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Latha, K. Naga, D. Srinivasa Chary, Kallakuri Supriya, P. D. Sreekanth i Tadepalli Yamini. "Impact of Mission Kakatiya on Area under Tank Irrigation in Southern Telangana Zone, India". International Journal of Environment and Climate Change 13, nr 11 (13.10.2023): 742–48. http://dx.doi.org/10.9734/ijecc/2023/v13i113221.

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Aim: The study was done with an aim to find out whether there is any shift in major crops in Southern Telangana Zone with respect to area, production and yield due to the restoration of tanks with the Mission Kakatiya program and to study the growth in tank irrigated area. Data Description: Time series data of 15 years from 2005-10 to 2015-20 which consists of area, production and yield of major crops (Paddy, Maize, Cotton and Groundnut) and area under tank irrigation in Southern Telangana Zone were utilized for the study and was collected from Statistical Year Books published by Directorate of Economics and Statistics. Methodology: Analysis was done with the help of analysis platforms like SPSS and Excel using statistical tools which include linear and compound growth rates. Results: Results revealed that there was a considerable and significant growth observed in area under tank irrigation (29.69%) in Southern Telangana Zone after Mission Kakatiya. With the increase in tank irrigated area, this zone showed a shift towards irrigated and commercial crops like Paddy, Cotton and Maize from the rainfed crops. Conclusion: During the period before Mission Kakatiya there was a negative growth observed in tank irrigated area whereas both the growth rates have turned to positive in the period after implementation of Mission Kakatiya. This study concluded that there is a positive impact on crop characteristics in this zone due to Mission Kakatiya program. As a whole Mission Kakatiya is one of the outstanding projects whose achievements are incomparable and is a blessing for the farmers of Telangana State.
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Nurani, Yuliani, Niken Pratiwi, Robinson Situmorang i Ni Gusti Ayu Made Yeni Lestari. "Children’s Character Learning Model Based on Indonesian Local Wisdom: Implemented to Early Childhood Education in Play Centers". JPUD - Jurnal Pendidikan Usia Dini 18, nr 1 (30.04.2024): 99–111. http://dx.doi.org/10.21009/jpud.181.07.

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Character education can equip young children to become Indonesia's golden generation who are superior and skilled in noble work. This research aims to produce an early childhood character learning model based on local Indonesian wisdom through the Playing Center title which will be implemented at Early Childhood Education Institutions (ECE) in Indonesia. This research method uses the steps of the Borg and Gall research and development model. The subjects in this research were 30 teachers from five ECE institutions in the DKI Jakarta area. The data used as the basis for building a framework for early childhood character learning models based on local intelligence were collected using observation and interview techniques. The findings show that the teacher prepares a learning plan program at the beginning of each semester which is listed in the weekly program and daily program. However, the teacher has not fully prepared a simulation program that leads directly to the introduction of early childhood character. Identification of character values ​​in early childhood is done by providing examples of behavior and speech at school. The media that has been used to identify children's characters is through posters and non-digital story books. The learning environment needs to be improved because teachers have not been optimal in organizing the play environment in providing stimulation to children in class. The results of this research will enrich the character education model following the potential of the institution and the cultural background of early childhood as Indonesia's golden generation. Keywords: character learning model, local wisdom, play center, early childhood References: 1 Abu Nawas, M. Z., Sulaiman, U., Darnanengsih, D., & Rusyaid, R. (2022). Harmony in The Frame of Local Wisdom “One Furnace-Three Stones” in Education. Dinamika Ilmu, 22(1), 109–130. https://doi.org/10.21093/di.v22i1.4284 Anderson-McNamee, J. K., & Bailey, S. J. (2010). The Importance of Play in Early Childhood Development. MontGuides, 1–4. Anderson, R., & Thomas, H. (2021). Engaging With Play-Based Learning. The Journal Of Teacher Action Research, 7(2), 56–69. Aningsih, Zulela, M. S., Neolaka, A., Iasha, V., & Setiawan, B. (2022). How is the Education Character Implemented? The Case Study in Indonesian Elementary School. Journal of Educational and Social Research, 12(1), 371–380. https://doi.org/10.36941/jesr-2022-0029 Betawi, A. (2020). Calling for character education: promoting moral integrity in early childhood education in Jordan. Early Child Development and Care, 190(5), 738–749. https://doi.org/10.1080/03004430.2018.1489383 Borg, W. R., & Gall, M. D. (1983). Educational Research: An Introduction (4th Editio). Longman Inc. Bredemeier, B. L., & Shields, D. L. (2019). Social Justice, Character Education, and Sport: A Position Statement. Quest, 71(2), 202–214. https://doi.org/10.1080/00336297.2019.1608270 Demir, M., & Kaya, M. (2022). Analysis of Constructivist Learning Model’s Effects on Student Outcomes: A Second Order Meta-Analysis Yapılandırmacı Öğrenme Modelinin Öğrenci Çıktılarına Etkisinin İncelenmesi: Second Order Meta -Analiz. Journal of Theoretical Educational Science, 15(October), 938–957. kaya Edwards, S., & Cutter-Mackenzie, A. (2013). Pedagogical Play Types: What Do They Suggest for Learning About Sustainability in Early Childhood Education? International Journal of Early Childhood, 45(3), 327–346. https://doi.org/10.1007/s13158-013-0082-5 Fleer, M. (2011). “Conceptual play”: Foregrounding Imagination and Cognition During Concept Formation In Early Years Education. Contemporary Issues in Early Childhood, 12(3), 224–240. https://doi.org/10.2304/ciec.2011.12.3.224 Harun, Jaedun, A., Sudaryanti, & Manaf, A. (2020). Dimensions of early childhood character education based on multicultural and community local wisdom. International Journal of Instruction, 13(2), 365–380. https://doi.org/10.29333/iji.2020.13225a Hasani, A. (2016). Educational Research and Reviews Enhancing Argumentative Writing Skill Through Contextual Teaching and Learning. Academic Journals, 11(16), 1573–1578. https://doi.org/10.5897/ERR2016.2806 Hoorn, J. Van, Nourot, P. M., Scales, B., & Alward, K. R. (2014). Play at the Center of the Curriculum (J. W. Johnston, J. Peters, & A. Hall (eds.); Sixth). Pearson. Ima, W., Pattiasina, J., & Sopacua, J. (2023). Model to increase motivation and learning outcomes in learning history. Journal of Education and Learning, 17(2), 206–214. https://doi.org/10.11591/edulearn.v17i2.20703 Jumiaan, I., Alelaimat, A., & Ihmeideh, F. (2020). Kindergarten teachers’ knowledge level of developmentally appropriate practice in Jordan. Education 3-13, 48(8), 1000–1011. https://doi.org/10.1080/03004279.2019.1699939 Kokoszka, C., & Smith, J. (2016). Fostering Character Education in an Urban Early Childhood Setting. Journal of Character Education, 12(1), 69–74. https://eric.ed.gov/?q=character+education+in+early+childhood+&id=EJ1151327 Krisna, D., Gunarhadi, G., & Winarno, W. (2020). Development of Educational Comic with Local Wisdom to Foster Morality of Elementary School Students: A Need Analysis. International Journal of Educational Methodology, 6(2), 337–343. https://doi.org/10.12973/ijem.6.2.337 Lee, G.-L. (2013). Re-emphasizing Character Education in Early Childhood Programs: Korean Children’s Experiences. In Childhood Education (pp. 315–322). https://doi.org/: http://dx.doi.org/10.1080/00094056.2013.830907 Mackenzie, A. C., Edwards, S., Moore, D., & Boyd, W. (2014). Young Children’s Play and Environmental Education in Early Childhood Education. Springer. Multazam, M., Syahrial, Z., & Rusmono. (2023). Development of Learning Models in Web Programming Courses With Computer-Based Learning Tutorials. Turkish Online Journal of Distance Education, 24(2), 232–244. https://doi.org/10.17718/tojde.1081507 Mulyadi, B. (2019). Model Pendidikan Karakter Anak Usia Dini Dan Anak Usia Sekolah Dasar Di Jepang. Kiryoku, 3(3), 141. https://doi.org/10.14710/kiryoku.v3i3.141-149 NAEYC. (2012). Technology and Interactive Media as Tools in Early Childhood Programs Serving Children from Birth through Age 8. Children, January, 1–15. http://www.naeyc.org/positionstatements Nuraeni, L., Andrisyah, A., & Nurunnisa, R. (2019). Efektivitas Program Sekolah Ramah Anak dalam Meningkatkan Karakter Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(1), 20. https://doi.org/10.31004/obsesi.v4i1.204 Nurani, Y., & Pratiwi, N. (2018). Pembelajaran Tematik Integratif Berbasis Karakter Dalam Menstimulasi Keterampilan Vokasional Anak Usia 5-6 Tahun. Seminar Nasional Dan Call for Paper “Membangun Sinergitas Keluarga Dan Sekolah Menuju PAUD Berkualitas, 168–171. Nurani, Y., & Pratiwi, N. (2020a). Curriculum Design of Early Childhood Life Skill Based on Indonesian Local Culture. 422(Icope 2019), 333–337. https://doi.org/10.2991/assehr.k.200323.145 Nurani, Y., Pratiwi, N., & Hasanah, L. (2022). Digital Media based on Pancasila Values to Stimulate Character Building in Early Childhood. Journal for ReAttach Therapy and Developmental Diversities, 5(1), 41–49. Olao, E. M., Misigo, B. L., & Speck, K. (2021). Using Participatory Visual Methods To Teach Character Education in Early Childhood in Kenya. European Journal of Education Studies, 8(6), 208–223. https://doi.org/10.46827/ejes.v8i6.3793 Pamungkas, J., Suyuti, S. A., & Rohman, A. (2021). Character Value that Formed Through Learning the Art of Playing GACIL in Early Childhood. Cypriot Journal of Educational Sciences, 16(4), 1503–1516. https://doi.org/10.18844/cjes.v16i4.6004 Plowman, L., Stephen, C., & McPake, J. (2010). Supporting young children’s learning with technology at home and in preschool. Research Papers in Education, 25(1), 93–113. https://doi.org/10.1080/02671520802584061 Rokhman, F., Hum, M., Syaifudin, A., & Yuliati. (2014). Character Education for Golden Generation 2045 (National Character Building for Indonesian Golden Years). Procedia - Social and Behavioral Sciences, 141, 1161–1165. https://doi.org/10.1016/j.sbspro.2014.05.197 Saptatiningsih, R. I., & Permana, S. A. (2019). Early Childhood Character Building Troughtechnological Education. Journal of Physics: Conference Series, 1254(1). https://doi.org/10.1088/1742-6596/1254/1/012048 Sheridan, M. D. (2011). Play In Early Childhood: From Birth To Six Years (3rd editio). Routledge. Smolucha, L., & Smolucha, F. (2021). Vygotsky’s theory in-play: early childhood education. Early Child Development and Care, 191(7–8), 1041–1055. https://doi.org/10.1080/03004430.2020.1843451 Sop, A., & Biskin, S. Ö. (2021). Character Strengths in Early Years: Teachers’ Awareness and Practices. Journal of Teacher Education and Educators, 10(2), 227–253 Srianita, Y., Akbar, M., & Meilanie, S. M. (2019). Pembentukan Karakter dalam Pendidikan Makan (Studi Kasus di Raudhatul Athfal Istiqlal Jakarta). Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(1), 152. https://doi.org/10.31004/obsesi.v4i1.277 the Integration of Sentra-Based Learning and Involvement of Family Program At Early Childhood in Developing Character Building (Multi Case At Paud Mawaddah and Paud Alam Berbasis Karakter Sayang Ibu Banjarmasin, Indonesia). (2018). European Journal of Education Studies, 5, 49–63. https://doi.org/10.5281/zenodo.1494207 Turan, F., & Ulutas, I. (2016). Using Storybooks as a Character Education Tools. Journal of Education and Practice, 7(15), 169–176. www.iiste.org Tussubha, N., & Hadiyanto. (2020). Integrated Character Education Model in Early Childhood Education Based on Minangkabau Local Culture: Randai. 449(Icece 2019), 5–12. https://doi.org/10.2991/assehr.k.200715.002 Warsiti. (2015). Pembelajaran Berbasis Budaya Lokal dalam Membentuk Karakter Toleransi pada Anak Kelompok B di TK Negeri Pembina Kabupaten Purbalingga. Skripsi, 1–90. Xu, Y. (2010). Children’s Social Play Sequence: Parten’s Classic Theory Revisited. Early Child Development and Care, 180(4), 489–498. https://doi.org/10.1080/03004430802090430 Yadav, S., & Vyas, P. C. (2021). Impact of Digital Technology on Preschoolers : A Review. International Journal of Scientific Research in Science and Technology, 223–227. https://doi.org/10.32628/ijsrst218232
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Beyer, Sue. "Metamodern Spell Casting". M/C Journal 26, nr 5 (2.10.2023). http://dx.doi.org/10.5204/mcj.2999.

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There are spells in the world: incantations that can transform reality through the power of procedural utterances. The marriage vow, the courtroom sentence, the shaman’s curse: these words are codes that change reality. (Finn 90) Introduction As a child, stories on magic were “opportunities to escape from reality” (Brugué and Llompart 1), or what Rosengren and Hickling describe as being part of a set of “causal belief systems” (77). As an adult, magic is typically seen as being “pure fantasy” (Rosengren and Hickling 75), while Bever argues that magic is something lost to time and materialism, and alternatively a skill that Yeats believed that anyone could develop with practice. The etymology of the word magic originates from magein, a Greek word used to describe “the science and religion of the priests of Zoroaster”, or, according to philologist Skeat, from Greek megas (great), thus signifying "the great science” (Melton 956). Not to be confused with sleight of hand or illusion, magic is traditionally associated with learned people, held in high esteem, who use supernatural or unseen forces to cause change in people and affect events. To use magic these people perform rituals and ceremonies associated with religion and spirituality and include people who may identify as Priests, Witches, Magicians, Wiccans, and Druids (Otto and Stausberg). Magic as Technology and Technology as Magic Although written accounts of the rituals and ceremonies performed by the Druids are rare, because they followed an oral tradition and didn’t record knowledge in a written form (Aldhouse-Green 19), they are believed to have considered magic as a practical technology to be used for such purposes as repelling enemies and divining lost items. They curse and blight humans and districts, raise storms and fogs, cause glamour and delusion, confer invisibility, inflict thirst and confusion on enemy warriors, transform people into animal shape or into stone, subdue and bind them with incantations, and raise magical barriers to halt attackers. (Hutton 33) Similarly, a common theme in The History of Magic by Chris Gosden is that magic is akin to science or mathematics—something to be utilised as a tool when there is a need, as well as being used to perform important rituals and ceremonies. In TechGnosis: Myth, Magic & Mysticism in the Age of Information, Davis discusses ideas on Technomysticism, and Thacker says that “the history of technology—from hieroglyphics to computer code—is itself inseparable from the often ambiguous exchanges with something nonhuman, something otherworldly, something divine. Technology, it seems, is religion by other means, then as now” (159). Written language, communication, speech, and instruction has always been used to transform the ordinary in people’s lives. In TechGnosis, Davis (32) cites Couliano (104): historians have been wrong in concluding that magic disappeared with the advent of 'quantitative science.’ The latter has simply substituted itself for a part of magic while extending its dreams and its goals by means of technology. Electricity, rapid transport, radio and television, the airplane, and the computer have merely carried into effect the promises first formulated by magic, resulting from the supernatural processes of the magician: to produce light, to move instantaneously from one point in space to another, to communicate with faraway regions of space, to fly through the air, and to have an infallible memory at one’s disposal. Non-Fungible Tokens (NFTs) In early 2021, at the height of the pandemic meta-crisis, blockchain and NFTs became well known (Umar et al. 1) and Crypto Art became the hot new money-making scheme for a small percentage of ‘artists’ and tech-bros alike. The popularity of Crypto Art continued until initial interest waned and Ether (ETH) started disappearing in the manner of a classic disappearing coin magic trick. In short, ETH is a type of cryptocurrency similar to Bitcoin. NFT is an acronym for Non-Fungible Token. An NFT is “a cryptographic digital asset that can be uniquely identified within its smart contract” (Myers, Proof of Work 316). The word Non-Fungible indicates that this token is unique and therefore cannot be substituted for a similar token. An example of something being fungible is being able to swap coins of the same denomination. The coins are different tokens but can be easily swapped and are worth the same as each other. Hackl, Lueth, and Bartolo define an NFT as “a digital asset that is unique and singular, backed by blockchain technology to ensure authenticity and ownership. An NFT can be bought, sold, traded, or collected” (7). Blockchain For the newcomer, blockchain can seem impenetrable and based on a type of esoterica or secret knowledge known only to an initiate of a certain type of programming (Cassino 22). The origins of blockchain can be found in the research article “How to Time-Stamp a Digital Document”, published by the Journal of Cryptology in 1991 by Haber, a cryptographer, and Stornetta, a physicist. They were attempting to answer “epistemological problems of how we trust what we believe to be true in a digital age” (Franceschet 310). Subsequently, in 2008, Satoshi Nakamoto wrote The White Paper, a document that describes the radical idea of Bitcoin or “Magic Internet Money” (Droitcour). As defined by Myers (Proof of Work 314), a blockchain is “a series of blocks of validated transactions, each linked to its predecessor by its cryptographic hash”. They go on to say that “Bitcoin’s innovation was not to produce a blockchain, which is essentially just a Merkle list, it was to produce a blockchain in a securely decentralised way”. In other words, blockchain is essentially a permanent record and secure database of information. The secure and permanent nature of blockchain is comparable to a chapter of the Akashic records: a metaphysical idea described as an infinite database where information on everything that has ever happened is stored. It is a mental plane where information is recorded and immutable for all time (Nash). The information stored in this infinite database is available to people who are familiar with the correct rituals and spells to access this knowledge. Blockchain Smart Contracts Blockchain smart contracts are written by a developer and stored on the blockchain. They contain the metadata required to set out the terms of the contract. IBM describes a smart contract as “programs stored on a blockchain that run when predetermined conditions are met”. There are several advantages of using a smart contract. Blockchain is a permanent and transparent record, archived using decentralised peer-to-peer Distributed Ledger Technology (DLT). This technology safeguards the security of a decentralised digital database because it eliminates the intermediary and reduces the chance of fraud, gives hackers fewer opportunities to access the information, and increases the stability of the system (Srivastava). They go on to say that “it is an emerging and revolutionary technology that is attracting a lot of public attention due to its capability to reduce risks and fraud in a scalable manner”. Despite being a dry subject, blockchain is frequently associated with magic. One example is Faustino, Maria, and Marques describing a “quasi-religious romanticism of the crypto-community towards blockchain technologies” (67), with Satoshi represented as King Arthur. The set of instructions that make up the blockchain smart contracts and NFTs tell the program, database, or computer what needs to happen. These instructions are similar to a recipe or spell. This “sourcery” is what Chun (19) describes when talking about the technological magic that mere mortals are unable to comprehend. “We believe in the power of code as a set of magical symbols linking the invisible and visible, echoing our long cultural tradition of logos, or language as an underlying system of order and reason, and its power as a kind of sourcery” (Finn 714). NFTs as a Conceptual Medium In a “massively distributed electronic ritual” (Myers, Proof of Work 100), NFTs became better-known with the sale of Beeple’s Everydays: The First 5000 Days by Christie’s for US$69,346,250. Because of the “thousandfold return” (Wang et al. 1) on the rapidly expanding market in October 2021, most people at that time viewed NFTs and cryptocurrencies as the latest cash cow; some artists saw them as a method to become financially independent, cut out the gallery intermediary, and be compensated on resales (Belk 5). In addition to the financial considerations, a small number of artists saw the conceptual potential of NFTs. Rhea Myers, a conceptual artist, has been using the blockchain as a conceptual medium for over 10 years. Myers describes themselves as “an artist, hacker and writer” (Myers, Bio). A recent work by Myers, titled Is Art (Token), made in 2023 as an Ethereum ERC-721 Token (NFT), is made using a digital image with text that says “this token is art”. The word ‘is’ is emphasised in a maroon colour that differentiates it from the rest in dark grey. The following is the didactic for the artwork. Own the creative power of a crypto artist. Is Art (Token) takes the artist’s power of nomination, of naming something as art, and delegates it to the artwork’s owner. Their assertion of its art or non-art status is secured and guaranteed by the power of the blockchain. Based on a common and understandable misunderstanding of how Is Art (2014) works, this is the first in a series of editions that inscribe ongoing and contemporary concerns onto this exemplar of a past or perhaps not yet realized blockchain artworld. (Myers, is art editions). This is a simple example of their work. A lot of Myers’s work appears to be uncomplicated but hides subtle levels of sophistication that use all the tools available to conceptual artists by questioning the notion of what art is—a hallmark of conceptual art (Goldie and Schellekens 22). Sol LeWitt, in Paragraphs on Conceptual Art, was the first to use the term, and described it by saying “the idea itself, even if not made visual, is as much a work of art as any finished product”. According to Bailey, the most influential American conceptual artists of the 1960s were Lucy Lippard, Sol LeWitt, and Joseph Kosuth, “despite deriving from radically diverse insights about the reason for calling it ‘Conceptual Art’” (8). Instruction-Based Art Artist Claudia Hart employs the instructions used to create an NFT as a medium and artwork in Digital Combines, a new genre the artist has proposed, that joins physical, digital, and virtual media together. The NFT, in a digital combine, functions as a type of glue that holds different elements of the work together. New media rely on digital technology to communicate with the viewer. Digital combines take this one step further—the media are held together by an invisible instruction linked to the object or installation with a QR code that magically takes the viewer to the NFT via a “portal to the cloud” (Hart, Digital Combine Paintings). QR codes are something we all became familiar with during the on-and-off lockdown phase of the pandemic (Morrison et al. 1). Denso Wave Inc., the inventor of the Quick Response Code or QR Code, describes them as being a scannable graphic that is “capable of handling several dozen to several hundred times more information than a conventional bar code that can only store up to 20 digits”. QR Codes were made available to the public in 1994, are easily detected by readers at nearly any size, and can be reconfigured to fit a variety of different shapes. A “QR Code is capable of handling all types of data, such as numeric and alphabetic characters, Kanji, Kana, Hiragana, symbols, binary, and control codes. Up to 7,089 characters can be encoded in one symbol” (Denso Wave). Similar to ideas used by the American conceptual artists of the 1960s, QR codes and NFTs are used in digital combines as conceptual tools. Analogous to Sol LeWitt’s wall drawings, the instruction is the medium and part of the artwork. An example of a Wall Drawing made by Sol LeWitt is as follows: Wall Drawing 11A wall divided horizontally and vertically into four equal parts. Within each part, three of the four kinds of lines are superimposed.