, wasting away or getting fat as they fail to perform even the slightest physical task. Who in his right mind would waste his life living out fantasies in a video game? Based on the long success of video games, most people would.
At midnight on November 10th, at the Olympia mall, there were at least one hundred people in line waiting to pick up reserved copies of Call of Duty: Modern Warfare 2. Young and old, people from many cultures and walks of life were there. They all shared an impatience to experience the new game, to the extent that they could not wait until morning. Any one of these people could explain that games are an important part of their lives.
Video games have many benefits. While the concerned mother may only see her son wasting away on the couch, there is more at work than meets the eye. The attention required to play engages the brain, and the controller necessitates hand-eye coordination. Even if there are not explicit puzzles, the problem solving abilities develop as players find ways to overcome difficult challenges. A child who does not know her letters will rapidly learn A, B, X, and Y on a controller. Older people have often found that mental faculties diminish with disuse, but video gaming can keep them sharp for years.
Though it may appear that people are playing alone, they often interact with either virtual personalities programmed to act like people, or actual people via computer networks. The interaction with others develops social skills that can apply to real life as well. The physical requirements of gaming, even on systems that require movement, are far behind those of daily life. The body adaptation to lack of physical activity often results in the appearance of poor health. Students, pilots, and drivers are susceptible to this problem as well.
Any activity, if adopted to the exclusion of all other activities, will have a detrimental affect on the body. Most people play games only when it fits into their busy lives. There are some extremists, but most people treat video games as they would any other form of entertainment. It is just another way to have fun.
At midnight on November 10th, at the Olympia mall, there were at least one hundred people in line waiting to pick up reserved copies of Call of Duty: Modern Warfare 2. Young and old, people from many cultures and walks of life were there. They all shared an impatience to experience the new game, to the extent that they could not wait until morning. Any one of these people could explain that games are an important part of their lives.
Video games have many benefits. While the concerned mother may only see her son wasting away on the couch, there is more at work than meets the eye. The attention required to play engages the brain, and the controller necessitates hand-eye coordination. Even if there are not explicit puzzles, the problem solving abilities develop as players find ways to overcome difficult challenges. A child who does not know her letters will rapidly learn A, B, X, and Y on a controller. Older people have often found that mental faculties diminish with disuse, but video gaming can keep them sharp for years.
Though it may appear that people are playing alone, they often interact with either virtual personalities programmed to act like people, or actual people via computer networks. The interaction with others develops social skills that can apply to real life as well. The physical requirements of gaming, even on systems that require movement, are far behind those of daily life. The body adaptation to lack of physical activity often results in the appearance of poor health. Students, pilots, and drivers are susceptible to this problem as well.
Any activity, if adopted to the exclusion of all other activities, will have a detrimental affect on the body. Most people play games only when it fits into their busy lives. There are some extremists, but most people treat video games as they would any other form of entertainment. It is just another way to have fun.
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