One goal that everyone has is that they want to belong to a subculture. Subcultures are groups of people that join together because of a shared belief or hobby. Subcultures are necessary because people, much like other animals, have an instinctual need to be in a group. I chose to investigate the famous but somehow still unknown culture of larping. I believe that larping is a game for people with avid imaginations and a love for story telling Larping (live action role-playing game) is a form of role-playing game where the players involved act out the characters they created and become a critical part of a story that an appointed GM (Game Master) or referee put together. Larping first started in the late 1970s inspired by table top role-playing …show more content…
While discussing recent club activities we got to the topic of role playing games and other systems like them when Chris mentioned that he would sometimes get together with a group of friends and have their own little larp event. At the time I had heard of larping before but only from the very rare documentaries that would talk about them, so what Chris said really piqued my curiosity. During our conversation Chris really empathized that “larping is not just some dumb hobby for people with no lives; it is really a great social collaboration for people with very avid imaginations and a love of sci-fi (science fiction) fantasy.” During our conversation I had revealed to Chris that I have an affinity for sci-fi fantasy but have never seen or participated in a larp but, if given the chance, I would love to spectate one. As luck would have it Chris told me that he was going to meet up with his friends the next Saturday and asked me if I wanted to come watch. I wholeheartedly agreed. “Great,” Chris then said, “I’ll just tell our Game Master that you’re coming.” We then decided to meet outside the Ferguson Center, and he would take me to where his friends
Ultimately, I began to appreciate the primitive culture that flows through the Bay Area. Culture is a way of life of a community. Sharing such a deep culture, like the Bay Area’s, is what brings the community closer. Culture has brought a sense of connection to the locals. However, public concern has recently shifted to the wave of wealth that has flooded the Bay Area.
In “The Gamer’s Dilemma”, Morgan Luck seeks to align the moral standards of virtual murder and pedophilia. To this end he examines five arguments that are used to defend virtual murder while denounce virtual pedophilia. They are as follows: • Social acceptability A. Here Luck attempts to dissuade the notion of moral relativism. He does so with an illustration from history that of slavery, by showing that slavery was socially acceptable he claims thusly that it must be viewed as morally correct in the realm of this argument.
Culture is a dynamic area of social activity
Kroker ties his belief in drift culture with principles of biology stating how “just as genetic drift occurs by chance, producing in its wake unpredictable streams of genetic variation, so too drift culture: drifts of code, history, archives, media, and video” (Kroker 16). The prerequisites for drift culture to ever happen relies heavily on being “fully enigmatic with no definite goal,” but Kroker admits
According to statistics, “Nearly 43,000 children under eighteen surgically altered their appearance in 2008”, which is more than double the amount in earlier decades (Orenstein 139). According to the book Cinderella Ate My Daughter by Peggy Orenstein, she attributes this recent spike, and other trends, to the recent popularity of the girlie-girl culture. The girlie-girl culture refers to the recent flood of anything and everything pink, glittery, and aesthetically pleasing. Orenstein uses her book as a medium to tackle a wide spectrum of problems with the popularity of the girlie-girl culture, and even immerses herself in the culture to gain a different perspective by attending a pageant, a Miley Cyrus concert, and shopping at the American
Israel Andrade Baseball subculture a. The subculture that I would like to study is baseball. I would like to study the individuals who participate in this sport as well as those who follow it. The reason for my interest in this subculture is that I’ve been a casual participate of this culture as I have played baseball during high school as well as attended a few professional games, but I want to learn more about the individuals who devote their spare time to baseball. The game of baseball is very prevalent in American culture it has even been titled America's pastime.
So everyone knows what video game is, a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. Do you not have many misconceptions about video games like “they are for kids, they do not require team work, they are all the same or nothing good ever comes out of video games” (The Crap Gamer,1). People have looked at video games that way for a long time, and no it’s not bad to look at them like that because anyone can misjudge anything by it’s cover. Should we be so judgment about it, no because games are part of our society and they just keep getting better better. But enough of being so pushy about video games, I would like to share a new view towards video games as a discourse community.