(Sol LeWitt, May 1969; MASS MoCA, 2023) The act or intention of using an NFT as a medium in art-making transforms it from being solely a financial contract, which NFTs are widely known for, to an artistic medium or a standalone artwork. The interdisciplinary artist Sue Beyer uses Machine Learning and NFTs as conceptual media in her digital combines. Beyer’s use of machine learning corresponds to the automatic writing that André Breton and Philippe Soupault of the Surrealists were exploring from 1918 to 1924 when they wrote Les Champs Magnétiques (Magnetic Fields) (Bohn 7). Automatic writing was popular amongst the spiritualist movement that evolved from the 1840s to the early 1900s in Europe and the United States (Gosden 399). Michael Riffaterre (221; in Bohn 8) talks about how automatic writing differs from ordinary texts. Automatic writing takes a “total departure from logic, temporality, and referentiality”, in addition to violating “the rules of verisimilitude and the representation of the real”. Bohn adds that although “normal syntax is respected, they make only limited sense”. An artificial intelligence (AI) hallucination, or what Chintapali (1) describes as “distorted reality”, can be seen in the following paragraph that Deep Story provided after entering the prompt ‘Sue Beyer’ in March 2022. None of these sentences have any basis in truth about the person Sue Beyer from Melbourne, Australia. Suddenly runs to Jen from the bedroom window, her face smoking, her glasses shattering. Michaels (30) stands on the bed, pale and irritated. Dear Mister Shut Up! Sue’s loft – later – Sue is on the phone, looking upset. There is a new bruise on her face. There is a distinction between AI and machine learning. According to ChatGPT 3.5, “Machine Learning is a subset of AI that focuses on enabling computers to learn and make predictions or decisions without being explicitly programmed. It involves the development of algorithms and statistical models that allow machines to automatically learn from data, identify patterns, and make informed decisions or predictions”. Using the story generator Deep Story, Beyer uses the element of chance inherent in Machine Learning to create a biography on herself written by the alien other of AI. The paragraphs that Deep Story produces are nonsensical statements and made-up fantasies of what Beyer suspects AI wants the artist to hear. Like a psychic medium or oracle, providing wisdom and advice to a petitioner, the words tumble out of the story generator like a chaotic prediction meant to be deciphered at a later time. This element of chance might be a short-lived occurrence as machine learning is evolving and getting smarter exponentially, the potential of which is becoming very evident just from empirical observation. Something that originated in early modernist science fiction is quickly becoming a reality in our time. A Metamodern Spell Casting Metamodernism is an evolving term that emerged from a series of global catastrophes that occurred from the mid-1990s onwards. The term tolerates the concurrent use of ideas that arise in modernism and postmodernism without discord. It uses oppositional aspects or concepts in art-making and other cultural production that form what Dember calls a “complicated feeling” (Dember). These ideas in oscillation allow metamodernism to move beyond these fixed terms and encompass a wide range of cultural tendencies that reflect what is known collectively as a structure of feeling (van den Akker et al.). The oppositional media used in a digital combine oscillate with each other and also form meaning between each other, relating to material and immaterial concepts. These amalgamations place “technology and culture in mutual interrogation to produce new ways of seeing the world as it unfolds around us” (Myers Studio Ltd.). The use of the oppositional aspects of technology and culture indicates that Myers’s work can also be firmly placed within the domain of metamodernism. Advancements in AI over the years since the pandemic are overwhelming. In episode 23 of the MIT podcast Business Lab, Justice stated that “Covid-19 has accelerated the pace of digital in many ways, across many types of technologies.” They go on to say that “this is where we are starting to experience such a rapid pace of exponential change that it’s very difficult for most people to understand the progress” (MIT Technology Review Insights). Similarly, in 2021 NFTs burst forth in popularity in reaction to various conditions arising from the pandemic meta-crisis. A similar effect was seen around cryptocurrencies after the Global Financial Crisis (GFC) in 2007-2008 (Aliber and Zoega). “The popularity of cryptocurrencies represents in no small part a reaction to the financial crisis and austerity. That reaction takes the form of a retreat from conventional economic and political action and represents at least an economic occult” (Myers, Proof of Work 100). When a traumatic event occurs, like a pandemic, people turn to God, spirituality (Tumminio Hansen), or possibly the occult to look for answers. NFTs took on the role of precursor, promising access to untold riches, esoteric knowledge, and the comforting feeling of being part of the NFT cult. Similar to the effect of what Sutcliffe (15) calls spiritual “occultures” like “long-standing occult societies or New Age healers”, people can be lured by “the promise of secret knowledge”, which “can assist the deceptions of false gurus and create opportunities for cultic exploitation”. Conclusion NFTs are a metamodern spell casting, their popularity borne by the meta-crisis of the pandemic; they are made using magical instruction that oscillates between finance and conceptual abstraction, materialism and socialist idealism, financial ledger, and artistic medium. The metadata in the smart contract of the NFT provide instruction that combines the tangible and intangible. This oscillation, present in metamodern artmaking, creates and maintains a liminal space between these ideas, objects, and media. The in-between space allows for the perpetual transmutation of one thing to another. These ideas are a work in progress and additional exploration is necessary. An NFT is a new medium available to artists that does not physically exist but can be used to create meaning or to glue or hold objects together in a digital combine. Further investigation into the ontological aspects of this medium is required. The smart contract can be viewed as a recipe for the spell or incantation that, like instruction-based art, transforms an object from one thing to another. The blockchain that the NFT is housed in is a liminal space. The contract is stored on the threshold waiting for someone to view or purchase the NFT and turn the objects displayed in the gallery space into a digital combine. 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Coghlan, Jo, Lisa J. Hackett i Huw Nolan. "Barbie". M/C Journal 27, nr 3 (11.06.2024). http://dx.doi.org/10.5204/mcj.3072.

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The story of Barbie is a tapestry woven with threads of cultural significance, societal shifts, and corporate narratives. It’s a tale that encapsulates the evolution of American post-war capitalism, mirroring the changing tides of social norms, aspirations, and identities. Barbie’s journey from Germany to Los Angeles, along the way becoming a global icon, is a testament to the power of Ruth Handler’s vision and Barbie’s marketing. Barbie embodies and reflects the rise of mass consumption and the early days of television advertising, where one doll could become a household name and shape the dreams of children worldwide. The controversies and criticisms surrounding Barbie – from promoting a ‘thin ideal’ to perpetuating gender and racial stereotypes – highlight the complexities of representation in popular culture. Yet, Barbie’s enduring message, “You can be anything”, continues to inspire and empower, even as it evolves to embrace a more inclusive and diverse portrayals of power, beauty, and potential. Barbie’s story is not just about a doll; it’s about the aspirations she represents, the societal changes she’s witnessed, and the ongoing conversation about her impact on gender roles, body image, and consumer culture. It’s a narrative that continues to unfold, as Barbie adapts to the times and remains a symbol of possibility. Barbie: A Popular Culture Icon “It is impossible to conceive of the toy industry as being anything other than dependent on a popular culture which shapes and structures the meanings carried by toys” (Fleming 40). The relationship between toys and popular culture is symbiotic. While popular culture influences the creation of toys, toys also contribute to the spread and longevity of cultural icons and narratives. Today, one of the most influential, popular, and contested toys of the twentieth century is Mattel’s Barbie doll. Her launch at the New York Toy Fair on 9 March 1959 by Mattel co-founder Ruth Handler was a game-changer in the toy industry. Her adult appearance, symbolised by her fashionable swimsuit and ponytail, was a bold move by Mattel. Despite the doubts from the toy industry which thought nobody would want to play with a doll that had breasts (Tamkin) and Mattel’s skepticism of its commercial success (Westenhouser 14), Barbie was a success, selling over 350,000 units in her first year, and she quickly became an iconic figure, paving the way for other male and female adult dolls. For the first time in mid-century America, Barbie meant children could play with a doll that looked like a woman, not a little girl or a baby. In a 1965 interview, Ruth Handler argued that American girls needed a doll with a “teen-age figure and a lot of glorious, imaginative, high-fashion clothes” (cited in Giacomin and Lubinski 3). In a 1993 interview, Handler said it was “important that Barbie allowed play situations that little girls could project themselves into … to imagine, pretend and to fantasize”. Hence Ruth Handler’s Barbie could be an “avatar for girls to project their dreams onto” (Southwell). Barbie hit the market with a “sassy ponytail, heavy eyeliner, a healthy dose of side-eye and a distinctly adult body” (Blackmore). Her arched eyebrows were matched with a coy sideways glance reflecting her sexual origins (Thong). Mattel did not reveal that Ruth Handler’s Barbie was inspired by a German novelty men’s toy, Bild Lilli, which Handler had purchased on a European holiday in 1955. Mattel fought several lawsuits and eventually secured the rights to Bild Lilli in 1964, which required the German maker of the Bild Lilli doll to not make her again. Barbie dolls, both blonde and brunette, changed little until 1967, when Mattel launch the ‘new’ Barbie doll which is the foundation for today’s Stereotypical Barbie. The same size as the original, thanks to Mattel engineer Jack Ryan she could twist and turn at the waist. Her facial features were softened, she had ‘real’ eyelashes’ and took on an ‘outdoor look’. The new 1967 version of Barbie originally retailed for US$3.00. Mattel, assuming consumers may not want to buy a new Barbie when they already had one, offered buyers the new Barbie at US$1.50 if they traded in their old 1950s Barbie. The television advertising campaign for the new Barbie featured Maureen McMormick (who would go on to play Marcia Brady in the TV series The Brady Bunch from 1969 to 1974). The original #1 Barbie today sells for over US$25,000 (Reinhard). The most expensive Barbie sold to date was a Stefano Canturi-designed Barbie that sold in 2010 for US$302,500 at Christies in New York (Clarendon). Barbie has been described as “the most successful doll in history”, “the most popular toy in history”, the “empress of fashion dolls” (Rogers 86), the “most famous doll in the world” (Ferorelli), the biggest-selling fashion doll in history (Green and Gellene), and is one if the world’s “most commercially successful toys” (Fleming 41). Barbie is both “idealistic and materialistic” and characterises an “American fantasy” (Tamkin). More so, she is a popular culture icon and “a unique indicator of women’s history” (Vander Bent). The inclusion of Barbie in America’s twentieth-century Time Capsule “cemented her status as a true American icon” (Ford), as did Andy Warhol when he iconised Barbie in his 1968 painting of her (Moore). During the 1950s and 1960s, Barbie’s name was licenced to over 100 companies; while a strategic move that expanded Barbie’s brand presence, it also provided Mattel with substantial royalty payments for decades. This approach helped solidify Barbie’s status as a cultural icon and enabled her to become a lucrative asset for Mattel (Rogers). Sixty-five years later, Barbie has 99% global brand awareness. In 2021, Mattel shipped more than 86 million Barbies globally, manufacturing 164 Barbies a minute (Tomkins). In 2022, Barbie generated gross sales of US$1.49 billion (Statista 2023). With this fiscal longevity and brand recognition, the success of the Barbie film is not surprising. The 2023 film, directed by Greta Gerwig and starring Australian Margot Robbie as Barbie and Canadian Ryan Gosling as Ken, as of March 2024 has a global box office revenue of US$1.45 billion, making it the 14th most successful movie of all time and the most successful movie directed by a woman (Statista 2024). Contested Barbie Despite her popularity, Barbie has been the subject of controversy. Original Barbie’s proportions have been criticised for promoting an unrealistic body image (Thong). Barbie’s appearance has received numerous critiques for “representing an unrealistic beauty standard through its former limited skin tone and hair combination” (Lopez). The original Barbie’s measurements, if scaled to life-size, would mean Barbie is unusually tall and has a slim figure, with a height of 5 feet 9 inches, a waist of just 18 inches, and hips of approximately 33 inches. Her bust would measure around 32 inches with an under-bust of 22 inches, and her shoulder width would be approximately 28 inches. Original Barbie’s legs, which are proportionally longer than an average human’s, would make up more than half her height (Thong). A 1996 Australian study scaled Barbie and Ken to adult sizes and compared this with the physical proportions of a range of women and men. They found that the likelihood of finding a man of comparable shape to Ken was 1 in 50. Barbie was more problematic. The chance of a woman being the same proportion as Barbie was 1 in 100,000 (Norton et al. 287). In 2011, The Huffington Post’s Galia Slayen built a life-sized Barbie based on Barbie’s body measurements for National Eating Disorder Awareness Week. Slayen concluded that “if Barbie was a real woman, she’d have to walk on all fours due to her proportions”. One report found that if Barbie’s measurements were those of a real woman her “bones would be so frail, it would be impossible for her to walk, and she would only have half a liver” (Golgowski). A 2006 study found that Barbie is a “possible cause” for young girls’ “body dissatisfaction”. In this study, 162 girls from age 5 to 8 were exposed to images of a thin doll (Barbie), a plus-size doll (US doll Emme, size 16), or no doll, and then completed assessments of body image. Girls exposed to Barbie reported “lower body esteem and greater desire for a thinner body shape than girls in the other exposure conditions”. The study concluded that “early exposure to dolls epitomizing an unrealistically thin body ideal may damage girls' body image, which would contribute to an increased risk of disordered eating and weight cycling” (Dittman and Halliwell 283). Another study in 2016 found that “exposure to Barbie” led to “higher thin-ideal internalization”, but found that Barbie had no “impact on body esteem or body dissatisfaction” (Rice et al. 142). In response to such criticism, Mattel slowly introduced a variety of Barbie dolls with more diverse body types, including tall, petite, and curvy models (Tamkin). These changes aim to reflect a broader range of beauty standards and promote a more positive body image. Barbie has always had to accommodate social norms. For this reason, Barbie always must have underpants, and has no nipples. One of the reasons why Ruth Handler’s husband Elliott (also a co-founder of Mattel) was initially against producing the Barbie doll was that she had breasts, reportedly saying mothers would not buy their daughters a doll with breasts (Gerber). Margot Robbie, on playing Barbie, told one news outlet that while Barbie is “sexualized”, she “should never be sexy” (Aguirre). Early prototypes of Barbie made in Japan in the 1950s sexualised her body, leaving her to look like a prostitute. In response, Mattel hired film make-up artist Bud Westmore to redo Barbie’s face and hair with a softer look. Mattel also removed the nipples from the prototypes (Gerber). Barbie’s body and fashion have always seemed to “replicate history and show what was what was happening at the time” (Mowbray), and they also reflect how the female body is continually surveilled. Feminists have had a long history of criticism of Barbie, particularly her projection of the thin ideal. At the 1970 New York Women’s Strike for Equality, feminists shouted “I am not a Barbie doll!” Such debates exemplify the role and impact of toys in shaping and reforming societal norms and expectations. Even the more recent debates regarding the 2023 Barbie film show that Barbie is still a “lightning rod for the messy, knotty contradictions of feminism, sexism, misogyny and body image” (Chappet). Decades of criticism about Barbie, her meaning and influence, have left some to ask “Is Barbie a feminist icon, or a doll which props up the patriarchy?” Of course, she’s both, because “like all real women, Barbie has always been expected to conform to impossible standards” (Chappet). Diversifying Barbie Over the decades Mattel has slowly changed Barbie’s body, including early versions of a black Barbie-like dolls in the 1960s and 1970s such as Francie, Christie, Julia, and Cara. However, it was not until 1980 that Mattel introduced the first black Barbie. African American fashion designer Kitty Black-Perkins, who worked for Mattel from 1971, was the principal designer for black Barbie, saying that “there was a need for the little Black girl to really have something she could play with that looked like her” (cited in Lafond). Black Barbie was marketed as She’s black! She’s beautiful! She’s dynamite! The following year, Asian Barbie was introduced. She was criticised for her nondescript country of origin and dressed in an “outfit that was a mishmash of Chinese, Korean and Japanese ethnic costumes” (Wong). More recently, the Asian Barbies were again criticised for portraying stereotypes, with a recent Asian Barbie dressed as a veterinarian caring for pandas, and Asian violinist Barbie with accompanying violin props, reflecting typical stereotypes of Asians in the US (Wong). In 2016, Mattel introduced a range of Barbie and Ken dolls with seven body types, including more curvy body shapes, 11 skin tones and 28 hairstyles (Siazon). In 2019, other Barbie body types appeared, with smaller busts, less defined waist, and more defined arms. The 2019 range also included Barbies with permanent physical disabilities, one using a wheelchair and one with a prosthetic leg (Siazon). Wheelchair Barbie comes with a wheelchair, and her body has 22 joints for body movement while sitting in the wheelchair. The Prosthetic Barbie comes with a prosthetic leg which can be removed, and was made in collaboration with Jordan Reeve, a 13-year-old disability activist born without a left forearm. In 2020, a No Hair Barbie and a Barbie with the skin condition vitiligo were introduced, and in 2022, Hearing Aid Barbie was also launched. In 2022 other changes were made to Barbie’s and Ken’s bodies, with bodies that became fuller figured and Kens with smaller chests and less masculine body shapes (Dolan). Down Syndrome Barbie was released in 2023, designed in collaboration with the US National Down Syndrome Society to ensure accurate representation. By 2024, Barbie dolls come in 35 skin tones, 97 hairstyles, and nine body types (Mattel 2024). Spanning hundreds of iterations, today the Barbie doll is no longer a homogenous, blond-haired, blue-eyed toy, but rather an evolving social phenomenon, adapting with the times and the