»» Cultural analysis: Based on ideas gathered from this section's essays (on shopping, advertising/packaging, manipulation, and social control), write an essay of 1,500 to 2,000 words taking only one side or the other of the following topics:
Advertising/packaging/entertainment does or does not create its own customer/patron. (you'll of course explain how this does/does not happen)If your chosen topic gives you options, specify which combination you discuss. You can refer to the essays we read in Signs of Life for inspiration or good quotations, but pick your own examples from the world around you to support your argument. Use no fewer than three (3) specific and distinct examples in your discussion, and give each example its own ¶ or ¶s."Consumer" and "citizen" are or are not equivalent in the U.S.A. (helps if you define what you mean by "citizen" and "consumer")
Advertising/packaging/entertainment does or does not influence our values in the U.S.A. (you'll have to qualify "influence" here)
Norton: "These seemingly public spaces [malls] conceal a pervasive private authority" (SoL 63)Each essay we read shared a set of themes: image/"packaging", illusion, nostalgia, simulacra. Even many recent films share these themes (The Matrix, Minority Report, Memento, Clueless, Eternal Sunshine of the Spotless Mind, Wag the Dog, etc.). In either case, since advertising, packaging, and entertainment occupy such important social, physical and economic places in the U.S.A., it's important to critically ask how much "society" creates the advertising, packaging, and entertainment we see, and vice versa. (Also, remember that "consume," "packaging," and other terms can have more than one meaning.) Ours is a consumer culture, so let's investigate how "consumer" and "culture" inlfluence each other.Hine: "Packaging is the temptation" (SoL 71)
"Packages serve as symbols both of their contents and of a way of life" (SoL 73)Scanlon: "[S]ocial expectations, even more than physical changes, shape gender roles" (SoL 473)
"These forms of popular culture [teen magazines and games], rather than an escape from limitations, provide clear and limited definitions of what it means to be a girl" (SoL 475)
"Players have very limited choices" (SoL 477)Willis: "Nothing is left to the imagination or the unforseen" (SoL 744)
"Amusement is the commodified negation of play" (SoL 745)
"Conformity with the park's program upholds the Disney value system" (SoL 747)
"Families at Disney World present themselves as families" (SoL 748)
"At Disney World, even memories are commodities" (SoL 749)
Content-wise:
Writing mechanics & technical guidelines:
your paper title,
which draft (first, final)
your name
course and section #
(for Dr. Melczarek)
date submitted