Everyone has been there –to the point where you are so stressed out that you can barely think; where you are worried about how you fared on an exam; where you are contemplating whether your friends are sincere with you or not; where you are trying to forget a recent quarrel with someone dear to you; where you are simply too taxed to do anything productive. At this point in time, many will do something else to help take their mind off their current predicaments and depressions in life by escaping the problems brought by this reality they are living in. For some, that something is reading. For others, it is drinking. Now, in our current generation, this list has expanded to include another method of finite escape, video games.
Expanding on pathos appeal, the game's use of clans allows players to team up. This relationship can become crucial as the progresses and a players grows to depend on his or her clan. A strong sense of community can develop and speaking from personal experience may become the main reason a player chooses to play the game. All of these variables are carefully constructed to persuade the target audience to play the game. The target audience in this case being people that enjoy strategy and base building games as well as group play.
Subculture is significant factor of urban setting. It related to urban culture, or rural culture, or the culture within middle class. The concept of the subculture means sub-division of a regional culture, subculture is combination of social situation between difference classes, personal background, religion and metropolitan, but its combination manner will impact on the participating individual. Green had make the clear point about ‘highly organized subcultures’ with the question: ‘since in the new generation no individual participates in exact cultural complex totally but fundamentally in series of residence groups according to sex, age class, carrier, nation, religion and race all somewhat differing norms and prospect of behavior –how do they organize in many difference ways to build varying background for individual reason of psychoneurotic trends?’ [Green 1946: 354]
The presence of fandom culture cannot be denied because according to the book Cultural Economy of Fandom, “fandom is a common feature of the popular culture in industrial societies” (Fiske 1992, 30). Scholars have struggled in assigning a general academic description for fandom. Fiske’s study suggested that fandom has something to do with cultural formations. The idea of relating fandom with cultural formations led Fiske to define the fans or the member of the fandom as productive, active, and participatory. Fandom is usually associated with the cultural taste of the subordinate group that are disempowered by the ruling class in the value system.
Hey Victoria, I agree with your point how Japanese role-playing games affect the United States of America where these games inspired people’s lives based on the video games’ adventure they experienced during their first playthrough. As an example, Final Fantasy VII being a video game that affected America where it’s memorable story is imprinted in people’s minds and the game’s beautiful setting and character design will be acknowledge by many millions of fans of this game. It shows US gamers can recognized something from Japanese video game once they been exposed by it and increase gamers’ interest to play more Japanese role-playing game further. I love the fact you pick Metal Gear Solid games being a game that benefits two regions where it’s
Women are no longer considered to be a minority in the gaming community. Female gamers are slowly increasing in numbers and are emerging from the shadows. According to an article by Lev Grossman regarding the large amount of Americans who play video games, he mentions that more than 145 million Americans play video games (1). He states that, “Nearly half of gamers are women.” This means that around 72.5 million Americans are female gamers, making them essentially at the same level as males.
Role Play Scenarios Scenario 1 Suppose you work in public relations department at ACME and ACME’s advertising department used false information to advertise the services/products of the company. As public relations, you are supposed to address this issue in order to change the perception of the public. This is because if the customers continue to buy the products and they find out that what they heard in the TV commercials is not what is being offered, it will affect the brand image of the ACME. Therefore, the interns will be divided into two groups an equal number, A and B. Group A will play a role of being ACME public relations department who are trying change the perception of customers due to the false information used in the TV commercial.
Being accepted and loved by a community is a vital part to healthy human experience. Without human interaction, people fall apart mentally and physically over time. The search for those who share the same values can be exhausting when those ideals are regarded as abnormal, and people feel forced to bottle their feelings up and act ‘normal’. This concept applies to all people, and is one of the interlocking reasons queercore was founded by lesbians. Forming accepting and welcoming communities for not only the founders but for others who may have felt ostracized is one of the key reasons homocore and queercore began.