markets Mattel expands into. With dolls of numerous ethnicities and body types, Barbie has also embraced inclusivity, catering to the plethora of different consumers across the world (Green and Gellene 1989). Career Barbie While not dismissing Barbie’s problematic place in feminist, gender and racial critiques, Barbie has always been a social influencer. Her early years were marked by a variety of makeovers and modernisations, as have recent changes to Barbie’s body, reflecting the changing social norms of the times. Stereotypical Barbie had her first major makeover in 1961, with her ponytail swapped for a short ‘Bubble Bob’ hairstyle inspired by Jackie Kennedy and Marilyn Monroe, reflecting women’s emerging social independence (Foreman). In the early 1970s, Barbie’s original demure face with averted eyes was replaced by a new one that “depicted confidence and a forward-facing gaze” (Vander Bent). Her “soft look” was a departure from the mature image of the original 1959 Barbie (Lafond). The ‘soft look’ on Malibu Barbie with her newly sculpted face featured an open smile for the first time, as well as sun-tanned, make-up free skin and sun-kissed blonde hair. The disappearance of Barbie’s coy, sideways glance and the introduction of forward-looking eyes was a development “welcomed by feminists” (Ford). Barbie’s early makeovers, along with her fashion and accessories, including her homes, cars, and pets, contributed to shaping her image as a fashionable and independent woman. Barbie’s various careers and roles have been used to promote ideas of female empowerment. From astronaut to presidential candidate, Barbie has broken barriers in traditionally male-dominated fields. However, the effectiveness of these efforts in promoting female empowerment is a topic of debate. The post-war period in America saw a significant shift in the pattern of living, with a move from urban areas to the suburbs. This was facilitated by a robust post-war economy, favourable government policies like the GI Bill, and increasing urbanisation. The GI Bill played a crucial role by providing low-interest home loans to veterans, making home ownership accessible to a large segment of the population. It was a significant transformation of the American lifestyle and shaped the country’s socio-economic landscape. It is in this context that Barbie’s first Dreamhouse was introduced in the early 1960s, with its mid-century modern décor, hi-fi stereo, and slim-line furniture. This was at a time when most American women could not get a mortgage. Barbie got her first car in 1962, a peach-colored Austin-Healey 3000 MKII convertible, followed short afterwards by a Porsche 911. She has also owned a pink Jaguar XJS, a pink Mustang, a red Ferrari, and a Corvette. Barbie’s car choices of luxurious convertibles spoke to Barbie’s social and economic success. In 1998, Barbie became a NASCAR driver and also signed up to race in a Ferrari in the Formula 1. Barbie’s ‘I Can Be Anything’ range from 2008 was designed to draw kids playing with the dolls toward ambitious careers; one of those careers was as a race car driver (Southwell). While Barbie’s first job as a baby-sitter was not as glamourous or well-paying as her most of her other over 250 careers, it does reflect the cultural landscape Barbie was living in in the 1960s. Babysitter Barbie (1963) featured Barbie wearing a long, pink-striped skirt with ‘babysitter’ emblasoned along the hem and thick-framed glasses. She came with a baby in a crib, a telephone, bottles of soda, and a book. The book was called How to Lose Weight and had only two words of advice, ‘Don’t Eat’. Even though there was a backlash to the extreme dieting advice, Mattel included the book in the 1965 Slumber Party Barbie. Barbie wore pink silk pajamas with a matching robe and came prepared for her sleepover with toiletries, a mirror, the controversial diet book, and a set of scales permanently set at 110 pounds (approx. 50kg), which caused further backlash (Ford). Barbie’s early careers were those either acceptable or accessible to women of the era, such as the Fashion Designer Barbie (1960), Flight Attendant Barbie (1961), and Nurse Barbie (1962). However, in 1965 Barbie went into space, two years after cosmonaut Valentina Tereshkova became the first woman in space, and four years before the American moon landing. Barbie’s career stagnated in the 1970s, and she spends the decade being sports Barbie, perhaps as a response to her unpopularity among vocal second wave feminists and reflecting the economic downturn of the era. America’s shift to the right in the 1980s saw in the introduction of the Yuppie, the young urban professional who lived in the city, had a high-powered career, and was consumption-driven. More women were entering the workforce than ever before. Barbie also entered the workforce, spending less time doing the passive leisure of her earlier self (Ford). It also signals the beginning of neoliberalism in America, and a shift to individualism and the rise of the free market ethos. In 1985, Day-to-Night Barbie was sold as the first CEO Barbie who “could go from running the boardroom in her pink power suit to a fun night out on the town”. For Mattel she “celebrated the workplace evolution of the era and showed girls they could have it all”. But despite Barbie’s early careers, the focus was on her "emphasized femininity”, meaning that while she was now a career woman, her appearance and demeanor did not reflect her job. Astronaut Barbie (1985) is a good example of Barbie’s ‘emphasised femininity’ in how career Barbies were designed and dressed. Astronaut Barbie is clearly reflecting the fashion and culture trends of the 1980s by going into space in a “shiny, hot pink spacesuit”, comes with a second space outfit, a shiny “peplum miniskirt worn over silver leggings and knee-high pink boots” (Bertschi), and her hair is too big to fit into the helmet. A dark-skinned US Astronaut Barbie was released in 1994, which coincided with the start of the Shuttle-Mir Program, a collaboration between the US and Russia which between 1994 and 1998 would see seven American astronauts spend almost 1,000 days living in orbit with Russian cosmonauts on the Mir space station. Throughout the 1990s, Barbie increasingly takes on careers more typically considered to be male careers. But again, her femininity in design, dressing and packaging takes precedence over her career. Police Officer Barbie (1993), for example, has no gun or handcuffs. Instead, she comes with a "glittery evening dress" to wear to the awards dance where she will get the "Best Police Officer Award for her courageous acts in the community”. Police Office Barbie is pictured on the box "lov[ing] to teach safety tips to children". Barbie thus “feminizes, even maternalises, law enforcement” (Rogers 14). In 1992, Teen Talk Barbie was released. She had a voice box programmed to speak four distinct phrases out of a possible 270. She sold for US$25, and Mattel produced 350,000, expecting its popularity. The phrases included ‘I Love Shopping’ and ‘Math class is tough’. The phrase ‘Math class is tough’ was seen by many as reinforcing harmful stereotypes about girls and math. The National Council of American Teachers of Maths objected, as did the American Association of University Women (NYT 1992). In response to criticisms of the gendered representations of Barbie’s careers, Mattel have more recently featured Barbie in science and technology fields including Paleontologist Barbie (1996 and 2012), Computer Engineer Barbie (2010), Robotics Engineer Barbie (2018), Astrophysicist Barbie (2019), Wildlife Conservationist Barbie, Entomologist Barbie (2019), and Polar Marine Biologist Barbie (all in collaboration with National Geographic), Robotics Engineer Barbie (2018), Zoologist Barbie (2021), and Renewable Energy Barbie (2022), which go some way to providing representations that at least encompass the ideal that ‘Girls Can Do Anything’. Barbie over her lifetime has also taken on swimming, track and field, and has been a gymnast. Barbie was an Olympic gold medallist in the 1970s, with Mattel releasing four Barbie Olympians between 1975 and 1976, arguably cashing in on the 1976 Montreal Olympics. Gold Medal Barbie Doll Skier was dressed in a red, white, and blue ski suit completed with her gold medal. Gold Medal Barbie Doll is an Olympic swimmer wearing a red, white, and blue tricot swimsuit, and again wears an Olympic gold medal around her neck. The doll was also produced as a Canadian Olympian wearing a red and white swimsuit. Gold Medal Barbie Skater looks like Barbie Malibu and is dressed in a long-sleeved, pleated dress in red, white, and blue. The outfit included white ice skates and her gold medal. Mattel also made a Gold Medal P.J. Gymnast Doll who vaulted and somersaulted in a leotard of red, white, and blue tricot. She had a warm-up jacket with white sleeves, red cuffs, white slippers, and a gold medal. Mattel, as part of a licencing agreement with the International Olympic Committee, produced a range of toys for the 2020 Tokyo Olympics. The collection of five Barbies represented the new sports added to the 2020 Olympics: baseball and softball, sport climbing, karate, skateboarding, and surfing. Each Barbie was dressed in a sport-specific uniform and had a gold medal. Barbie Olympic Games Tokyo 2020 Surfer, for example, was dressed in a pink wetsuit top, with an orange surfboard and a Tokyo 2020 jacket. For the 2022 Winter Olympics and Paralympics, Mattel released a new collection of Barbie dolls featuring among others a para-skiing Barbie who sits on adaptive skis and comes with a championship medal (Douglas). As part of Mattel’s 2023 Barbie Career of the Year doll, the Women in Sports Barbie range shows Barbie in leadership roles in the sports industry, as manager, coach, referee, and sport reporter. General Manager Barbie wears a blue-and-white pinstripe suit accessorised with her staff pass and a smartphone. Coach Barbie has a pink megaphone, playbook, and wears a two-piece pink jacket and athletic shorts. Referee Barbie wears a headset and has a whistle. Sports Reporter Barbie wears a purple, geometric-patterned dress and carries a pink tablet and microphone (Jones). Political Barbie Barbie has run for president in every election year since 1992. The first President Barbie came with an American-themed dress for an inaugural ball and a red suit for her duties in the Oval Office. In 2016, Barbie released an all-female presidential ticket campaign set with a president and vice-president doll. The 2000 President Barbie doll wore a blue pantsuit and featured a short bob cut, red lipstick pearl necklace, and a red gown to change into, “presumably for President Barbie’s inaugural ball” (Lafond). This followed the introduction of UNICEF Ambassador Barbie in 1989. She is packaged as a member of the United States Committee for UNICEF (United Nations International Children’s Emergency Fund), which is mandated to provide humanitarian and development aid to children worldwide. Rather problematically, and again with a focus on her femininity rather than the importance of the organisation she represents, she wears a glittery white and blue full length ball gown with star patterning and a red sash. While some proceeds did go to the US Committee for UNICEF, the dressing and packaging featuring an American flag overshadows the career and its philanthropic message. The period signalled the end of the Cold War and was also the year the United States invaded Panama, resulting in a humanitarian disaster when US military forces attacked urban areas in order to overthrow the Noriega administration. Military Barbie Barbie has served in every US military branch (Sicard). Barbie joined the US army in 1989, wearing a female officer’s evening uniform, though with no sense of what she did. While it may be thought Barbie would increase female in interest in a military career, at the time more women were already enlisting that in any other period from the early 1970s to 2012 (Stillwell). Barbie rejoined the army for the 1990-1991 Gulf War, wearing a Desert Combat Uniform and the 101st Airborne "Screaming Eagle" patch, and serving as a medic. Barbie also joined the Air Force in 1990, three years before Jeannie Leavitt became the first female Air Force fighter pilot. Barbie wore a green flight suit and leather jacket, and gold-trimmed flight cap. She was a fighter pilot and in 1994, she joined the USAF aerial demonstration team, The Thunderbirds. Busy in the 1990s, she also enlisted in the US Navy wearing women's Navy whites. Marine Corps Barbie appeared in 1992, wearing service and conduct medals (Stillwell). All of Barbie’s uniforms were approved by the Pentagon (Military Women’s Memorial). The 2000 Paratrooper Barbie Special Edition was released with the packaging declaring “let’s make a support drop with first aid and food boxes”. She was dressed in undefined military attire which includes a helmet, dog tags, parachute, boots, and hairbrush. Barbie’s Influence In 2014, Barbie became a social media influencer with the launch of the @barbiestyle Instagram account, and in 2015, Barbie launched a vlog on YouTube to talk directly to girls about issues they face. The animated series features Barbie discussing a range of topics including depression, bullying, the health benefits of meditation, and how girls have a habit of apologising when they don’t have anything to be sorry about. The Official @Barbie YouTube channel has over eleven million global subscribers and 23 billion minutes of content watched, making Barbie the #1 girls’ brand on YouTube. Barbie apps average more than 7 million monthly active users and the Instagram count boasts over 2 million followers. The 2023 Barbie film really does attest to Barbie’s influence 70 years after her debut. Barbie, as this article has shown, is more than an influencer and more than a doll, if she ever really was only a doll. She is a popular culture icon, regardless of whether we love her or not. Barbie has sometimes been ahead of the game, and sometimes has been problematically represented, but she has always been influential. Her body, race, ability, careers, independence, and political aspirations have spoken different things to those who play with her. She is fiercely defended, strongly criticised, and shirks from neither. She is also liberating, empowering, straight, and queer. As the articles in this issue reflect, Barbie, it seems, really can be anything. Imagining and Interrogating Barbie in Popular Culture The feature article in this issue outlines how Australian Barbie fans in the 1960s expressed their creativity through the designing and making of their own wardrobes for the doll. Through examining articles from the Australian Women’s Weekly, Donna Lee Brien reveals this rich cultural engagement that was partly driven by thrift, and mostly by enjoyment. Eva Boesenberg examines the social and environmental effects of a plastic doll that is positioned as an ecological ambassador. While there is no doubt that climate change is one of our most pressing social issues, Boesenberg questions the motivations behind Barbie’s eco-crusade: is she an apt role-model to teach children the importance of environmental issues, or is this just a case of corporate greenwashing? Emma Caroll Hudson shifts the focus to entertainment, with an exploration of the marketing of the 2023 blockbuster film Barbie. Here she argues that the marketing campaign was highly successful, utilising a multi-faceted approach centred on fan participation. She highlights key components of the campaign to reveal valuable insights into how marketing can foster a cultural phenomenon. Revna Altiok’s article zooms in on the depiction of Ken in the 2023 film, revealing his characterisation to be that of a ‘manic pixie dream boy’ whose lack of identity propels him on a journey to self-discovery. This positioning, argues Altiok, pulls into focus social questions around gender dynamics and how progress can be truly achieved. Rachel Wang turns the spotlight to Asian identity within the Barbie world, revealing how from early iterations a vague ‘Oriental’ Barbie was accompanied by cultural stereotyping. Despite later, more nuanced interpretations of country-specific Asian dolls, problematic features remained embedded. This, Wang argues, positions Asian Barbies as the racial ‘other’. Kaela Joseph, Tanya Cook, and Alena Karkanias’s article examines how the 2023 Barbie film reflects different forms of fandom. Firstly, Joseph interrogates how the Kens’ patriarchal identity is expressed through acts of collective affirmational fandom. Here, individual fans legitimise their positions within the group by mastering and demonstrating their knowledge of popular culture phenomena. Joseph contrasts this with transformational fandom, which is based upon reimagining the source material to create new forms. The transformation of the titular character of the Barbie movie forms the basis of Eli S’s analysis. S examines how the metaphor of ‘unboxing’ the doll provides an avenue through which to understand Barbie’s metamorphosis from constrained doll to aware human as she journeys from the pink plastic Barbie Land to the Real World. Anna Temel turns her critical gaze to how the 2023 film attempts to reposition Barbie’s image away from gender stereotypes to a symbol of feminist empowerment. Director Greta Gerwig, Temel argues, critiques the ‘ideal woman’ and positions Barbie as a vehicle through which contemporary feminism and womanhood can be interrogated. Temel finds that this is not always successfully articulated in the depiction of Barbie in the film. The reading of the Barbie movie’s Barbie Land as an Asexual Utopia is the focus of Anna Maria Broussard’s article. Here Broussard draws the focus to the harmonious community of dolls who live without social expectations of sexuality. Barbie provides a popular culture reflection of the Asexual experience, expressed through Barbie’s rejection of a heteronormative relationship both in Barbie Land and the Real World. Completing this collection is Daisy McManaman’s article interrogating the multiple iterations of the doll’s embodied femininity. Incorporating an ethnographic study of the author’s relationship with the doll, McManaman uncovers that Barbie serves as a site of queer joy and a role model through which to enjoy and explore femininity and gender. These articles have been both intellectually stimulating to edit, and a joy. We hope you enjoy this collection that brings a new academic lens to the popular cultural phenomenon that is Barbie. References Aguirre, Abby. “Barbiemania! Margot Robbie Opens Up about the Movie Everyone’s Waiting For.” Vogue, 24 May 2023. 16 Mar. 2024 <https://www.vogue.com/article/margot-robbie-barbie-summer-cover-2023-interview>. Bertschi, Jenna. “Barbie: An Astronaut for the Ages.” Smithsonian National Air and Space Museum, 18 Jul. 2023. 11 Mar. 2024 <https://airandspace.si.edu/stories/editorial/barbie-astronaut-ages>. Blackmore, Erin. “Barbie’s Secret Sister Was a German Novelty Doll.” History.com, 14 Jul. 2023. 11 mar. 2024 <https://www.history.com/news/barbie-inspiration-bild-lilli>. Chappet, Marie-Claire. “Why Is Barbie So Controversial? How Ever-Changing Standards for Women Have Affected the Famous Doll.” Harpers Bazaar, 18 Jul. 2023. 11 Mar. 2024 <https://www.harpersbazaar.com/uk/culture/culture-news/a44516323/barbie-controversial-figure/>. Clarendon, Dan. “The Most Valuable Barbie Doll Auctioned for $302,500 — Which Others Carry Value?” Market Realist, 14 Apr. 2023. 15 Mar. 2o24 <https://marketrealist.com/fast-money/most-valuable-barbies/>. Dittman, Helga, and Emma Halliwell. “Does Barbie Make Girls Want to Be Thin? The Effect of Experimental Exposure to Images of Dolls on the Body Image of 5- to 8-Year Old Girls.” Developmental Psychology 42.2 (2006): 283-292. DOI: 10.1037/0012-1649.42.2.283. Dolan, Leah. “Barbie Unveils Its First-Ever Doll with Hearing Aids.” CNN, 11 May 2022. 16 Mar. 2024 <https://edition.cnn.com/style/article/barbie-hearing-aid-ken-vitiligo/index.html>. Douglas, Kelly. “Why the New Para Skiing Barbie Is Groundbreaking for Disability Representation.” The Mighty, 21 Oct. 2023. 25 Mar. 2024 <https://themighty.com/topic/disability/para-skiing-barbie-disability-representation/>. Ferorelli, Enrico. “Barbie Turns 21.” Life, Nov. 1979. 15 Mar. 2024 <https://chnm.gmu.edu/cyh/primary-sources/310.html>. Fleming, Dan. Powerplay: Toys as Popular Culture. Manchester: Manchester UP, 1996. Ford, Toni Marie. “The History of the Barbie Doll.” Culture Trip, 6 Oct. 2016. 16 Mar. 2024 <https://theculturetrip.com/north-america/usa/articles/the-history-of-the-barbie-doll>. Foreman, Katya. “The Changing Faces of Barbie.” BBC, 11 May 2016. 16 Mar. 2024 <https://www.bbc.com/culture/article/20160511-the-changing-faces-of-barbie>. Gerber, Ruth. Barbie and Ruth: The Story of the World's Most Famous Doll and the Woman Who Created Her. HarperCollins, 2009. Giacomin, Valeria, and Christina Lubinski. 2023. “Entrepreneurship as Emancipation: Ruth Handler and the Entrepreneurial Process ‘in Time’ and ‘over Time’, 1930s–1980s.” Business History Online. 20 Mar. 2024 <https://doi.org/10.1080/00076791.2023.2215193>. Golgowski, Nina. “Bones So Frail It Would Be Impossible to Walk and Room for Only Half a Liver: Shocking Research Reveals What Life Would Be Like If a REAL Woman Had Barbie's body.” Daily Mirror, 14 Apr. 2013. 19 Mar. 2024 <https://www.dailymail.co.uk/news/article-2308658/How-Barbies-body-size-look-real-life-Walking-fours-missing-half-liver-inches-intestine.html>. Green, Michelle, and Denise Gellene. “As a Tiny Plastic Star Turns 30, the Real Barbie and Ken Reflect on Life in the Shadow of the Dolls.” People, 6 Mar. 1989. 15 Mar. 2024 <https://people.com/archive/as-a-tiny-plastic-star-turns-30-the-real-barbie-and-ken-reflect-on-life-in-the-shadow-of-the-dolls-vol-31-no-9/>. Jones, Alexis. “Barbie's New 'Women in Sports' Dolls Are a Major Win For Athletes and Fans.” Popsugar, 9 Aug. 2023. 17 Mar. 2024 <https://www.popsugar.com/family/mattel-women-in-sports-barbie-49268194>. Lafond, Hannah. “How Barbies Have Changed over the Years.” The List, 7 Jul. 2023. 16 Mar. 2024 <https://www.thelist.com/1333916/barbies-changed-over-the-years/>. Lopez, Sandra. “10 Barbie Dolls Inspired by Real-Life Iconic Latinas.” Remezcla, 19 Jul. 2023. 20 Mar. 2024 <https://remezcla.com/lists/culture/barbie-dolls-inspired-by-real-life-iconic-latinas/>. Military Women’s Memorial. “Barbie Enlists.” 15 Mar. 2024 <https://womensmemorial.org/curators-corner/barbie-enlists/>. Moore, Hannah. “Why Warhol Painted Barbie.” BBC, 1 Oct. 2015. 15 Mar. 2024 <https://www.bbc.com/news/magazine-34407991>. Mowbray, Nicole. “Dressing Barbie: Meet the Designer Who Created a Miniature Fashion Icon.” CNN, 14 Jul. 2023. 17 Mar. 2024 <https://edition.cnn.com/style/dressing-barbie-iconic-fashion-looks>. New York Times. “Mattel Says It Erred; Teen Talk Barbie Turns Silent on Math." 21 Oct. 1992. 20 Mar. 2024 <https://www.nytimes.com/1992/10/21/business/company-news-mattel-says-it-erred-teen-talk-barbie-turns-silent-on-math.html>. Norton, Kevin, et al. “Ken and Barbie at Life Size.” Sex Roles 34 (1996): 287-294. https://doi.org/10.1007/BF01544300. Reinhard, Abby. “Here's How Much Your Childhood Barbies Are Really Worth Now, New Data Shows.” Best Life, 14 Jul. 2023. 15 Mar. 2024 <https://bestlifeonline.com/how-much-are-barbies-worth-now-news/>. Rice, Karlie, et al. “Exposure to Barbie: Effects on Thin-Ideal Internalisation, Body Esteem, and Body Dissatisfaction among Young Girls.” Body Image 19 (2016): 142-149. https://doi.org/10.1016/j.bodyim.2016.09.005. Rogers, Mary, F. Barbie Culture. Sage, 1999. Siazon, Kevin John. “The New 2019 Barbie Fashionistas Are More Diverse than Ever.” Today’s Parents, 12 Feb. 2019. 19 Mar. 2024 <https://www.todaysparent.com/blogs/trending/the-new-2019-barbie-fashionistas-are-more-diverse-than-ever/>. Sicard. Sarah. “A Few Good Dolls: Barbie Has Served in Every Military Branch.” Military Times, 28 Jul. 2023. 15 Mar. 2024 <https://www.militarytimes.com/off-duty/military-culture/2023/07/27/a-few-good-dolls-barbie-has-served-in-every-military-branch/>. Slayen, Galia. “The Scary Reality of a Real-Life Barbie Doll.” Huffington Post, 8 Apr. 2011. 19 Mar. 2024 <https://www.huffpost.com/entry/the-scary-reality-of-a-re_b_845239>. Southwell, Haxel. “Plastic on Track: Barbie's History in Motorsport”. Road and Track, 21 Jul. 2023. 15 Mar. 2024 <https://www.roadandtrack.com/car-culture/a44588941/plastic-on-track-barbie-history-in-motorsport/>. Statista. “Gross Sales of Mattel's Barbie Brand Worldwide from 2012 to 2022.” 2023. 16 Mar. 2024 <https://www.statista.com/statistics/370361/gross-sales-of-mattel-s-barbie-brand/>. ———. “Highest-Grossing Movies of All Time as of 2024.” 2024. 31 May 2024 <https://www.statista.com/statistics/262926/box-office-revenue-of-the-most-successful-movies-of-all-time/>. Stillwell, Blake. “Barbie and Ken Went to War Long before the 'Barbie' Movie.” Military.com, 26 Jul. 2023. 15 Mar. 2024 <https://www.military.com/off-duty/movies/2023/07/26/barbie-and-ken-went-war-long-barbie-movie.html>. Tamkin, Emily. Cultural History of Barbie.” Smithsonian, 23 Jun. 2023. 17 Mar. 2024 <https://www.smithsonianmag.com/arts-culture/cultural-history-barbie-180982115/>. Thong, Hang. “Barbie’s Doll Dimensions.” OmniSize, 29 Nov. 2023. 19 Mar. 2024 <https://omnisizes.com/hobbies/barbie-doll/>. 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Wilson, Shaun. "Magic and Metamodernism". M/C Journal 26, nr 5 (2.10.2023). http://dx.doi.org/10.5204/mcj.3008.

