(ABC Aus.) Laura D'Olimpio–First as Pokemon, Then as Farce? The Risks of the Modern Culture Industr

The discerning citizen needs to be able to make an ethically informed choice as to what they spend their time and money on. If a game encourages players to collaborate and practice making empathetic choices, and connects people in mutually beneficial ways that may result in flourishing and a sense of community, then that’s positive.

Adorno’s point is that our mass culture reflects the society in which we live and its values. If we are looking to transform the banality of the everyday into something playful and imaginary, this may be a healthy form of catharsis. But if we’re not happy and instead feel stressed and in desperate need of constant escape, then we need to look more deeply at what values our society is perpetuating.

Although Adorno’s criticisms of mass produced cultural objects has been dismissed as reactionary, he makes a point worth noting. Adorno hopes that we will be critical as opposed to passive citizens and this goal is vitally important in today’s media-infused society. In our fast-paced world of multi-media information sources, we require an updated mode of interaction whereby we can critically engage with these technologies. Transferable thinking skills, such as those honed by the study of philosophy, may be one good place to start.

Read it all.

Posted in * Culture-Watch, * Economics, Politics, Consumer/consumer spending, Corporations/Corporate Life, Economy, Entertainment, Ethics / Moral Theology, Mental Illness, Psychology, Science & Technology, Theology