Posts Tagged “language games”

Theses

1 Economic subculturalization presupposes development of separate symbolical worlds: new ethnical (like Afro-Americans, Afro - Spain, Islam - France, Polish-Irish etc), new religions (European movements of Buddhism, European Hinduism, new Native, New Age), subcultures (football and basketball funs, punks, bikers, Hard cores … new hippies, nerds, Goths, Emo, Yapies….), styles of life (night clubs, subculture of games …), world network of different NGO, resistance civic movements (Greenpeace, Antiglobalists, New leftists), new gender movements, local communities and so on. Economy produces, supports and reproduces signs, symbols, images, spectacles, language games and means of communication for all these new worlds.

2 Development of subcultural economy and growth of variety of symbolical worlds develop new identities and demands for subject. Effective subject of heterogeneous world is transgressive one. Transgressiveness is constant changes of main characteristic of subject and he is participant of different institutional relations, language games, traditions.

3 Transgressivity presupposes soft identity and possibilities for development and changing of their identity from time to time. Especially it is important for PC game funs. Every game develops non ideological, pure artificial identity for the period of game.

4 The same is in the sphere of European and World project activity. Many of scientists like computer gamers participate in few local and international projects with different symbolical needs for identifications. Project activity develops cooperative skills and positive attitude to the heterogeneity. Heterogeneity means that people with different knowledge, skills, characters, ages, races, tastes of life could work for the time in one effective and competitive team.

5 The modern heterogeneity is dynamics and always in the process and depends on creativity and actions of participants.

6 For the such activities they need examples and impressive models. The transgressive subject of dynamics heterogeneous group needs models for individuation and socialization and the modern creative industries try to supply them.

7 The example of such model could be movies and cartoons like The Mask, the X-men. The Mask shows possibilities for changing of character for the time needs and the X-men show possibilities for changing of body identities included sexual identity.

8 G. Debord and J. Baudrillard criticized the society of spectacle and the economy of signs and simulacrums. However the question is how to think, behaviour and to live in this artificial world, in the migration of reality. The main question for modern young people is the question of effectiveness of productive activity in the dynamic, artificial heterogeneous symbolical worlds. And the different PC games, spectacles, styles of life some time could partly answer to this question and even better than apocalyptic critics.

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