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Introduction Magic has a long and controversial history grafted through the occult, entertainment, and cultural mythology. Its agency, when thought of as a mechanism of storytelling, reconciles an oscillation between natural and unnatural phenomena in as much as magic has historically been weaponised against “society’s most marginal members” (Marshall). Yet there is no substantial investigation of magic in metamodern theory that considers the nature of magical power a critical component of a metamodern affect in contemporary art. As such, this article will argue that magic in this regard positions the idea into the affectual state within two structures of experience. While metamodern thought prescribes an ontological approach through what Vermeulen prompts as a structure of feeling (Vermeulen 2017), this article proposes a more complex assessment of affect in metamodernism by adding a ‘structure of reason’ where both assessments of an oscillation between singularity and relativism are determined from magic. In this, where a structure of feeling is assessed through an ontological approach to interpret an emotional affect, a structure of reason uses an epistemological approach to establish a knowledge-based affect. Further, this article proposes the affectual considerations of magic as a magical power from affect to invite new ways to consider both reason and feelings within the subject, most notably through recent contributions of UK artist Damien Hirst and Australian artist Shaun Wilson. From witches to vampires, and sorcerers to wizards, these actors of magic, across the state, institution, and local partisan, have historically conjured fear and trepidation (Flint), and fascination (Leddington): most recently in popular cinema, literature, and gaming of magical realism. Yet the comprehension of magic in contemporary society, from films to books to fashion, has integrated, on the one hand, a commercialisation of branding magic through popular culture, and, on the other hand, the socialising of magic, whether festive or occult-based national holidays, celebrations, cosplay, and other socially orientated gatherings. These, of course, hark back to the narrational elements of folklore firmly integrated within cultural social practice. Yet how can magic and affect be thought of as acting together in contemporary art outside of associations from the occult and unnatural powers? Affectual discussions after modernism from Deleuze, Foucault, and Derrida, and after postmodernism from Gibbons, van der Akker, and Vermeulen, connect a similarity by way of agreement that affect is a relational phenomenon prompted by experience. Whether this be a postmodern, post-structuralist, deconstructionist, or even a post-postmodern context, magic as a condition of affect offers a way to understand affect from a different perspective than previously debated. However, there are several considerations for magic in affect that this article will address throughout that affords a suitability for metamodernism than, say, other branches of modernity such as postmodernism, which structurally lacks the ability for the arts to consider magic as an affectual experience in ways that metamodernism can accommodate. Herein exist three variations of magic for metamodernism: the magician who engages such power as an affectual actor; the presence of a magical power as an affectual state; and the condition of a magical power as an affectual experience. In this sense, magic is a term that this article will argue is about the condition of a magical power in metamodern affect, as represented in Figure 1. As relativism and singularity surmount an affectual structure, magic is argued to be a conduit between affect and an assessment of a metamodern oscillation, which is between an ontology and an epistemology. Fig. 1: A diagram of Metamodern Affect and Magic. (Used with permission) Furthermore, the inclusion of magic into the modelling of metamodern affect as a formalism achieves two key points. The first is to reconfigure the term from its semantic heritage to otherwise be part of an affectual process. The second is to examine this process to understand magic as a condition of affect, which enables what kind of assessment such mechanisms will determine the affectual structure through experience. If, say, magic was thought of as an agent of experience from an oscillation, then magic in this sense functions as the effect of an oscillation, but not as a starting point or, to be precise, an unrelated stand-alone mechanism. For magic to exist in this modelling proposal, it needs to be a condition from an oscillation to a structured assessment of experience. If accepted debates (Gibbons) about affect after postmodernism indicate that a structure of feeling, and, for that matter, metamodernism, is indicative of how an assessment of feelings can be derived through lived experience, an epistemological reading gives an assessment of reason through experience that, in art, enables the viewer to justify emotions through logic to form an understanding of knowledge from experience. Debates across other fields, such as psychology, philosophy, anthropology, and critical theory, have located magic in these three affectual areas paramount to emotions, non-reality, and reason. R.G. Collingwood, for example, argued that “magic is the evocation of emotions needed for practical life” (Collingwood 77). Collingwood’s “magic in the basic phenomenological sense” is one that “refers to any practice in which we evoke and sustain emotions for a practical purpose” (Greaves 277). Likewise, Sartre also referenced two key terms, which differed between “magic” and “magical image”, and contrasted between images imprinted through imagination, which he describes as “caught in its own snare” (Sartre 76-77). Similarly, the Sartrean perspective of magic identifies as the acts of imagination to be enacted through reality in a sense of totality from freedom. Other perspectives, such as both Patrick and Chin’s discussion of magical realism and Morton’s causality of realist magic as an object-oriented ontology, or OOO for short, typifies the extent of recent academic debates surrounding magic favouring ontological structures. Yet for metamodernism, work such as Kapferer’s claim that “magic, sorcery and witchcraft are at the epistemological centre of anthropology” (Kapferer 1) offers insight into considering both ontological and epistemological structures in a metamodern affect, where his debate gives a nod to how a structure of reason can offer artists a way to create work with magic as a condition that detaches from archetypal representations of magic; that is to say, causal narrative associations such as ‘a witch cast a spell’ or ‘the apple made Snow White sleep’, thus discussed in mainstream thought about magic. Moreover, an epistemological and ontological reading of magic reconciles the differentiation of the agent, the effect, and the condition through an affectual experience. An example of an ontological assessment will be considered in recent works of the former Young British Artist (YBA) Damian Hirst, who mines an ontological approach to art through a type of aesthetic-driven meta-romanticism. As Vermeulen describes the YBAs as “concerned first and foremost with dominant discourses of the present, such as capitalism, consumerism, patriarchy, institutional racism, simulation and mediation” (Vermeulen, “Snap!”), Hirst, the leader of the movement from the early days of his 1988 student exhibition Freeze, imbued issues of life and death, mortality, consumerism, and irony in his art none more postmodern than his 1999 goliath sculpture Hymn, an upscaled bronze “exact replica of Humbrol Limited’s Young Scientist Anatomy Set” (Davis). Yet an affectual turn in art gestated since the 2000s warrants a different reading of Hirst's work outside of a late postmodern assessment of the “end of history” (Fukuyama). His return to painting in the late 2010s through the Veil and Cherry Blossom series abandoned the once critique of consumerism and the ironic to become what Hirst describes as the need to “make paintings that were a celebration” (Hirst). In particular, within postmodern art, there are no capabilities of ‘celebration’ in assessing the subject, and this is what this article argues as the affectual turn for Hirst to create dialogue of an oscillation from a metamodern ontology and, thus, an affectual condition of magic. Prior to the recognised debates of Metamodernism in the 2010s, assessment of Hirst’s work was described as “post-romanticism” (Moscovici), while Luke White’s Marxist considerations in 2009 argued that “Hirstean sublime marks the return of the disavowed violence inherent to capital” (White 2), further adding that “it is subject, not to an ontology, but to a Derridean hauntology” (White 59). Yet neither of these comments address what we now understand as a metamodern oscillation, and thus remain in contrast to the turn of Hirst in later series, making the point that there are two eras of Hirst – before the affectual turns of 2015 and afterwards. While the staples of critique about Hirst’s work continue to focus on, mainly, financial conversations and the artist's personal wealth, these considerations, in fact, have nothing to do with the artefacts produced as subjective art forms, and as such will be ignored altogether. In the context of metamodernism, the Hirst critique as retrograde protests about his wealth and success are more like the whining about a perceived banality of late postmodern conceptual art than they are about a critique of the artefacts themselves. Moreover, this article considers the dearth of arts critique about Hirst’s work since the late 1980s as limited at best in establishing commentary about affect – ranging from arguments from a Marxist, critical theory, phenomenological, and postmodern perspective – and instead argues that a metamodern reading of his art forms provides a more sober contextualisation of the subject, and by and for the subject. Insofar as magic has a place in this debate, the access of experience by the subject from oscillation contextualises an affectual condition, placing the viewer of Hirst’s recent art as both the magician and the witness to magic from an affectual experience. Hirst’s 2021 Sea Paintings series of photo-realistic monochromatic oil on canvas paintings splattered with free-throw gestural marks depict representations of photographs of specific coastal sites in Britain. On reading these works, there is a direct relationship with the wider seascape tradition in painting, especially familiar in examples of maritime romanticism. Fig. 2: Damian Hirst, Okta. (Used with permission) The melancholic drama of seascapes such as Turner’s Snow Storm – Steam Boat of a Harbour’s Mouth, August Friedrich Kessler’s Seascape 1866, and Ivan Aivazovsky’s Shipwreck all play into a history of schools of thought that propel Hirst into the same kind of historical ontology. The cataclysm of nature’s power over human activity enacts a commonality among seascape traditions, where the Sea Paintings series remove human form to continue the tragedy and drama of the seascape's formalism. When considered through oscillation, of drama and isolation, absence and presence, and history and post-history, these meta-references loaded within the seascape tradition impact on the experience from magic to derive an ontological assessment as a structure of feeling. By virtue of the tradition it represents, Sea Paintings are a deeply ontological experience where both the magical power as an affectual state and a magical condition as an affectual experience play out as a process embedded between the subject and the viewer. This demonstrates a way to consider magic as a procedural step in defining the experience of contemporary art as a metamodern exchange from oscillation to a structure of feeling. Fig. 3: Shaun Wilson, The Black Period Cantos XIII. (Used with permission) In similarity, an epistemological assessment from magic to a structure of reason is considered in Shaun Wilson’s 2022 monochromatic The Black Period Cantos video artworks. They represent part of the wider series The Black Period, which includes video and painting art forms as digital combines of both physical and non-fungible token artworks of the same image. “All [of these] exist as a multimodal mechanism, but simultaneously function independently of each other’s influence without dominance” (Wilson, “Affordances” 3). Each Canto takes their subject from the ongoing slow cinema series 51 Paintings Suite, which recreates the poses of characters from black plague-era German religious paintings as a collective of twenty short-form videos, composited with roundel and rectangle shapes reconfigured from individual paintings from other The Black Period series artefacts. Like the Sea Paintings, echoes of romanticism form the compositional subject but are contrasted by the intervention of the roundel and diptych paintings as if ‘block heads’ of the depicted characters. The epistemological reading of this assessment is supported by the artist’s statement “to contribute to current Metamodern debates by creating a structure of reason through an epistemological approach to metamodern affect” (Wilson). The contested artworks forgo an ontological structure of feeling to instead create a structure of reason. This article argues that the difference in reading such an assessment is prompted by the interventions of the roundel and rectangle shapes, which contrast with the surrounding cinematic frame. While Hirst also uses interventions of paint splatters randomly flung at the Sea Paintings, these interventions still warrant a structure of feeling. First, the contrast between these gestural marks and the photo-realistic backgrounds is of the same aesthetic, and second, by the intentions of the artist “to make paintings that were a celebration” (Hirst). Learning from this, aesthetic disruption is a determining factor of magic when connecting to either a structure of feeling or reason. These disruptions in The Back Period Cantos enable magic to be assessed at an epistemological level, where the properties of reason enable a jolt for the viewer out of romanticism and into a state of reason. If, say, the cinematic backgrounds were void of colour field disruptions, the emotive response to such images then would lend itself ontologically to a romanticism, given that much of the composition and characters reposed from the German source paintings imbue the hallmark ontological signposts of sincerity, tragedy, and, in the case of the German Romanticism school of painting, reference material to medieval representation. Yet by the disruptions of the colour field images at a disruptive sublimity of aesthetic consideration, and the meta-references of the shapes being appropriations of the physical enamel on linen paintings made in the wider The Black Period series, the presence of meta references in the compositions moves away from feelings as an ontology, but instead to epistemological reason and knowledge by this contrasted aesthetic merger. Here, magic derives an affectual structure to reason based on aesthetic, contrasting in as much as it does by the introduction of meta disruptions. Conclusion This article has discussed the metamodern affect in terms of a process that builds on existing debates about ways to experience art through the subject. It has established two key points. First, that magic is a term that moves away from its semantic history to be a mechanism that prescribes both ontological and epistemological assessments of metamodern affect to experience art. Second, that these assessments are derived from a condition of metamodern affect, represented in the recent art of Damien Hirst and Shaun Wilson. These mentioned artefacts are discussed in a way that has demonstrated a reading of these artworks that connects metamodernism to an ever-evolving understanding of how the subject can be assessed, and thought about when considering feelings and reasons to inform the subject through creative practice. Where existing metamodern literature has focussed on ontological readings of this process, especially through a structure of feeling, this article has expanded such debate by also considering a structure of reason in these assessments. Simultaneously, such assessments are proposed to include magic as a central condition from oscillation, which signifies a more complex and broader understanding of how affectual structures in metamodernism can process the experience of art. Magic in this sense becomes a condition of metamodern affect, like a magical power, yet without the mechanical mythology of unnatural phenomena or the agency of magical beings. The broader implications for magic when used in this type of semantic still respect the historical legacy of its heritage, while simultaneously distancing this history by a plausible theoretical application used to model metamodern thought. The assessment by which magic has been discussed throughout this article brings about an understanding of its history and rational application, capable of considering a robust way to explain contemporary art through emotive and rational structures that otherwise would be disparate in both thinking about and approaches to art. Metamodernism in this regard provides a contemporary debate in oscillation by which magic has been employed to amplify these differences without dominance or influence from one or the other. Magic, when thought of as a mediator from this condition, becomes a useful mechanism to engage with that this article considers enabling a better way of assessing art in contemporary times. The oscillation of relativism and singularity as ‘before affect’ and the affectual structures as ‘after affect’ are regulated by magic, which the working model of metamodern affect in Figure 1 demonstrated through a grounded conceptuality. Looking beyond such would certainly invite further discussion into other affectual structures for the metamodern, in what future discussion could derive from other philosophical branches for metamodernism, including phenomenology, axiology, and ethics that I will further explore in future research. The inclusion of magic into metamodern thought brings a new way to understand magic, which, whilst still a condition of experience, detaches from its historical understandings and assumptions. Viewers of metamodern art, in this sense, are both the magicians and witnesses of magical powers through affect. Both identities engage the structure of experience by using magic as a procedural step in this condition. What this signifies is a new way to understand magic and art within metamodern affect. In the work of Hirst and Wilson, there are numerous connections to affectual magic, as previously discussed, that integrate ways of assessing affect to create a more enriching way to experience these artefacts. Readings of Sea Paintings situate magic in the ontological experience from an assessment of a structure of feeling based on the ontology of the British and German seascape traditions. Readings of The Black Period Cantos demonstrated the use of affectual magic as an epistemological assessment of a structure of reason from the interventions of colour field abstractions and meta references disrupting the romanticised cinematic subject. These prescribed an understanding of metamodern affect that can bring about a different way to embody the relational integration between an audience and metamodern art. The art forms in this process can then be considered by affectual structures, which opens further debate into the role of affect in art and the experience that these art forms bring to the viewer by and from magic. References Aivazovsky, Ivan. Shipwreck. Saint Petersburg: Russian Museum, 1854. Chin, Gabriel Patrick Wei-Hao. “Feeling-Things: An Ethics of Object-Oriented Ontology in the Magic Realism of Murakami Haruki and Don DeLillo.” University of Sussex, 9 July 2020. 