Working Class Culture

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Thomas Dunk - One of the best experts on this subject based on the ideXlab platform.

  • remaking the Working Class experience Class consciousness and the industrial adjustment process
    American Ethnologist, 2002
    Co-Authors: Thomas Dunk
    Abstract:

    In this article, I examine the interrelationships between experience, Class consciousness, and unemployment counseling in displaced workers' narratives about the process of industrial adjustment Focusing on the rhetoric of unemployment counselors and trainers, I argue that the hegemony of neoconservative and neoliberal interpretations of industrial restructuring and economic change are secured—to the extent they are—through a microphysics of power that operates through the agents and agencies of assistance made available to displaced workers. [male Working-Class Culture, deindustrialization, Canada, discourse, experience, power]

Mark Pittaway - One of the best experts on this subject based on the ideXlab platform.

  • the reproduction of hierarchy skill Working Class Culture and the state in early socialist hungary
    The Journal of Modern History, 2002
    Co-Authors: Mark Pittaway
    Abstract:

    This chapter shows how the hierarchies that had underpinned pre-socialist shop-floor Culture were defended and reasserted by skilled workers in the context of Hungary's early socialist factory regime. It begins by describing the material environment in which such hierarchies were reproduced by tracing the emergence of the early socialist factory regime in one industrial plant, paying particular attention to the patterns of dependence that grew between more experienced skilled workers and lower management. The chapter then examines industry as a whole, in order to show how such patterns of dependence created space for pre-socialist hierarchies to reassert themselves in socialist factories. Finally, it examines the reproduction of presocialist hierarchies by concentrating on shop-floor conflict around generation, gender and social origin. Keywords: presocialist hierarchies; skilled workers; socialist Hungary; Working-Class Culture

Hagman Fredrik - One of the best experts on this subject based on the ideXlab platform.

  • Making a stand against capitalism : A marxist critique of game art design in Cyberpunk 2077, concerning representation of consumer-producer relations.
    2021
    Co-Authors: Hagman Fredrik
    Abstract:

    Uppsatsen undersöker spelgrafik i Cyberpunk 2077, mot bakgrund av händelserna kring spelets offentliggörande – som väckte stort raseri och missnöje från inte bara spelarna själva, utan även aktieägare och spelrecensenter. Utgångspunkten i analysen är etablerandet av en diskursiv läsning inom en kvalitativ visuell analys av ett urval bilder som visar hur människor i spelet manipuleras till att köpa produkter som är skadliga för dem. Hur bilderna visar just detta – etableras i en andra, djupare läsning utifrån ett antal marxistiska positioner som alla har gemensamt att de beskriver processer relevanta för Karl Marx’ tankar om alienation och förfrämligande.Resultatet diskuteras sedan i relation till hur verkliga film-, spel-, data- och storföretag säljer produkter genom att paketera dem inuti berättelser om klasskamp, civilt uppror eller arbetarkultur. Sambandet mellan CD Projekt Red’s inbladning i fiktiv och verklig kapitalism, utgör det viktigaste resultatet och den röda tråden för arbetet. Huvudsakligen gestaltar sambandet sig genom upprättandet av en varufetischism och kommodifiering i fråga om hur de gestaltar- och kommunicerar till sina egna konsumenter. Jag diskuterar sedan riskerna med dataspel som tillämpning för en marxistisk kritik, då den interaktiva komponenten i spelandet förutsätter människan som en del av produkten.The essay surveys relevant game art inside Cyberpunk 2077, in the light of the recent and heavily criticized product launch. The study starts out with establishing a discourse reading through qualitative visual samples of how costumers are manipulated to buy hazardous products inside the fictive context of the game. The examples of how this manipulation takes place, are shown by applying pre-described Marxist positions that are generally connected to Marx phases of alienation (see keywords below). The results are then discussed in relation to how real movie-, game-, computer- and other big business markets products through appropriation of stories and themes such as Class struggle, civil obedience or Working-Class Culture. Establishing the comparison between the fictive and existing capitalism of CD Projekt Red is the main thesis that is followed through the work and verified in the result through evidence of 3 commodification and commodity fetishism. The main aspect of the arguments focuzes on how CD Projekt Red has shown the relationship between themselves and their followers through consumers and manufacturers. The thesis and subject matter is discussed in the end of the essay, also mentioning the risks of analysing a digital game through Marxist perspectives, since the interactive part of gaming requires the player to be viewed as connected to the product

  • Cyberpunk 2077 as a commentary on contemporary capitalism : A marxist reading of concept art and advertisement in a computer game.
    Malmö universitet Institutionen för konst kultur och kommunikation (K3), 2021
    Co-Authors: Hagman Fredrik
    Abstract:

    Uppsatsen undersöker spelgrafik i Cyberpunk 2077, mot bakgrund av händelserna kring spelets offentliggörande – som väckte stort raseri och missnöje från inte bara spelarna själva, utan även aktieägare och spelrecensenter. Utgångspunkten i analysen är etablerandet av en diskursiv läsning inom en kvalitativ visuell analys av ett urval bilder som visar hur människor i spelet manipuleras till att köpa produkter som är skadliga för dem. Hur bilderna visar just detta – etableras i en andra, djupare läsning utifrån ett antal marxistiska positioner som alla har gemensamt att de beskriver processer relevanta för Karl Marx’ tankar om alienation och förfrämligande.Resultatet diskuteras sedan i relation till hur verkliga film-, spel-, data- och storföretag säljer produkter genom att paketera dem inuti berättelser om klasskamp, civilt uppror eller arbetarkultur. Sambandet mellan CD Projekt Red’s inbladning i fiktiv och verklig kapitalism, utgör det viktigaste resultatet och den röda tråden för arbetet. Huvudsakligen gestaltar sambandet sig genom upprättandet av en varufetischism och kommodifiering i fråga om hur de gestaltar- och kommunicerar till sina egna konsumenter. Jag diskuterar sedan riskerna med dataspel som tillämpning för en marxistisk kritik, då den interaktiva komponenten i spelandet förutsätter människan som en del av produktenThe essay surveys relevant game art inside Cyberpunk 2077, in the light of the recent and heavily criticized product launch. The study starts out with establishing a discourse reading through qualitative visual samples of how costumers are manipulated to buy hazardous products inside the fictive context of the game. The examples of how this manipulation takes place, are shown by applying pre-described Marxist positions that are generally connected to Marx phases of alienation (see keywords below).The results are then discussed in relation to how real movie-, game-, computer- and other big business markets products through appropriation of stories and themes such as Class struggle, civil obedience or Working-Class Culture. Establishing the comparison between the fictive and existing capitalism of CD Projekt Red is the main thesis that is followed through the work and verified in the result through evidence of 3 commodification and commodity fetishism. The main aspect of the arguments focuzes on how CD Projekt Red has shown the relationship between themselves and their followers through consumers and manufacturers. The thesis and subject matter is discussed in the end of the essay, also mentioning the risks of analysing a digital game through Marxist perspectives, since the interactive part of gaming requires the player to be viewed as connected to the product.Filmen som gjordes inom ramen för frilansuppdraget åt NordAmps var i sin helhet en draft för videopitch till mottagare, bestående av fotografi, ljud och ett fåtal enkla tredimensionella modeller. Efter uppdragets slut ville jag se hur jag kunde förbättra min medieproduktion genom att applicera en metod som blandar animation och teknisk illustration. Detta fick mig att resonera kring; hur skulle jag kunna kommunicera bättre utifrån samma filmlängd, samma ljudbild och samma tempo - men bara genom att jobba med tecknat material i efterproduktionen? Vad är viktigt att lyfta – och hur undviker jag att komplicera istället för simplifiera budskapet?  Förutom att konkretisera och förenkla komplex information från avsändaren, så bidrar animationen till att skapa det övergripande visuella narrativet; det vill säga; vilka är NordAmps, varför är de viktiga och hur kommunicerar de kring sitt innehåll? Genom att blanda rörligt fotografi med animation och teckning så vill jag skapa en mer rik och pedagogisk medieproduktion - som visar på hur komplexa tekniska frågor kan kommuniceras effektivt till tittare som saknar förförståelse om ämnet

Martin Johnes - One of the best experts on this subject based on the ideXlab platform.

  • pigeon racing and Working Class Culture in britain c 1870 1950
    Cultural & Social History, 2007
    Co-Authors: Martin Johnes
    Abstract:

    ABSTRACTPigeon racing was immensely popular amongst male industrial workers in the nineteenth and early twentieth centuries. This article offers an overview of the history of pigeon racing in this period before moving on to explore the sport's multiple meanings for those who took part. Pigeon racing offered not only the thrills and excitement of racing but also the more sedate and intellectual rewards of breeding and rearing the birds. The pigeon loft was a masculine enclave and a retreat from the pressures of domestic life for some, although for others it was an opportunity to share time with their family. As such, pigeon racing demonstrates the complexities of Working-Class masculinity. Pigeon keeping was also expensive, time consuming and required space. The article thus concludes by arguing that despite the agency workers were able to exercise over their leisure, they were still restricted by wider material constraints.

Barbosa Illescas Felipe - One of the best experts on this subject based on the ideXlab platform.

  • La cultura obrera en la provincia de Cádiz. Centros obreros, ateneos obreros y casas del pueblo: espacio de educación y difusión cultural (desde sus orígenes a 1939)
    'Servicio de Publicaciones de la Universidad de Cadiz', 2021
    Co-Authors: Barbosa Illescas Felipe
    Abstract:

    Una de las iniciativas fundamentales del anarcosindicalismo español fue la extensión de una cultura alternativa a la oficial y que puede calificarse como la de mayor trascendencia del siglo XX en España de una organización obrera. En el terreno de la educación obrera la proliferación de escuelas racionalistas anarquistas tuvieron como objetivo conseguir la libertad de conciencia para lograr una sociedad más humana inspirada en el orden natural. Esta cultura obrera, alternativa a la burguesa, desarrolló muchas ideas de gran relevancia actual frente a lo que conocemos como pensamiento único contemporáneo.Nacieron los ateneos populares, los centros republicanos y las casas del pueblo auténticas universidades populares que contribuyeron a crear una opinión crítica y analítica. Palabras clave: cultura alternativa, educación obrera, ateneos populares, casas del pueblo, libertad de conciencia, educación integral. The Working Class Culture in the province of Cádiz. Workers 'centers, workers' athenaeums and houses of the town: space for education and cultural diffusion (from its origins to 1939) Abstract: One of the fundamental initiatives of Spanish anarcho-syndicalism was the extension of an alternative Culture to the official one and that can be described as the most important of the 20th century in Spain of a labor organization. In the field of workers' education, the proliferation of anarchist rationalist schools aimed to achieve freedom of conscience to achieve a more humane society inspired by the natural order. This Working-Class Culture, alternative to the bourgeois, developed many ideas of great relevance today compared to what we know as contemporary single thought. The popular athenaeums, the republican centers and the houses of the people were born, authentic popular universities that contributed to create a critical and analytical opinion. Keywords: alternative Culture, workers education, popular athenaeums, people's houses, freedom of conscience, comprehensive education. Artículo recibido: 24/06/2010. Aceptado: 10/09/201