csp17- postmodernism

Teenvogue-

All very surface and fragmentary, online no longer physical. There but not there.

Sims- ‘real you and a digital you’ the desire to desire

Simulacra- simulations of reality (real but not real). Not just a representation of the real, but the real itself. Hyper reality. this thoery was devloped by Jean Baudrillard.

Most of it is surface, ‘surface over substance’ the surface is incredible. For example the kinder egg theory, useless toy inside.

The only reason fore this is for consumption.

Eg teen vogue, pointless stories- Kim and Kanyes divorce story.

The idea that although the media has always been seen as a representation of reality – simulation

postmodernism recap

metanarrative:

  • overall stories – an overall narrative that makes sense
  • the loss of metanrrative – the loss of a convenient overarching metanarrative -if we don’t believe anything big that brings us together there is a sense of isolation
  • alienation/difficulty from others

Jean Baudrillard

  • implosion – everything fell in to eachother – a loss of everything
  • a ‘simulation’ of the real based on consumerism
  • simulacra – mass media produces versions of reality to help explain our place and function in the universe
  • the ecstasy of communication: the process of meaning making has exponentially expanded in the postmodern era, permeating modern life in ways that lie far beyond the cultural capacities of previous historical periods
  • he describes the effects of postmodernity:
  • 1. the media is everywhere: every corner of public space is an advertising opportunity. our public spaces are so saturated with media that it is impossible to avoid the tidal wave of cultural messages beamed at us
  • 2. our private spaces have been invaded: baudrillard states that one’s private living space is conceived as a receiving and operating area, as a monitoring screen endowed with telematic power
  • 3. authenticity is impossible to find or hard to keep: cultural products in postmodernity construct throw-away messages, forgotten almost as instantly as they are consumed
  • 4: repetition and duplication effects: the postmodern media repeats and repurposes successful content to attract and maintain audiences
  • implosion: where there is one political viewpoint there is always an opposing source or contradictionary analysis – as a result a world is presented where two simultaneous truths exist, leaving audiences with an inability to act

postmodernism & surface level intertextuality

  • purely ‘surface level’ – links to tomb raider (lara croft as a character – advertising to the male gaze, also doesn’t have much of a character)
  • surface signs over substance
  • links to teen vogue article – kim kardashian surface level concern for incarceration – not actually doing anything to aid just advertising her show
  • much more about imagery than work
  • surface and style over substance

parody and pastiche

  • satire – irony and ridicule
  • pastiche – imitates a style/concept
  • surface-level play

postmodernism and history

  • population grew in the 20th century by 4 billion
  • massive rise of people
  • massive rise in things
  • massive rise in consumption
  • the more we consume the less we are satisfied
  • more isolated and individual and alienated consumption

theorists

  • habermas – transformation of the public sphere

New Media

TEEN VOGUE 

Owned by Condé Nast (who is owned by Advanced Publication) who owns GQ, The New Yorker, Vanity Fair, Wired and Architectural Digest (AD)

Targeted at female teenagers between ages of twelve to seventeen

‘Ariana Grande Fans Criticize Eminem’s Lyrics’ – more substance problems rather than important matters such as war/politics but also ‘DisruptJ20 should be remembered for Trump protests’ – more important matters such as Trump and politics.

TOMB RAIDER 

Objectifies woman as crop top and short shorts but also more traditionally masculine – guns and strong. Camera angle of behind Lara Croft.

Made by Core Design, Aspyr

Targeted at straight men – but also empowers woman

THE VOICE WEBSITE 

SIMS FREEPLAY 

A family game about creating a neighbourhood.

Targeted at children.

Made by Maxis, conglomerate of EA.

METROID: PRIME 2 ECHOES 

Main female protagonist but less objectifying as she is in a suit the whole time – seen as

post modernism

 Jean Baudrillard

 IMPLOSION which gives rise to what he terms SIMULACRA. The idea that although the media has always been seen as a representation of reality – simulation, from Baudrillard’s perspective of implosion, it is has become more than a representation or simulation and it has become SIMULACRUM not just a representation of the real, but the real itself, a grand narrative that is ‘truth‘ in its own right: an understanding of uncertain/certainty that Baudrillard terms the HYPERREAL

CSP 17 NEW MEDIA

Metroid Prime 2: Echoes GameCube Front Cover
METROID: PRIME 2 ECHO

Game Cube

smash continued Super Smash Bros. Ultimate December 7, 2018

November 15, 2004

The front covers sole purpose is to circulate the video game and offers an interface into a new immersive experience that is a re-performance of a previous title.

Actors: Users / Influencers IGN Noire Blue

Community decision-making : forums and feedback Neoseeker forums

Lara Croft: Tomb Raider - Anniversary Xbox 360 Front Cover
TOMB RAIDER 
SIMS FREEPLAY

Art Deco Update – Live 15th February – 25 jan 2021 Rustic Wedding update

google amazon itunes

seasonal updates London Christmas

release December 15, 2011

The Sims 4: Snowy Escape November 3, 2020

The Sims February 4, 2000

Real time creation : updates

Mcluhan

medium is more important than the message

to fully understand the message u must understand the medium

how has new media technologies adjusted individuals in society

Slavoj Žižek comodities. video games boxes designs on the front are usless. they serve information already known by the audience