7 Aug. 2023 <https://hdl.handle.net/10779/uos.23477147.v1>. Collingwood, Robin George. The Principles of Art. Oxford: Oxford UP. 1958. Davis, Amy. “The Artist as Thief or Innovator? Damien Hirst’s Hymn.” Melbourne Art Class, 20 Sep. 2018. 2 Aug. 2023 <https://melbourneartclass.com/the-artist-as-thief-or-as-innovator-damien-hirsts-hymn/>. Descartes, Rene. Discourse on Method and Meditations on First Philosophy. 4th ed. Trans. Donald A. Creww. Cambridge: Hackett, 1998. Flint, Valerie I.J. The Rise of Magic in Early Medieval Europe. Princeton UP, 1991. Fukuyama, Francis. The End of History and the Last Man. Reissued ed. New York: Free Press, 1992. Gagosian Gallery. “In the Studio: Damien Hirst’s Veil Paintings.” 4 July 2020. 2 Aug. 2023 <https://gagosian.com/quarterly/2020/07/04/interview-damien-hirst-veil-paintings/>. Greaves, Tom. “Magic, Emotion and Practical Metabolism: Affective Praxis in Sartre and Collingwood.” Journal of the British Society for Phenomenology 53.3 (2022): 276-297. Gibbons, Alison. “Contemporary Autofiction and Metamodern Affect”. Metamodernism: Historicity, Affect and Depth after Postmodernism. Eds. Robin van der Akker, Alison Gibbons, and Timotheus Vermeulen. London: Rowman & Littlefield, 2017. Hirst, Damien. Hymn. Private Collection. 1999. ———. Okta. Science Limited. 2021. ———. Sea Paintings. Science Limited. 2021. Kapferer, Bruce. “Beyond Rationalism: Rethinking Magic, Witchcraft and Sorcery.” Social Analysis: The International Journal of Anthropology 46.3 (2002): 1-30. Kessler, August Friederich. Seascape 1866. Private Collection. 1866. Leddington, Jason. “The Experience of Magic.” The Journal of Aesthetic & Art Criticism 74.3 (2016): 253-264. 1 Aug. 2023 <https://doi.org/10.1111/jaac.12290>. Marshall, Bridget. “Most Witches Are Women, Because Witch Hunts Were All about Persecuting the Powerless.” The Conversation, 23 Oct. 2019. 10 July 2023 <https://theconversation.com/most-witches-are-women-because-witch-hunts-were-all-about-persecuting-the-powerless-125427>. Moscovici, Claudia. “From Eros to Thanatos: Damien Hirst and Postromanticism.com.” Fineartebook’s Blog, 9 June 2011. 15 July 2023 <https://fineartebooks.wordpress.com/2011/06/09/from-eros-to-thanatos-damien-hirst-and-postromanticism-com/>. Sartre, Jean-Paul. Sketch for a Theory of Emotions. Trans. Phillip Mairet. London: Methuen, 1976. Turner, William. Snow Storm – Steam Boat of a Harbour’s Mouth. Tate. 1842. Uzoigwe, Elias Ifeanyi E. “A Comparative Analysis of Descartes’ and Spinoza’s Notions of Intuition.” Jurnal Ilmu Sosiologi Dialektika 9.1 (2021). Vermeulen, Timotheus, “Depth.” Metamodernism: Historicity, Affect and Depth after Postmodernism. Eds. Robin van der Akker, Alison Gibbons, and Timotheus Vermeulen. London: Rowman & Littlefield, 2017. ———. “Snap!” Zabludowicz Collection: 20 Years. Eds. Elizabeth Neilson, et al. London: Zabluedowicz Collection, 2015. 84-88. White, Luke. Damien Hirst and the Legacy of the Sublime in Contemporary Art and Culture. PhD dissertation. Middlesex University, 2009. Wilson, Shaun. “The Affordances of Digital Aesthetics.” Screen Thought Journal 6 (2022): 1-13. 12 July 2023 <https://www.screenthoughtjournal.net/_files/ugd/0d1f4b_40e257a0f037402e86516f0fd6454614.pdf>. ———. The Black Period. Exhibition catalogue. Bakers Road Entertainment, 2023. ———. The Black Period Cantos XIII. Collection of the Artist. 2022. ———. The 51 Paintings Suite. Private Collection. 2022.
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Thomas, Brennan. "The Transformative Magic of Education in Walt Disney’s <em>The Sword in the Stone</em>". M/C Journal 26, nr 5 (2.10.2023). http://dx.doi.org/10.5204/mcj.2993.

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Introduction The Disney brand has become synonymous with magic through its numerous depictions of spells, curses, prophecies, and pixie dust. Thus, it is ironic that in 2023, the 100th anniversary of the Walt Disney Studio’s founding (“Disney History”), the final film released during Walt Disney’s life, The Sword in the Stone (celebrating its 60th anniversary) remains stuck in obscurity (Aronstein 129) despite being steeped in magic and wizardry. The Sword in the Stone is regarded as “one of the most obscure [films] in the Disney animated canon” (Booker 38). Although it performed moderately well during its debut in 1963, its 1983 re-release and home video sales failed to renew public interest. To date, The Sword in the Stone has no games, comic series, or even Disneyland merchandise (Aronstein 129). The film is hardly a technical marvel; its sketchy animation style and blue-slate backgrounds create a dingy, unfinished look (Beck 272), while its simplistic storyline and anachronistic humour have been criticised for being ill-matched with its Arthurian subject matter (Gossedge 115). Despite these flaws, The Sword in the Stone offers the studio’s most fully rendered representation of Disney magic as benevolent forces sourced in learning and discipline that enable good-hearted protagonists to prepare for future leadership roles. By approaching the film as a didactic text separate from its Arthurian origins, I will demonstrate how The Sword in the Stone defines magic, not by nebulous spells or hexes, but by its facilitation of societal advancement and transformative powers via the educated mind. Young Arthur’s Humble Beginnings Based loosely on T.H. White’s 1938 novel of the same name (Valle 224), The Sword in the Stone takes place in medieval Europe, with most of its action occurring in a rotting castle and surrounding wolf-infested forests. In this threatening world, magic takes many forms, from powerful acts of “sorcery” to comical displays of “Latin business”. The first allusion to magic occurs during the film’s opening song, which establishes its setting (“when England was young”) and primary conflict (“the good king had died, and no one could decide who was rightful heir”). Without a ruler, England will be destroyed by civil war unless miraculous forces intervene on its behalf. This ‘miracle’ is the eponymous sword in the stone that the rightful ruler of England will free. The sword is destined for King Arthur, but as he is only an orphaned child living in obscurity at the film’s beginning, no one manages to retrieve the sword in his stead, and so the ‘miracle’ seemingly fails. The film’s off-screen narrator describes this leaderless period as “a dark age … where the strong preyed upon the weak”. As a force that trumps brute strength, magic is prized by those who can wield it, particularly the wizard Merlin. Magic is regarded with suspicion by the majority who cannot practice it (Valle 234), though they still recognise its legitimacy. Even Arthur’s practical stepfather, Sir Ector, begs Merlin not to practice any “black magic” on his family after Merlin creates an indoor “wizard blizzard” to prove his seriousness in tutoring Arthur. Merlin is a far cry from the mysterious soothsayer of Arthurian legend. He has been Disneyfied into a caricature of the famed wizard, appearing more like an eccentric academic than an all-seeing mystic (Beck 272). Susan Aronstein describes him as “the reification of Disney’s post-World War II rebranding of itself as a leader in education in the wake of a postwar shift in American child rearing” (130)—a playful pedagogue who makes learning fun for Arthur and audiences. After meeting Arthur in the woods near his home, Merlin becomes determined to rectify the boy’s educational deficiencies. It is not yet clear whether Merlin knows who Arthur is or will become; Merlin merely repeats to his owl companion, Archimedes, that the boy needs an education—specifically, a modern education. In addition to presenting Arthur with evidence of his travels to the future, such as helicopter models, Merlin rattles off a litany of subjects common to twentieth-century American curricula (English, science, mathematics) but hardly the sort of fare pages of Arthur’s status would study in fifth-century England. Because Arthur’s royal lineage is unknown to him, he aspires to be a squire for his soon-to-be-knighted stepbrother and so must learn the rules of jousting and horsemanship when not otherwise preoccupied with page duties. These include scrubbing pots and pans, cleaning floors, and fetching anything his stepfather requests. While Arthur is not resistant to Merlin’s attempts to teach him, he struggles to balance Merlin’s demands on his time with Sir Ector’s (Pinsky 85). Young Arthur’s gangly stature conveys how stretched the boy is between his indentured servitude to Ector and Merlin’s insistence upon his liberation through education. Arthur is constantly in motion, scurrying from one task to the next to please all parties involved and often failing to do so. Each time Merlin’s instruction causes the boy to miss Sir Ector’s call, Arthur is punished with additional duties (Holcomb et al.). Merlin’s Instructive Magic Merlin uses magic to bridge the gap between Arthur’s responsibilities to his present and his future. The word “magic” is spoken fifteen times in the film, six by Merlin himself. The wizard first utters the word after packing his entire house (furniture and all) into a carpet bag. Arthur is impressed, but Merlin warns him that magic is no panacea: “don’t you get any foolish ideas that magic will solve all your problems”. Even Merlin struggles to convince Sir Ector to let him tutor Arthur and to prevent predatory animals from killing the boy during their adventures together. Magic has limits. It cannot penetrate the minds of humans nor quell the instincts of wild animals. Its impact seems restricted to the physical world. Merlin primarily uses magic for physical transformation; his lessons centre on changing Arthur into different animals to enable the future king to experience life from others’ perspectives. Merlin turns Arthur into a fish, a squirrel, and a bird, with each animal’s situation representing increasingly complex problems that Arthur must overcome. Each lesson also corresponds with one or more levels of Maslow’s hierarchy of needs: (1) safety and survival, (2) love and belonging, and (3) self-esteem and self-actualisation (Lester 15). As a perch swimming around the castle moat, Arthur learns to use his intellect to evade a toothy pike that nearly eats him alive. As a squirrel, Arthur observes the heartbreak of unrequited love, foreshadowing his complicated love triangle with Guinevere and Lancelot (Grellner 125). In avian form, Arthur experiences a much-needed boost in his self-worth after Sir Ector strips him of his squire-in-training status. In flight, Arthur seems most in his element. After struggling with the logistics of swimming as a fish and navigating trees as a squirrel, Arthur soars over the countryside, even showing off his acrobatics to Archimedes flying alongside him. Although Arthur relishes these experiences, he does not seem to grasp their broader implications. He describes his first magical lesson as “so much fun” (despite having nearly died) and pauses only momentarily at the end of his second lesson to reflect on the emotional damage he causes a heartbroken female squirrel who falls madly in love with him. Still, Arthur faces mortal danger with each lesson, so one could argue that by transforming the young boy into different animals, Merlin is honing Arthur’s problem-solving skills (Holcomb et al.). Madam Mim’s Destructive Magic When Arthur is turned into a bird, his third lesson takes an unexpected turn. After narrowly escaping a hawk, Arthur flies into the forest and falls down the chimney of a rival magician named Mad Madam Mim. After introducing herself, Mim insists to Arthur that she has far more magic “in one little finger” than Merlin possesses in his entire repertoire. She displays her powers by killing plants, changing sizes, and making herself monstrous or lovely according to her whims. Mim’s demonstrations suggest a breezy familiarity with magic that Merlin lacks. Whereas Merlin sometimes forgets the “Latin business” needed to invoke spells, Mim effortlessly transitions from one transformation to another without any spell use. The source of her power soon becomes apparent. “Black sorcery is my dish of tea”, she croons to Arthur. Compared to Merlin’s Latin-based magic, Mim’s “black sorcery” is easier to master and well-suited to her undisciplined lifestyle. Mim’s cottage is filthy and in disrepair, yet she is playing solitaire (and cheating) when Arthur stumbles into her fireplace. This anachronism (since playing cards would not be introduced to Europeans until the fourteenth century; DeBold) characterises, through visual shorthand, Mim’s idle hands as the Devil’s workshop; she also possesses a modern dartboard that she throws Arthur against. Unlike Merlin’s domicile, Mim’s cottage contains no books, scientific instruments, or other props of study, indicating that there is no deeper understanding behind her magic. As Latin is the root language of science and law, it seems fitting that Latin is not part of Mim’s repertoire. She simply points a finger at an unfortunate subject, and it bends to her will—or dies. Efficient though Mim’s magic may be, its power is fleeting. Mim briefly changes herself into a beautiful young woman. But she concedes that her magic is “only skin deep” and turns herself back into “an ugly old creep”. Evidently, her magic’s potency does not last long, nor is it capable of improving her situation, as she continues living in her broken-down cottage as a bored, friendless hermit. Her black magic may be easy to master but cannot impart meaningful change. And so, while Merlin can use his magic to improve Arthur’s life, Mim’s magic can only serve the status quo described at the film’s beginning: the strong preying upon the weak. Although Mim lives outside the feudal social hierarchy, she uses her magic to terrorise any unfortunate creatures who wander into her clutches, including Arthur. When Arthur (still in bird form) states that he prefers the benevolence and usefulness of Merlin’s magic, an infuriated Mim transforms herself into a hungry cat and chases Arthur around the cottage until Merlin arrives to save the boy. Merlin then challenges Mim to a wizard’s duel, during which he and Mim attack each other in animal forms ranging from foxes and caterpillars to tigers, goats, and elephants. Each time Mim transforms, she does so seamlessly, requiring no momentary pause to recall a spell, unlike Merlin, who stumbles across the Latin phrases necessary to change himself into something faster or bigger. But after Merlin transforms into a walrus and squashes a clucking chicken Mim, the momentum shifts in his favour. Her magic becomes tinged with rage that causes her to make mistakes, including biting herself as a snake and ramming herself into a tree in rhinoceros form. Merlin’s disciplined playing style is nearly errorless. Although he becomes frightened when Mim transforms into a fire-breathing dragon, Merlin continues to play sensibly and courageously. His final winning move is to transform himself into a measle-like germ that incapacitates Mim with violent sneezing and cold flashes (Perciaccante and Coralli 1171). Arthur is astonished by the brilliant manoeuvring of his mentor, who manages to win the duel fairly “by dint of his knowledge and study” (Pinsky 86). After stating the lesson’s summative point for Merlin—“knowledge and wisdom is the real power”—Arthur vows to redouble his efforts to complete his education. Education: The Film’s Real Magic The lesson for viewers is simple enough: an education has a magical impact on one’s life. Put more succinctly, education is magic. Merlin defeats Mim because of his greater knowledge and cleverer use of spells. Arthur will overcome his low social status and ascend to the throne by becoming literate and sharpening his intellect. But as with Merlin’s acquisition of magical knowledge through intense study, Arthur’s royal ascension must be earned. He must learn the literal ABCs of language acquisition to gain others’ shared knowledge, as illustrated by a scene in which Archimedes painstakingly teaches Arthur how to write the alphabet in preparation for reading an enormous stack of books. Merlin cannot magically impart such knowledge to the future king; Arthur must learn it through sustained effort. He also must learn to make informed decisions rather than respond to panic or anger as Mim does during her duel with Merlin. Herein lies the distinction between Mim’s and Merlin’s magic: transformative impact. Mim’s black magic has locked her into her chosen fate. By using her powers to amuse herself or cause others harm, Mim perpetuates her outcast status as the stereotypical witch to be feared (Valle 234). While her cottage contains anachronistic elements such as playing cards (suggesting that she, like Merlin, has time-travelled), it contains no evidence of the modern advances that Merlin shares with Arthur, like aeroplane models, nor anything that might improve their feudal society. Merlin’s magic, by contrast, facilitates immediate changes to Arthur’s world and offers the promise of technological advancements in the centuries to come. To reduce the boy’s workload, for instance, Merlin magically conjures up a factory-style assembly line of brushes, tubs, and mops to wash dishes and scrub kitchen floors. Merlin also shares his knowledge of humankind’s future achievements with Arthur to advance his education, providing him with models, maps, globes, and hundreds of books. To become a proper king, Arthur must learn how to use such information to others’ advantage, not just his own. As Caroline Buts and Jose Luis Buendia Sierra observe of magic’s paradox, “using the wand without knowing properly the rules may sometimes lead to catastrophic situations” (509). This point is reaffirmed in the film’s final sequence, which takes place in London on New Year’s Day at a jousting tournament, the winner of which will be crowned king of England. Arthur, now a squire to his recently knighted stepbrother, forgets to bring his stepbrother’s sword to the tournament grounds. He attempts to replace the missing weapon with the sword in the stone when he spots the aging relic in a nearby churchyard. As Arthur pulls out the sword, angelic choral music swells, signalling that the rightful ruler of England has fulfilled the prophecy. After some scepticism from the assembled masses, Sir Ector and the other knights and spectators bow to the befuddled twelve-year-old. The film’s final scene shows a panic-stricken Arthur conceding that he does not know how to rule England and crying out for Merlin. When the wizard blows in from his most recent trip to the twentieth century, he confirms that he has known all along who Arthur is and assures the boy that he will become a great king. Arthur seems ready to put in the work, recognising that his knowledge and wisdom will improve the lives of England’s inhabitants. Conclusion Magic is thus portrayed as an intervening force that either facilitates or stymies societal progress. Good magic ensures that intelligent, educated individuals such as Arthur become great leaders, while those who would attain positions of power through brute force are thwarted from doing so. At the film’s conclusion, Arthur has not been fully transformed into a great leader because his education is far from finished; he has only learned enough to realise that he knows too little to rule effectively. Yet, from the Socratic perspective, such self-awareness is the germination for attaining true wisdom (Tarrant 263). Arthur also already knows that he will not be able to learn how to rule well through trickery or shortcuts, even with a powerful magician by his side. But the film’s closing scene reiterates this point with Merlin promising Arthur that he will succeed. “Why, they might even make a motion picture about you!” he exclaims in a clever fourth-wall joke (Gellner 120). The Sword in the Stone’s mere existence proves that Arthur will acquire the knowledge and wisdom necessary to become a truly great monarch. The fledgling pupil will live long and rule well, not because of pixie dust or magic spells, but because of his willingness to learn and to be transformed by his education into a wise and fair ruler. References Aronstein, Susan. “‘Higitus Figitus!’ Of Merlin and Disney Magic.” It’s the Disney Version! Popular Cinema and Literary Classics. Eds. Douglas Brode and Shea T. Brode. Lanham, MD: Rowman & Littlefield. 129-139. Beck, Jerry. The Animated Movie Guide. Chicago: A Capella, 2005. Booker, M. Keith. Disney, Pixar, and the Hidden Messages of Children's Films. Santa Barbara: ABC-CLIO, 2010. Buts, Caroline, and Jose Luis Buendia Sierra. “The Sword in the Stone.” European State Aid Law Quarterly 16.4 (2017): 509-511. 10 June 2023 <https://www.jstor.org/stable/10.2307/26694185>. DeBold, Elizabeth. “Fortune’s Fools: Early Tarot Cards.” The Collation: Folger Shakespeare Library 2 Feb. 2021. 5 June 2023 <https://www.folger.edu/blogs/collation/fortunes-fools-early-tarot-cards/>. “Disney History.” D23, 2023. <https://d23.com/disney-history/>. Gossedge, Rob. “The Sword in the Stone: American Translatio and Disney’s Antimedievalism.” The Disney Middle Ages: A Fairy-Tale and Fantasy Past. Eds. Tison Pugh and Susan Aronstein. Palgrave Macmillan: 2012. 115–131. Grellner, Alice. “Two Films That Sparkle: The Sword in the Stone and Camelot.” Cinema Arthuriana: Twenty Essays. Rev. ed. Ed. Kevin J. Harty. Jefferson, NC: McFarland, 2010. 118-126. Holcomb, Jeanne, Kenzie Latham, and Daniel Fernandez-Baca. “Who Cares for the Kids? Caregiving and Parenting in Disney Films.” Journal of Family Issues 36.14 (2015): 1957–81. DOI: 10.1177/0192513X13511250. Lester, David. “Measuring Maslow’s Hierarchy of Needs.” Psychological Reports: Mental & Physical Health 113.1 (2013): 15-17. 20 May 2023 <https://doi.org/10.2466/02.20.PR0.113x16z1>. Perciaccante, Antonio, and Alessia Coralli. “The Virus Defeating Madam Mim.” American Journal of Infection Control 45.10 (2017): 1171. 1 June 2023 <http://doi.org/10.1016/j.ajic.2017.07.017>. Pinsky, Mark I. The Gospel According to Disney: Faith, Trust, and Pixie Dust. Louisville, KY: Westminster John Knox Press, 2004. The Sword in the Stone. Dir. Wolfgang Reitherman. Perf. Karl Swenson and Rickie Sorensen. Buena Vista, 1963. Tarrant, Harold. “Socratic Method and Socratic Truth.” A Companion to Socrates. Eds. Sara Ahbel-Rappe and Rachana Kamtekar. Malden, MA: Blackwell, 2006. 254-272. Valle, Maria Luiza Cyrino. "The New Matter of Britain: T.H. White's The Sword in the Stone." Estudos Germânicos 5.1 (1984): 224-265.
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Hackett, Lisa J., i Jo Coghlan. "Why <em>Monopoly</em> Monopolises Popular Culture Board Games". M/C Journal 26, nr 2 (26.04.2023). http://dx.doi.org/10.5204/mcj.2956.

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Introduction Since the early 2000s, and especially since the onset of COVID-19 and long periods of lockdown, board games have seen a revival in popularity. The increasing popularity of board games are part of what Julie Lennett, a toy industry analyst at NPD Group, describes as the “nesting trend”: families have more access to entertainment at home and are eschewing expensive nights out (cited in Birkner 7). While on-demand television is a significant factor in this trend, for Moriaty and Kay (6), who wouldn’t “welcome [the] chance to turn away from their screens” to seek the “warmth and connection you get from playing games with live human family and friends?” For others, playing board games can simply be about nostalgia. Board games have a long history not specific to one period, geography, or culture. Likely board games were developed to do two things – teach and entertain. This remains the case today. Historically, miniature versions of battles or hunts were played out in what we might recognise today as a board game. Trade, war, and science impacted on their development, as did the printing press, which allowed for the standardisation of rules. Chess had many variations prior to the fifteenth century. Similarly, the Industrial Revolution allowed for the mass production of board games, boosting their popularity across nations, class, and age (Walker 13). Today, regardless of or because of our digital lives, we are in a “board game renaissance” (Booth 1). Still played on rainy days, weekends, and holidays, we now also play board games in dedicated game board cafés like the Haunted Game Café in America, the Snakes and Lattes in Canada, or the Mind Café in Singapore. In the board game café Draughts in the UK, customers pay £5 to select and play one of 800 board games, including classics like Monopoly and Cluedo. These cafes are important as they are “helping manufacturers to understand the kind of games that appeal to the larger section of players” (Atrizton). COVID-19 caused board game sales to increase. The global market was predicted to increase by US$1 billion in 2021, compared to 2020 (Jarvis). Total sales of board games in Australia are expected to reach AU$86 million in 2023, an almost 10 per cent increase from the preceding year (Statista "Board Games – Australia"). The emergence of Kickstarter, a global crowdfunding platform which funds new board games, is filling the gap in the contemporary board game market, with board games generating 20 per cent of the total funding raised (Carter). Board games are predicted to continue to grow, with the global market revenue record at US$19 billion dollars in 2022, a figure that is expected to rise to US$40 billion within 6 years (Atrizton). If the current turn towards board games represents a desire to escape from the digital world, the Internet is also contributing to the renaissance. Ex-Star Trek actor Wil Wheaton hosts the popular Web series TableTop, in which each episode explains a board game that is then played, usually with celebrities. The Internet also provides “communities” in which fans can share their enthusiasm, be it as geek culture or cult fandom (Booth 2). Booth provides an eloquent explanation, however, for the allure of face-to-face board games: “they remind us of our face-to-face past, and recall a type of pre-digital luddism where we can circle around the ‘campfire’ of the game board” (Booth 1-2). What makes a board game successful is harder to define. Phillip Orbanes, an American game designer and former vice-president of research and development at Parker Brothers, has attempted to elucidate the factors that make a good board game: “make the rules simple and unambiguous … don’t frustrate the casual player … establish a rhythm … focus on what’s happening off the board … give ‘em chances to come from behind … [and] provide outlets for latent talents” (Orbanes 52-55). Orbanes also says it is important to understand that what “happens off the board is just as important to the experience as the physical game itself” (Orbanes 51). Tristan Donovan contends that there are four broad stages of modern board games, beginning with the folk era when games had no fixed author, their rules were mutable, and local communities adapted the game to suit their sensibilities. Chess is an example of this, with the game only receiving the fixed rules we know today when tournaments and organisations saw the need for a singular set of rules. Mass production of games was the second stage, marking “the single biggest shift in board game history – a total flip in how people understood, experienced and played board games. Games were no long[er] malleable objects owned by the commons, but products created usually in the pursuit of profit” (Donovan 267). An even more recent development in game boards was the introduction of mass produced plastics, which reduced the cost of board game construction and allowed for a wider range of games to be produced. This was particularly evident in the post-war period. Games today are often thought of as global, which allows gamers to discover games from other regions and cultures, such as Catan (Klaus Teuber, 1995), a German game that may not have enjoyed its immense success if it were not for the Internet. Board game players are broadly categorised into two classes: the casual gamer and the hobby or serious gamer (Rogerson and Gibbs). The most popular game from the mass production era is Monopoly, the focus of this article. The History of Monopoly Monopoly was designed and patented by American Elizabeth Magie (1866-1948) in 1902, and was originally called The Landlord’s Game. The game was based on the anti-monopoly taxation principles of Henry George (1839-1897), who argued that people should own 100 per cent of what they make and the land should belong to everyone. Land ownership, considered George, only benefitted land owners, and forces working people to pay exorbitant rent. Magie’s original version of the game was designed to demonstrate how rents enrich property owners and impoverish tenants. Renters in Australia’s property market today may recognise this side of ruthless capitalism. In 1959 Fidel Castro thought Monopoly “sufficiently redolent of capitalism” that he “ordered the ­destruction of every Monopoly set in Cuba” (McManus). Magie, however, was not credited with being the original inventor of Monopoly: rather, this credit was given to Charles Darrow. In 2014, the book The Monopolist: Obsession, Fury, and the Scandal behind the World's Favorite Board Game by Mary Pilon re-established Magie as the inventor of Monopoly, with her role and identity unearthed by American Ralph Anspach (1926-2022), an Adam Smith economist, Polish-German refugee, and anti-Vietnam protestor. According to Pilon, Magie, a suffragette and progressive economic and political thinker, was a Georgist advocate, particularly of his anti-monopolist policies, and it was this that informed her game’s narrative. An unmarried daughter of Scottish immigrants, she was a Washington homeowner, familiar with the grid-like street structure of the national capital. Magie left school at 13 to help support her family who were adversely impacted upon by the Panic of 1873, which saw economic collapse because of falling silver prices, railroad speculation, and property losses. She worked as a stenographer and teacher of Georgist single tax theory. Seeking a broader platform for her economic ideas, and with the growing popularity of board games in middle class homes, in 1904 Magie secured a patent for The Landlord’s Game, at a time when women only held 1 per cent of US patents (Pilon). The original game included deeds and play money and required players to earn wages via labour and pay taxes. The board provided a circular path (as opposed to the common linear path) in which players circled through rental properties and railroads, and could acquire food, with natural reserves (oil, coal, farms, and forests) unable to be monopolised. However, she created two sets of rules – the monopoly rules familiar to today’s players, and anti-monopoly rules in which tensions over human greed and altruism could be played out by participants. Magie started her own New York firm to manufacture and distribute the game, continued the struggle for women’s equality, and raged against wealthy monopolists of the day such as Andrew Carnegie (Pilon). By the late 1920, the game, mostly referred to as the ‘monopoly’ game, was popular, but many who played the game were playing handmade versions, likely unaware of the original Landlord’s Game. In 1931, mass-produced versions of the game, now titled Finance, began to appear, with some changes, including the ability to purchase properties, along with rule books. Occurring at the same time as the emergence of fixed-price goods in large department stores, the game, which now included chance cards, continued to be popular. It was Charles Darrow who sold Monopoly to Parker Brothers, even if he did not invent it. Darrow was introduced to one of the variants of the game and became obsessed with the game, which now featured the Community Chest and Free Parking, but his version did not have a set of rules. An unemployed ex-serviceman with no college education, Darrow struggled to provide for his family. By 1932, America was in the grip of the Great Depression, with housing prices collapsing and squatting common in large American cities. Befriending an artist, Darrow sought to provide a more dynamic and professional version of the game and complete it with a set of rules. In 1933, Darrow marketed his version of the game, titled Mr Monopoly, and it was purchased by Parker Brothers for US$7,000 in 1935. Magie received just US $500 (Farzan). Monopoly, as it was rebranded, was initial sold for $2 a game, and Parker Brothers sold 278,000 games in the first year. In 1936, consumers purchased 1.7 million editions of the game, generating millions of dollars in profits for Parker Brothers, who prior to Monopoly were on the brink of collapse (Pilon). Mary Pilon’s The Monopolists also reveals the struggle of Ralph Anspach in the 1970s to sell his Anti-Monopoly board games, which Parker Brothers fought in the courts. Anspach’s game sought to undermine the power of capitalist monopolies, which he had witnessed directly and negatively impact on fuel prices in America in the early 1970s. Hence the aim was to produce a game with an anti-monopolist narrative grounded in the free-market thinking of Adam Smith. Players were rewarded by breaking monopoly ownerships of utilities such as railroads and energy and metal reserves. In preparing his case against Parker Brothers, Anspach “accidentally discovered the true history of the game”, which began with Magie’s Landlord’s Game. Magie herself had battled with Parker Brothers in order to be “credited as the real originator of the game” and, like Anspach, reveal how Parker Brothers had changed the anti-capitalist narrative of the game, making it the “exact opposite” of its original aims (Landlordsgame). Anspach’s court room version of his battle with Parker Brothers was published in 2000, titled Monopolygate: During a David and Goliath Battle, the Inventor of the Anti-Monopoly® Game Uncovers the Secret History of Monopoly®. Monopoly Today Monopoly is now produced by Hasbro. It is the highest selling board game of all time, with an estimated 275 million units of Monopoly sold (Lee). Fan bases are clearly large too: the official Monopoly Facebook accounts report 9.9m likes (Facebook), and 68% of American households report owning a version of Monopoly (Statista "Which"). At the end of the twentieth century it was estimated that 550 million, or one in 12 people worldwide, had played the game (Guinness World Records "Most Popular"). Today it is estimated that Monopoly has been played by more than one billion people, and the digital Monopoly version has had over 100 million downloads (Johnson). The ability to play beloved board games with a computer opponent or with other players via the Internet arguably adds to the longevity of classic board games such as Monopoly. Yet research shows that despite Monopoly being widely owned, it is often not played as much as other games in people’s homes (d'Astous and Gagnon 84). D’Astous and Gagnon found that players in their study chose Monopoly to play on average six times a year, less than half the times they played Cluedo (13 times a year) or Scrabble (15 times). As Michael Whelan points out, Magie’s original goal was to make a statement about capitalism and landlords: a single player would progress round the board building an empire, whilst the others were doomed to slowly descend into bankruptcy. It was “never meant to be fun for anyone but the winner” (Whelan). Despite Monopoly’s longevity and impressive sales record, it is perhaps paradoxical to find that it is not a particularly popular or enjoyed game. Board Game Geek, the popular board game Website, reports in 2023 that the average rating for Monopoly by over 33,000 members is just 4.4 out of 10, and is ranked the 23,834th most popular game on the site (Board Game Geek). This is mirrored in academic studies: for example, when examining Orbane’s tenets for a good board game, d’Astous and Gagnon (84) found that players' appreciation of Monopoly was generally low. Not only is appreciation low for the game itself, it is also low for player antics during the game. A 2021 survey found that Monopoly causes the most fights, with 20% of households reporting “their game nights with friends or family members are often or always disrupted by competitive or unfriendly behaviour”, leading to players or even the game itself being banned (Lemore). Clearly Orbane’s tenet that the game “generates fun” is missing here (Orbanes 52). Commentators ask why Monopoly remains the best-selling board game of all time when the game has the “astonishing ability to sow seeds of discord” (Berical). Despite the claims that playing Monopoly causes disharmony, the game does allow for player agency. Perhaps more than any other board game, Monopoly is subjected to ‘house rules’. Buzzfeed reported 15 common house rules that many people think are official rules. In 2014 the official Monopoly Facebook page posted a video claiming that “68% of Americans have never read the official game rules” and that “49% of Americans had admitted to playing with their own ‘house rules’”. A look through these rules reveals that players are often trying to restore the balance of power in the game, or in other words increase the chance that a player can win. Hasbro has embraced these rules by incorporating some of them into the official rules. By incorporating players' amendments to the game, Hasbro can keep the Monopoly relevant. In another instance, Hasbro asked fans to vote on new tokens, which led to the thimble token being replaced with a Tyrannosaurus Rex. This was reversed in 2022 when nostalgic fans lobbied for the thimble’s return. Hasbro has also been an innovator by creating special rules for individual editions: for example, the Longest Game Ever edition (2019) slows players down by using only a single dice and has an extended game board. This demonstrates that Hasbro is keen to innovate and evolve the game to meet player expectations. Innovation and responsiveness to fans is one way that Hasbro has maintained Monopoly’s position as highest-selling board game. The only place the original Monopoly rules seem to be played intact are at the official competitions. Collecting and Nostalgia The characteristics of Monopoly allow for a seemingly infinite number of permutations. The places on the board can be real or fictional, making it easily adaptable to accommodate different environments. This is a factor in Monopoly’s longevity. The number of Monopoly editions are endless, with BoardGameGeek listing over 1,300 versions of the game on its site. Monopoly editions range from collector and commemorative editions to music, television, and film versions, actor-based editions, sports club editions, editions tied to toy franchises, animal lover editions, country editions, city editions, holiday editions, car brand editions, motor bike editions, as well as editions such as Monopoly Space, editions branded to popular confectionary, Ms Monopoly, and Go Green Monopoly. Each of these contain their own unique modifications. The Go Green version includes greenhouses, dice are made from FSC-certified wood from well-managed forests, tokens are made with plant-based plastic derived from sugarcane, a renewable raw material, and players can vie to have monopolistic control over renewable energy firms, solar farms, and bike paths. Licencing agreements allows Hasbro to leverage two sets of popular culture fans and collectors simultaneously: fans of Monopoly and its different versions, and fans of the Monopoly branded collectable, such as the Elvis Collector’s edition and Breaking Bad Monopoly. Apart from licencing, what else explains the longevity of Monopoly? Fred Davis demonstrates that nostalgia is an important sociological phenomenon, allowing consumers to re-imagine the past via iconic items including toys. Generation Y, also known as Millennials or digital natives, a cohort born between 1982 and 1994 who have grown up with technology as part of their everyday lives, are particularly interested in ‘heritage-inspired’ goods (Marchegiani and Phau). These consumers enjoy the past with a critical eye, drawn by the aesthetic properties of nostalgic goods rather than a direct personal connection (Goulding 575). Popular culture items are a site of widespread collecting behaviour (Geraghty 2). Belk argues that our possessions are used to construct our social selves. Collectors are a special kind of consumer: where consumers use and discard goods as needed, collectors engage with goods as special objects to be maintained and preserved (Belk 254), which is often achieved through ritualistic behaviour (McCracken 49). This is not to say that items in a collection are removed from use entirely: often being used in the normal manner, for example, clothing collectors will wear their items, yet take care of them in the a way they see akin to conservatorship (Hackett). Collections are often on display, often using the flexibility of the Internet as showground, as is the case with Neil Scallon’s world record collection of Monopoly’s 3,554 different versions of the game (World of Monopoly). Monopoly has low barriers to entry for a collector, as many sets retail at a low price-point, yet there are a few sets which are very expensive. The most expensive Monopoly set of all time retailed for US$2 million, and the cost was mainly borne out of the luxurious materials used: “the board is made from 23 carat gold, rubies and sapphires top the chimneys of the solid gold houses and hotels and the dice have 42 full cut diamonds for spots” (Guinness World Records "Most Expensive"). Conclusion The recent resurgence in board game popularity has only served to highlight Monopoly’s longevity. Through clever marketing and leveraging of nostalgia and popular culture fandoms, Hasbro has managed to retain Monopoly’s position as the number one board game, in sales figures at least. Despite its popularity, Monopoly suffers from a reputation as a conduit for poor player behaviour, as one person triumphs at the downfall of the other players. The game dynamics punish those whom fortune did not reward. In this regard, Elizabeth Magie’s initial aim of teaching about the unfairness of capitalism can be considered a resounding success. In re-establishing her role as a feminist and inventor at the turn of the century, embraced by progressive left-wingers of the 1930s, her story as much as that of Monopoly is a valuable contribution to modern popular culture. References Atrizton. Board Games Market – Global Outlook & Forecast 2023-2028. 2023. Belk, Russell W. "Collectors and Collecting." Handbook of Material Culture. Eds. Christopher Tilley et al. London: Sage, 2006. 534-45. Berical, Matt. "Monopoly Is a Terrible Game. Quit Playing It." Fatherly 4 Mar. 2020. Birkner, Christine. "Get on Board." Adweek 3-10 Apr. 2017: 7. Board Game Geek. "Monopoly." 2023. Booth, Paul. Game Play: Paratextuality in Contemporary Board Games. Bloomsbury, 2015. Buzzfeed. "15 Monopoly Rules That Aren't Actually Rules: Settled That 'Free Parking' Debate." Buzzfeed 27 Mar. 2014. Carter, Chase. "Tabletop Games Have Made over $1.5 Billion on Kickstarter." Dicebreaker 13 Dec. 2022. D'Astous, Alain, and Karine Gagnon. "An Inquiry into the Factors That Impact on Consumer Appreciation of a Board Game." Journal of Consumer Marketing 24.2 (2007): 80-89. Davis, Fred. Yearning for Yesterday: A Sociology of Nostalgia. New York: Free Press, 1979. Donovan, Tristan. "The Four Board Game Eras: Making Sense of Board Gaming’s Past." Catalan Journal of Communication & Cultural Studies 10.2 (2018): 265-70. Facebook. "Monopoly." 1 Mar. 2023. Farzan, Antonia Noori. "The New Monopoly ‘Celebrates Women Trailblazers,’ But the Game’s Female Inventor Still Isn’t Getting Credit." Washington Post 11 Sep. 2019. Geraghty, Lincoln. Cult Collectors. Routledge, 2014. Goulding, Christina. "Romancing the Past: Heritage Visiting and the Nostalgic Consumer." Psychology and Marketing 18.6 (2001): 565-92. Guinness World Records. "Most Expensive Board Game of Monopoly." 30 Jan. 2023. ———. "Most Popular Board Game." 30 Jan. 2023. Hackett, Lisa J. "‘Biography of the Self’: Why Australian Women Wear 1950s Style Clothing." Fashion, Style and Popular Culture 9.1-2 (2022). Johnson, Angela. "13 Facts about Monopoly That Will Surprise You." Insider 27 June 2018. Landlordsgame. "Landlord's Game History, Monopoly Game History." 2021. Lee, Allen. "The 20 Highest Selling Board Games of All Time." Money Inc 11 Mar. 2023. Lemore, Chris. "Banned from Game Night: ‘Monopoly’ Leads to the Most Fights among Family, Friends." Study Finds 2021. Marchegiani, Christopher, and Ian Phau. "Personal and Historical Nostalgia—a Comparison of Common Emotions." Journal of Global Marketing 26.3 (2013): 137-46. McCracken, Grant. Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities. Bloomington: Indiana UP, 1988. McManus, James. "Do Not Collect $200." New York Times, 2015. 10. Moriarity, Joan, and Jonathan Kay. Your Move: What Board Games Teach Us about Life. Sutherland House, 2019. Orbanes, Phil. "Everything I Know about Business I Learned from Monopoly." Harvard Business Review 80.3 (2002): 51-131. Pilon, Mary. The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game. Bloomsbury, 2015. Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop: Board Game Play and Parenting." Games and Culture 13.3 (2018): 280-300. Statista. "Board Games – Australia." 25 Mar. 2023. ———. "Which of These Classic Board Games Do You Have at Home?" Statista-Survey Toys and Games 2018 (2018). Walker, Damian Gareth. A Book of Historic Board Games. Lulu.com, 2014. Whelan, Michael. "Why Does Everyone Hate Monopoly? The Secret History behind the World's Biggest Board Game." Dicebreaker 26 Aug. 2021. World of Monopoly. "Neil Scallan's World Record List of Official Monopolu Items." 2016.
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Brien, Donna Lee. "Do-It-Yourself Barbie in 1960s Australia". M/C Journal 27, nr 3 (11.06.2024). http://dx.doi.org/10.5204/mcj.3056.

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Introduction Australia has embraced Barbie since the doll was launched at the Toy Fair in Melbourne in 1964, with Mattel Australia established in Melbourne in 1969. Barbie was initially sold in Australia with two different hairstyles and 36 separately boxed outfits. As in the US, the initial launch range was soon followed by a constant stream of additional outfits as well as Barbie’s boyfriend Ken and little sister Skipper, pets, and accessories including her dreamhouse and vehicles. Also released were variously themed Barbies (including those representing different careers and nationalities) and a seemingly ever-expanding group of friends (Gerber; Lord, Forever). These product releases were accompanied by marketing, promotion, and prominent placement in toy, department, and other stores that kept the Barbie line in clear sight of Australian consumers (Hosany) and in the forefront of toy sales for many decades (Burnett). This article focusses on a thread of subversion operating alongside the purchase of these Barbie dolls in Australia, when the phenomenon of handmade ‘do-it-yourself’ intersected with the dolls in the second half of the 1960s. Do-It-Yourself ‘Do-it-yourself’ (often expressed as DIY) has been defined as “anything that people did for themselves” (Gelber 283). The history of DIY has been researched in academic disciplines including sociology, cultural studies, musicology, architecture, marketing, and popular culture. This literature charts DIY practice across such domestic production as making clothes, furniture, and toys, growing food, and home improvements including renovating and even building entire houses (Carter; Fletcher) to more externally facing cultural production including music, art, and publications (Spencer). While DIY behaviour can be motivated by such factors as economic necessity or financial benefit, a lack of product availability or its perceived poor quality, and/or a desire for customisation, it can also be linked to the development of personal identity (Wolf and McQuitty; Williams, “A Lifestyle”; Williams, “Re-thinking”). While some mid-century considerations of DIY as a phenomenon were male-focussed (“Do-It”), women and girls were certainly also active at this time in home renovation, house building, and other projects (‘Arona’), as well as more traditionally gendered handicraft activities such as sewing and knitting. Fig. 1: Australian Home Beautiful magazine cover, November 1958, showing a woman physically engaged in home renovation activities. Australia has a long tradition of women crafting (by sewing, knitting, and crocheting, for instance) items of clothing for themselves and their families, as well as homewares such as waggas (utilitarian quilts made of salvaged or other inexpensive materials such as old blankets and grain sacks) and other quilts (Burke; Gero; Kingston; Thomas). This making was also prompted by a range of reasons, including economic or other necessity and/or the pursuit of creative pleasure, personal wellbeing, or political activism (Fletcher; Green; Lord, Vintage). It is unsurprising, then, that many have also turned their hands to making dolls’ clothes from scraps of fabrics, yarns, ribbons, and other domestic materials, as well as creating entire dolls’ houses complete with furniture and other domestic items (Benson). In the late eighteenth and nineteenth centuries, many Australian dolls themselves were handmade, with settlers and migrants importing European traditions of doll-making and clothing with them (Cramer). In the early twentieth century, mass-produced dolls and clothing became more available and accessible, however handmade dolls’ clothes continued to be made and circulated within families (Elvin and Elvin, The Art; Elvin and Elvin, The Australian). An article in the Weekly in 1933 contained instructions for making both cloth dolls and clothes for them (“Home-Made”), with many such articles to follow. While the 1960s saw increased consumer spending in Australia, this research reveals that this handmade, DIY ethos (at least in relation to dolls) continued through this decade, and afterwards (Carter; Wilson). This making is documented in artefacts in museum and private collections and instructions in women’s magazines, newspapers, and other printed materials including commercially produced patterns and kits. The investigation scans bestselling women’s magazine The Australian Women’s Weekly (the Weekly) and other Australian print media from the 1960s that are digitised in the National Library of Australia’s Trove database for evidence of interest in this practice. Do-It-Yourself Barbie Doll Patterns for Barbie clothes appeared in Australian women’s magazines almost immediately after the doll was for sale in Australia, including in the Weekly from 1965. The first feature included patterns for a series of quite elaborate outfits: a casual knitted jumpsuit with hooded jacket, a knitted three-piece suit of skirt, roll-necked jumper and jacket, a crocheted afternoon dress, tied with a ribbon belt and accessorised with a knitted coat and beret, and a crocheted full length evening gown and opera coat (“Glamorous”). A sense of providing the Weekly’s trusted guidance but also a reliance on makers’ individuality was prominent in this article. Although detailed instructions were provided in the feature above, for example, readers were also encouraged to experiment with yarns and decorative elements. Fig. 2: Crocheted and knitted ‘afternoon ensemble’ in “Glamorous Clothes for Teenage Dolls” feature in the Weekly, 1965. Another richly illustrated article published in 1965 focussed on creating high fashion wigs for Barbie at home. The text and photographs guided readers through the process of crafting five differently styled wigs from one synthetic hair piece: a “romantic, dreamy” Jean Shrimpton-style coiffure, deep-fringed Sassoon hairdo, layered urchin cut, low set evening bun, and pair of pigtails (Irvine, “How”). Again, makers were encouraged to express their creativity and individuality in decorating these hairstyles, with suggestions (but not directions) to personalise these styles using ribbons, tiny bows and artificial flowers, coloured pins, seed pearls, and other objects that might be to hand. Fig. 3: Detailed instructions for creating one of the wigs. Three Barbie dolls (identified as ‘teen dolls’ rather than by the brand) were featured on the cover of the Weekly on 5 January 1966, for a story about making dolls’ outfits from handkerchiefs (Irvine, “New”). This was framed as a “novel” way to use the excess of fancy hankies often received at Christmas, promising that the three ensembles could thriftily and cleverly be made from three handkerchiefs in a few hours. The instructions detail how to make a casual two-piece summer outfit accessorised with a headscarf, a smart town ensemble highlighted with flower motifs cut from broderie anglaise, and a lavish evening gown. Readers were assured this would be an engaging, “marvellous fun” as well as creative activity, as each maker needed to individually design each garment in terms of working with the individual features of the handkerchiefs they had, incorporating such elements as floral or other borders, lace edging, and overall patterns such as spots or checks (Irvine, “New”). The long-sleeved evening gown was quite an ambitious project. The gown was not only fashioned from a fine Irish linen, lace-bordered hankie, meaning some of the cutting and sewing required considerable finesse, but the neckline and hemline were then hand-beaded, as were a circlet of tiny pearls to be worn around the doll’s hair. Such delicacy was required for all outfits, with armholes and necklines for Barbie dolls very small, requiring considerable dexterity in cutting, sewing, and finishing. Fig. 4: Cover of The Australian Women’s Weekly of 5 January 1966 featuring three Barbie dolls. Only two issues later, the magazine ran another Barbie-focussed feature, this time about using oddments found around the home to make accessories for Barbie dolls. Again, the activity is promoted as thrifty and creative: “make teen doll outfits and accessories economically—all you need is imagination and a variety of household oddments” (“Turn”). Included in the full coloured article is a ‘hula’ costume made from a short length of green silk fringe and little artificial flowers sewn together, hats fashioned from a bottle top and silk flower decorated with scraps of lace and ribbon, a cardboard surfboard, aluminium foil and ice cream stick skis, and miniature ribbon-wound coat hangers. This article ended with an announcement commonly associated with calls for readers’ recipes: “what clever ideas have you got? … we will award £5 for every idea used” (“Turn”). This was a considerable prize, representing one-third of the average minimum weekly wage for full-time female workers in Australia in 1966 (ABS 320). Fig. 5: Brightly coloured illustrations making the Weekly’s “Turn Oddments into Gay Accessories”, 1966, a joyful read. This story was reinforced with a short ‘behind the scenes’ piece, which revealed the care and energy that went into its production. This reported that, when posing the ‘hulagirl’ on a fountain in Sydney’s Hyde Park, the doll fell in. While her skirt was rescued by drying in front of a fan, the dye from her lei ran and had to be scrubbed off the doll with abrasive sandsoap and the resulting stain then covered up with make-up. After the photographer built the set (inside this time), the shoot was finally completed (“The Doll”). A week later, the Weekly advertised a needlework kit for three new outfits: a beach ensemble of yellow bikini and sundress, red suit with checked blouse, and blue strapless evening gown. The garment components, with indicated gathering, seam, stitching, and cutting lines, were stamped onto a piece of fine cotton. The kit also included directions “simple enough for the young beginner seamstress” (“Teenage Doll’s”). Priced at 8/6 (85¢ in the new decimal currency introduced that year) including postage, this was a considerable saving when compared to the individual Mattel-branded clothing sets which were sold for sums ranging from 13/6 to 33/6 in 1964 (Burnett). Reader demand for these kits was so high that the supplier was overwhelmed and the magazine had to print an apology regarding delays in dispatching orders (“The Weekly”). Fig. 6: Cotton printed with garments to cut out and sew together and resulting outfits from the Weekly’s “Teenage Doll’s Wardrobe” feature, 1966. This was followed by another kit offer later in the year, this time explicitly promoted to both adult and “little girl” needleworkers. Comprising “cut out, ready to sew [material pieces] … and easy-to-follow step-by-step instructions”, this kit made an embroidered white party dress with matching slip and briefs, checked shorts and top set, and long lace and net trimmed taffeta bridesmaid dress and underclothes (“Three”). Again, at $1.60 for the kit (including postage), this was much more economical (and creative) than purchasing such outfits ready-made. Fig. 7: Party dress from “Three Lovely Outfits for Teenage Dolls” article in the Weekly, 1966. Making dolls’ clothes was an educationally sanctioned activity for girls in Australia, with needlecraft and other home economics subjects commonly taught in schools as a means of learning domestic and professionally transferable skills until the curriculum reforms of the 1970s onwards (Campbell; Cramer; Issacs). In Australia in the 1960s, Barbie dolls (and their clothing and furniture) were recommended for girls aged nine-years-old and older (Dyson), while older girls obviously also continued to interact with the dolls. A 1968 article in the Weekly, for example, praised a 13-year-old girl’s efforts in reinterpreting an adult dress pattern that had appeared in the magazine and sewing this for her Barbie (Dunstan; Forde). It was also suggested that the dolls could be used by girls who designed their own clothes but did not have a full-sized dressmaker’s model, with the advice to use a Barbie model to test a miniature of the design before making up a full-sized garment (“Buy”). Making Things for Barbie Dolls By 9 February 1966, the ‘using oddments’ contest had closed and the Weekly filled two pages with readers’ “resourceful” ideas (“Prizewinning”). These used such domestic bits and pieces as string, wire, cord, cotton reels, egg cartons, old socks, toothpicks, dried leaves, and sticky tape to create a range of Barbie accessories including a mob cap from a doily, hair rollers from cut drinking straws and rubber bands, and a suitcase from a plastic soap container with gold foil locks. A party dress and coat were fashioned from an out-of-date man’s tie and a piece of elastic. There was even a pipe cleaner dog and cardboard guitar. A month later, fifty more winning entries were published in a glossy, eight-page colour insert booklet. This included a range of clothing, accessories, and furniture which celebrated that “imagination and ingenuity, rather than dollars and cents” could equip a teen doll “for any occasion” (“50 Things”, 1). Alongside day, casual, and evening outfits, rainwear, underwear, jewellery, hats, sunglasses, footwear, a beauty case, hat boxes, and a shopping trolley and bags, readers submitted a skilfully fashioned record player with records in a stand as well as a barbeque crafted from tiny concrete blocks, sun lounge, and deckchairs. Miniature accessories included a hairdryer and lace tissue holder with tiny tissues and a skindiving set comprising mask, snorkel, and flippers. The wide variety of negligible-cost materials utilised and how these were fashioned for high effect is as interesting as the results are charming. Fig. 8: Cover of insert booklet of the entries of the 50 winners of the Weekly’s making things for Barbie from oddments competition, 1966. That women were eager to learn to make these miniature fashions and other items is evidenced by some Country Women’s Association groups holding handicraft classes on making clothes and accessories for Barbie dolls (“CWA”). That they were also eager to share the results with others is revealed in how competitions to dress teenage dolls in handmade outfits rapidly also became prominent features of Australian fetes, fairs, agricultural shows, club events, and other community fundraising activities in the 1960s (“Best”; “Bourke”; “Convent”; “Fierce”; “Frolic”; “Gala”; “Guide”; “Measles”; “Parish”; “Personal”; “Pet”; “Present”, “Purim”; “Successful”; “School Fair”; “School Fair Outstanding”; “School Fete”; “Weather”; Yennora”). Dressing Barbie joined other traditional categories such as those to dress baby, bride, national, and bed dolls (the last those dolls dressed in elaborate costumes designed as furniture decorations rather than toys). The teenage doll category at one primary school fete in rural New South Wales in 1967 was so popular that it attracted 50 entries, with many entries in this and other such competitions submitted by children (“Primary”). As the dolls became more prominent, the categories using them became more imaginative, with prizes for Barbie doll tea parties (“From”), for example. The category of dressing Barbie also became segmented with separate prizes for Barbie bride dolls, both sewn and knitted outfits (“Hobby and Pet”) and day, evening, and sports clothes (“Church”). There is no evidence from the sources surveyed that any of this making concentrated on producing career-focussed outfits for Barbie. Do-It-Yourself Ethos A do-it-yourself ethos was evident across the making discussed above. This refers to the possession of attitudes or philosophies that encourage undertaking activities or projects that involve relying on one’s own skills and resources rather than consuming mass-produced goods or using hired professionals or their services. This draws on, and develops, a sense of self-reliance and independence, and uses and enhances problem-solving skills. Creativity is central in terms of experimentation with new ideas, repurposing materials, or finding unconventional solutions to challenges. While DIY projects are often pursued independently and customised to personal preferences, makers also often collaboratively draw on, and share, expertise and resources (Wilson). It is important to note that the Weekly articles discussed above were not disguised advertorials for Barbie dolls or other Mattel products with, throughout the 1960s, the Barbies illustrated in the magazine referred to as ‘teen dolls’ or ‘teenage dolls’. However, despite this and the clear DIY ethos at work, women in Australia could, and did, make such Barbie-related items as commercial ventures. This included local artisanal dressmaking businesses that swiftly added made-to-measure Barbie doll clothes to their ranges (“Arcade”). Some enterprising women sold outfits and accessories they had made through various non-store venues including at home-based parties (“Hobbies”), in the same way as Tupperware products had been sold in Australia since 1961 (Truu). Other women sought sewing, knitting, or crocheting work specifically for Barbie doll clothes in the ‘Work wanted’ classified advertisements at this time (‘Dolls’). Conclusion This investigation has shown that the introduction of the Barbie doll unleashed more than consumer spending in Australia. Alongside purchases of the branded doll, clothes, and associated merchandise, Australians (mostly, but not exclusively, women and girls) utilised (and developed) their skills in sewing, knitting, crochet, and other crafts to make clothes for Barbie. They also displayed significant creativity and ingenuity in using domestic oddments and scraps to craft fashion accessories ranging from hats and bags to sunglasses as well as furniture and many of the other accoutrements of daily life in the second half of the 1960s in Australia. This making appears to have been prompted by a range of motivations including thrift and the real pleasures gained in crafting these miniature garments and objects. While the reception of these outfits and other items is not recorded in the publications sourced during this research, this scan of the Weekly and other publications revealed that children did love these dolls and value their wardrobes. In a description of the effects of a sudden, severe flood which affected her home south of Cairns in North Queensland, for instance, one woman described how amid the drama and terror, one little girl she knew packed up only “her teenage doll and its clothes” to take with her (Johnstone 9). The emotional connection felt to these dolls and handcrafted clothes and other objects is a rich area for research which is outside the scope of this article. Whether adult production was all ultimately intended to be gifted (or purchased) for children, or whether some was the work of early adult Barbie collectors, is also outside the scope of the research conducted for this project. As most of the evidence for this article was sourced from The Australian Women’s Weekly, a similarly close study of other magazines during the 1960s, and of whether any DIY clothing for Barbie also included career-focussed outfits, would add more information and nuance to these findings. This investigation has also concentrated on what happened in Australia during the second half of the 1960s, rather than in following decades. It has also not examined the DIY phenomenon of salvaging and refurbishing damaged Barbie dolls or otherwise altering and customising their appearance in the Australian context. These topics, as well as a full exploration of how women used Barbie dolls in their own commercial ventures, are all rich fields for further research both in terms of practice in Australia and how they were represented in popular and other media. Alongside the global outpouring of admiration for Barbie as a global icon and the success of the recent live action Barbie movie (Aguirre; Derrick), significant scholarship and other commentary have long criticised what Barbie has presented, and continues to present, to the world in terms of her body shape, race, activities, and career choices (Tulinski), as well as the pollution generated by the production and disposal of these dolls (“Feminist”; Pears). An additional line of what can be identified as resistance to the consumer-focussed commercialism of Barbie, in terms of making her clothes and accessories, seems to be connected to do-it-yourself culture. The exploration of handmade Barbie doll clothes and accessories in this article reveals, however, that what may at first appear to reflect a simple anti-commercial, frugal, ‘make do’ approach is more complex in terms of how it intersects with real people and their activities. 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Tinkering: Australians Reinvent DIY Culture. Clayton: Monash UP, 2017. Wolf, Marco, and Shaun McQuitty. “Understanding the Do-It-Yourself Consumer: DIY Motivations and Outcomes.” Academy of Market Science Review 1 (2011): 154–70. “Yennora Pupils’ Show Results.” The Broadcaster 25 Jul. 1967: 2.
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Locke, Kathryn, Katie Ellis i Katharina Wolf. "Auditory Learner". M/C Journal 27, nr 2 (13.04.2024). http://dx.doi.org/10.5204/mcj.3029.

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Introduction This study examines the ways in which students and staff in higher education use and engage in audio, both in everyday life and within the university setting. Specifically, we explore if the increasingly diverse student population utilise audio as part of a personalised approach to learning. Increasing student engagement in online delivery through a personalised approach to learning is a vital area of focus in contemporary pedagogy internationally. The rapid move to online delivery during the COVID-19 pandemic revealed both opportunities and challenges for learners with diverse digital access requirements (Ellis et al. 17). Along with captions – which have been embraced as an accessibility feature by the entire student population (Ellis et al.) – the use of audio has increased (Peaty et al. 7). Digital accessibility has typically focussed on the availability of captions, yet the experience of many students during COVID-19 pandemic-imposed remote learning activities shows that audio also offers great potential for personalisation, accessibility, and engagement. With audio options following the trajectory of captions in both education and entertainment contexts to become recognised as a personal preference (Ellis 167), this article examines whether higher education has responded to the ‘audio turn’. Moreover, it seeks to answer how students, as a diverse population, utilise audio as part of their learning experience. The ‘audio turn’ refers to the recent period marked by the COVID-19 pandemic, alongside the increase in (and use of) audio platforms and features. However, it should also be acknowledged that this audio turn is also part of a longer history of technology-enabled audio pedagogy, encompassing transitions from vinyl to cassette tape, and analogue to digital. These specific changes over approximately the last five years have been captured in the literature on the rise of audio description (see for example Peaty et al.; Piñeiro-Otero and Pedrero-Esteban), audiobooks and “listening culture” (Snelling 648), studies on the uptake of podcasts and digital radio (St. Aubin), and popular articles (Forbes). In a relatively short period of time, audio book sales, podcasting, digital music consumption, and audio accessibility (including audio description) have increased significantly. The culmination of new business models (e.g., Spotify’s audio-first strategy; Kilberg and Spilker 156) and the specific remote learning/working, lockdown environments generated by COVID-19 mitigation policies further facilitated this audio turn. The rise of the value and use of audio also extended into the university context, which prompted new literature on audio learning strategies (Wake et al. 30; Jensen and Veprinska). However, the question arises: despite the increased interest in audio, has higher education pedagogy adapted to reflect learning options and preferences? Audio in Higher Education Over the past decade, a body of research has emerged that highlights opportunities for audio in the higher education context; however, there remains a lack of research on the potential of audio more broadly for learning personalisation and accessibility. Most of the existing research on audio supported pedagogy has centred around the value of audio feedback on assessments (Knauf 442; Sarcona et al. 47; Heimbürger 106). With over a decade of publications on this type of audio-supported learning, researchers have found audio feedback to be divisive, in part due to the varied nature in which it is applied and received (Hennesy and Forrester 778), but Sacona et al. (58) emphasise students’ desire for the availability of both modalities of feedback (audio and written). Other audio learning alternatives discussed in the literature on audio-supported pedagogy include podcasts (McGarr; Gunderson and Cumming 591; Gachago et al. 859) and, to a lesser degree, the role of audio description (Pintado et al.), which may in part be the result of the recency of use of audio description in the media more broadly. One of the key features of more recent (post-2020) research into various audio alternatives or audio-supported learning options was the consistent observation that audio is an important part of universal design for learning (UDL) and its value and appeal for an increasingly diverse student population. UDL is an important concept in understanding the role of audio in higher education, as it is not simply focussed on ‘access to the classroom’, but the ways in which access to educational content, texts, and teaching is considered. It is centred on three principles: multiple means of representation, multiple means of engagement, and multiple means of expression (Cumming and Rose 1026). Pertinent to our research, UDL emphasises multiple formats for learning materials, including audio. Moreover, developed in the early 2000s, UDL recognises the role of digital technology in addressing the needs of an increasingly diverse student population (Edyburn 16). It is adapted from Universal Design (UD), which is based on a set of principles: equitable use, flexibility in use, simple and intuitive use, perceptible information, tolerance for error, low physical effort, and size and space for approach and use (Centre for Universal Design). While acknowledging the broader research literature and debates around cognitive styles, learning strategies, learning styles, and their efficacy in instruction (Cassidy 420), this project uses the term ‘learning preferences’ to capture the preferred, individual approaches to a task or learning situation. Auditory preferences are common amongst most models of learning styles; however, the scope of this study did not extend to other learning preferences or alternatives. Instead, this pilot research project, informed by the ‘audio turn’ and increased interest in UDL, sought to better understand how students and staff in the university context perceive, utilise, and engage with audio, both in everyday life and in higher education. Methodology The rationale for this project is based on UDL theories of flipped learning (Wolf et al.) and the use of captions in teaching and learning (Ellis et al.). UDL seeks to remove barriers and emphasises the importance of creating learning environments that offer multiple ways of engaging with content, and of accessing and representing information (Behling and Tobin 2). Wolf et al.’s research on flipped learning (replacing traditional lectures with online recordings) discovered that students who self-diagnosed attention deficit issues preferred the online option as it allowed them to break learning into small chunks. The opportunity to personalise study experiences to meet individual learning preferences was valued by the entire cohort, including students who preferred on-campus and face-to-face learning. These findings informed the development of a multimodal methodology in which participant responses are gathered from both researchers’ questions and from interaction and engagement with alternative learning formats. Firstly, a survey on the use of audio in everyday life and learning environments was created via Qualtrics and disseminated to students and staff. This was achieved in conjunction with the Digital Student Engagement Team, who promoted the survey via internal channels, Digital Screens, and Instagram stories. Several of the Faculties and Schools taking part in the research also distributed links to the survey via internal emails and the university’s learning platform. The survey was open for a ten-week period in the second half of 2023. Secondly, this project trialled embedding audio in teaching resources within four different units across two Faculties (Humanities and Business and Law), and then obtained feedback from students on their interactions with these new learning formats. Specifically, we added audio description to key resources in each unit, provided the option for audio feedback on at least one assignment per unit, and offered an audio version of the assessment guide. Students in the participating units were then invited to partake in an end-of-study-period focus group that discussed their uptake of and experience with the additional audio resources. The semi-structured discussions were facilitated in-person for on-campus units, and online via WebEx for offshore and online cohorts. The qualitative results from the focus groups and survey underwent thematic analysis. Research Findings Across both the survey findings and focus group discussions it emerged that audio played a pivotal role in students’ everyday life, and that this role had both increased in the past four years and manifested into a desire to utilise more audio alternatives in their learning experiences. There was a clear awareness of individuals’ personal learning preferences and what format they best responded to, as well as recognition that peers may have other preferences. These different types of learning preferences were reflected in the varied responses to extra audio-based learning material; while some students appreciated audio feedback on assessments, others preferred written feedback, in particular for ease of referencing and in order to refer back to it at a later point in time. Through the learner lens, audio does not appear to have replaced written learning material; instead, it is seen as complementary – and vice versa. Demographics Of the 268 survey participants (supplemented by an additional 31 focus group participants), 16.5% were staff. The responses primarily came from first-year students (26%), with relatively similar percentages of second-, third-year, and postgraduate students. In keeping with these enrolment demographics, most respondents were between the ages of 18 and 24 (43%). Students and staff in the Faculty of Humanities were significantly represented (57%), and most participants studied or taught online for some or all of the time (33% stated that they studied or taught both in person and online). Fig. 1: Age of participants Fig. 2: Faculty participation Fig. 3: Type of study Research on UDL (Bracken and Novak 8) identifies that specific groups of students may benefit more from accessible learning options, thus we explored respondents' background further: 73% of our survey respondents spoke English as their first language, 21% were mature-age students (commencing university after 20 years of age), 16% were international students, and 2% were of Aboriginal or Torres Strait Islander descent. Universal design is particularly pertinent for students with disabilities, due to the provision of “multiple ways of engaging with content” (Behling and Tobin 2), including audio learning alternatives. While we acknowledge that students do not always identify as having a disability, for a variety of reasons (Roberts et al. 249), 16% stated that they had a disability, with the most commonly cited disability being Attention Deficit Hyperactivity Disorder (ADHD). Almost half of respondents with a disability cited multiple disabilities. Use of Audio in Everyday Life Participants were asked a series of questions about their use of audio in everyday life. Students acknowledged audio as an important and consistent part of everyday life, with music playing a significant role. It was clarified that audio is perceived as important for many reasons; used to multitask, for information and entertainment, for mental stimulation and in order to ‘get into the zone’ (e.g., for exams), for relaxation, and as a way of ‘filling space’ and avoiding silence. Though the most popular audio platforms were streamed music (71% of respondents stating they used apps like Spotify or Apple Music daily), podcasts were also consumed daily or a few times a week by 43% of respondents. The age of respondents did impact on the type of audio formats used – respondents under the age of 24 were less likely to listen to audio books (81% stated they rarely or never did), but 93% listened to streamed music. Importantly, the suggested rise of the importance of audio during the ‘pandemic years’ (Peaty et al. 7; St. Aubin) aligned with our research findings: 64% of respondents stated that their use of audio content had increased over the last four years. Expectations and Uptake of Audio in Higher Education Across both the focus groups and the survey, learners expressed a clear interest in using more audio learning options. 53% of all respondents stated that they would use more audio content in their higher education experience if it was offered. Only 5% said they would not. The most popular audio option was audio recordings of lectures and/or tutorials, with 46% stating they would use this option, while audio books or text-to-speech conversions for readings and academic articles were also desired. Fig. 4: Audio learning preferences For audio assessments and audio feedback on assessments, the results were more divisive, which is in line with extant research (Knauf 442; Sarcona et al. 47). From the comments provided, it was evident that personal learning and assessment preferences impacted on whether these options would suit individuals. Being able to quickly refer back to key points was also highlighted as an advantage of written feedback, or at least access to a transcript of the audio feedback. However, audio feedback was also perceived as providing advantages: “tonality really helps when communicating feedback, more easily emotionally received. Potential to be conversational – in my experience of getting feedback in person conversation has always been more beneficial.” International students, in particular, emphasised that written feedback can come across as harsh and impersonal. Being able to hear the educator’s voice was perceived as making feedback more personal and digestible. However, whilst written feedback enables leaners to skim over comments and in particular challenging points, audio feedback requires deeper engagement, which was not always considered as welcome. Staff were more reluctant to use audio learning alternatives (only 32% said they would use more audio content, a further 57% said they might, and 11% said they would not), citing concerns around workload and applicability to subject/unit. Improving Accessibility and the Role of Audio There was an array of alternative suggestions for improving the accessibility of higher education, either through increased audio options or other approaches. The use of captions (or descriptions) for lectures, podcasts for tutorials, and more interaction options for online tutorials emerged as a key theme. As one student explained, audio formats can allow for increased accessibility: “I like the idea of podcasts and audio books – this would help people like me who struggle with sitting down and fully focussing on reading material, people who experience neurodiversity”. Students again showed a clear understanding of how different learning formats could align with personal learning preferences. Moreover, they demonstrated critical awareness of the capabilities (and deficits) of existing university platforms and formats: the user experience for [the online learning platform] is poorly designed and not interactive enough… . I think online learning should incorporate visual image and video, live interactive quizzes, drop out rooms with students and interactive participation. Participants expressed a clear interest in accessible audio materials – audiobooks, audio recordings, convertible formats – and often this was aligned with the reasons for why students used accessibility features: more accessible content allows them to absorb information more easily, multitask, and to be efficient and effective in study. Noticeable was their awareness that accessible learning options were more inclusive and were aligned with a diverse student population. Participants reported that learning strategies, such as using text-to-audio conversion to check the syntax and flow of written assignment, or audio-to-text conversion for early assessment drafts, were largely self-discovered solutions to meet personal needs and preferences. Comments indicate a lack of formally taught strategies and audio-linked toolkits, further suggesting skills gaps – and possibly a preference for more traditional learning approaches – among teaching staff. Discussion While this pilot project provided limited reflections on the value of audio in higher education due to being limited to a single higher education institution, there are several clear themes that have emerged from our research that require further investigation and replication across multiple institutions, disciplines, and cohorts. Importantly, our findings highlight students’ desire for more audio, and accessible audio, in their learning experience; an awareness of individual learning preferences; and a gap between students’ expectations of multiple learning formats and the ability of the university to provide audio-supported pedagogy. Accessible, personalised and audio formats have become an expectation both within and outside of higher education (driven in part by increasing options in the broader media landscape). While the most common accessibility feature used by students (within and outside of higher education) is captions, students showed a clear interest in, and use of, audio formats (books, lectures, academic articles) and audio-described lectures. However, it should be noted that audio description is currently underutilised in higher education, and, while increasingly available (Peaty et al. 4), also not a standard inclusion in the broader media context. Therefore, we anticipate that audio description will begin to play a more significant role, particularly with the increase in AI. There was a clear awareness amongst students of their own learning preferences, and how audio alternatives and accessibility features might facilitate their personal education experience. Moreover, there was an understanding of the diversity of learning preferences amongst other students: “I am a visual learner, but I know for other students, audio might be more useful”. In the learning environment, students reflected not only on their use of audio materials, but of a range of formats. Several students noted that their preference was to engage with a combination of audio-visual materials, or to use audio as a “back-up” if information was missed or misunderstood. One student noted that they would record themselves reading their own essay once they had written it as a way of picking up mistakes. Students demonstrated a range of innovative strategies or tools to aid in learning or assessments, but these were largely personalised approaches outside of the tools or affordances the university offered. The different types of learning preferences identified in the focus groups were reflected in the varied responses to the extra audio-based learning material that had been provided to them during the semester. While some students appreciated audio feedback on assessments, others preferred written feedback. This confirmed responses from the earlier survey. The results of our pilot study reveal several key ‘disconnects’ between the perceptions, desires, and practices of students and staff, and the practical, effective implementation of audio learning strategies in the university context. As previously noted in relation to the use of captions in universities (Ellis et al.), higher education fails to be both at the forefront of and responsive to audio accessibility and audio format opportunities. The results allude to several reasons for this deficit: insufficient communication of what is available and how to access it, outdated or insufficient platforms that support audio learning options, lack of investment in new tools and technologies, limited professional opportunities to upskill staff, workload implications, and a lack of essential infrastructure (e.g. recording studios). For example, despite the provision of extra audio formats in the units involved in this research project, there were many students who were not aware of them, and during the focus groups students had to be prompted several times and provided with cues in order for them to remember these options. Moreover, students had also not been aware of audio options that currently exist as built-in features – such as voice notes to record audio feedback on assessments – and very few had ever experienced these audio learning options in the university setting, in part due to the lack of uptake of this feature by staff. Indeed, there are fundamental deficits in the utilisation of audio alternatives and accessibility features by staff. As one staff member explained, “audio can be far more personal and engaging. However, a big caveat here … . Audio production of content for teaching requires professional audio editing support. It is not something that can easily be added to academic workload”. Here, staff identify the extra ‘work’ and professional skills involved in the utilisation and production of accessible audio formats. For example, including audio description for a lecture involves media production skills, the navigation (and employment of) specific audio description software, as well as fundamental accessibility knowledge – all of which is rarely taught or provided for in higher education. We found gaps in the awareness of and the ability (both in terms of time and professional skills) of university staff to employ the ‘access work’ and ‘media work’ (Ellcessor 325; Hickman 6), and a lack of understanding of the opportunities for and benefits of audio-supported pedagogy. In our survey, while staff similarly engaged with audio regularly in their everyday lives, they were more reluctant to use audio learning alternatives in a higher education setting, citing concerns around workload and applicability to subject or unit. I teach units that deal primarily with writing, so I'm more interested in speech-to-text rather than the other way round. I feel that audio submissions of assessments widen the digital and linguistic divide, particularly for mature-age students and international students, who form a major cohort of many online units that I teach. Furthermore, the casualisation of teaching in higher education often places (typically unpaid) responsibility on tutors to upskill and self-navigate options for accessible teaching. Conclusion This study indicates that learners are frequently much more aware of their own needs, preferences, and potential tools to address these, than the facilitators of higher education learning experiences. Findings call for a rethink of higher education learning experiences, away from a standard delivery model – as often preferred by learning institutions – to mixed-mode experiences that both keep learners engaged and respond to the ‘audio turn’. One such example is the traditional lecture, which over the past years has increasingly moved online. However, delivery approaches have hardly changed. The assumption remains of the lecturer as expert, who talks to an audience that very much engages with a commentary to lecture slide content in real time. What these recordings – either of in-class deliveries or pre-recorded content – fail to acknowledge is shortened attention spans, as well as the fact that an increasing number of learners exclusively engage with learning content ‘on the go’ or whilst multi-tasking. Rather than putting text – or lecture slides and other visual materials – first, a rethink of the traditional lecture as ‘podcast’, with an increased focus on verbal cues, descriptions, and storytelling techniques could enable facilitators to meet students ‘where they are’: on the go, multitasking, and wanting to listen. 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