Author: Frank Hoffmann
Publisher: Routledge
ISBN: 1135418462
Category : Sports & Recreation
Languages : en
Pages : 152
Book Description
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
Dictionary of Toys and Games in American Popular Culture
Author: Frank Hoffmann
Publisher: Routledge
ISBN: 1135418462
Category : Sports & Recreation
Languages : en
Pages : 152
Book Description
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
Publisher: Routledge
ISBN: 1135418462
Category : Sports & Recreation
Languages : en
Pages : 152
Book Description
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
Probing Popular Culture
Author: Marshall Fishwick
Publisher: Routledge
ISBN: 1136765522
Category : Computers
Languages : en
Pages : 304
Book Description
When it comes to seeing depth and lateral connections in the development of popular culture, nobody exceeds Marshall Fishwick. -Canadian Psychology In Probing Popular Culture: On and Off the Internet, one of the leading authorities in American and popular culture studies presents an eye-opening examination o
Publisher: Routledge
ISBN: 1136765522
Category : Computers
Languages : en
Pages : 304
Book Description
When it comes to seeing depth and lateral connections in the development of popular culture, nobody exceeds Marshall Fishwick. -Canadian Psychology In Probing Popular Culture: On and Off the Internet, one of the leading authorities in American and popular culture studies presents an eye-opening examination o
Encyclopedia of American Folklife
Author: Simon J Bronner
Publisher: Routledge
ISBN: 1317471954
Category : Business & Economics
Languages : en
Pages : 1469
Book Description
American folklife is steeped in world cultures, or invented as new culture, always evolving, yet often practiced as it was created many years or even centuries ago. This fascinating encyclopedia explores the rich and varied cultural traditions of folklife in America - from barn raisings to the Internet, tattoos, and Zydeco - through expressions that include ritual, custom, crafts, architecture, food, clothing, and art. Featuring more than 350 A-Z entries, "Encyclopedia of American Folklife" is wide-ranging and inclusive. Entries cover major cities and urban centers; new and established immigrant groups as well as native Americans; American territories, such as Guam and Samoa; major issues, such as education and intellectual property; and expressions of material culture, such as homes, dress, food, and crafts. This encyclopedia covers notable folklife areas as well as general regional categories. It addresses religious groups (reflecting diversity within groups such as the Amish and the Jews), age groups (both old age and youth gangs), and contemporary folk groups (skateboarders and psychobillies) - placing all of them in the vivid tapestry of folklife in America. In addition, this resource offers useful insights on folklife concepts through entries such as "community and group" and "tradition and culture." The set also features complete indexes in each volume, as well as a bibliography for further research.
Publisher: Routledge
ISBN: 1317471954
Category : Business & Economics
Languages : en
Pages : 1469
Book Description
American folklife is steeped in world cultures, or invented as new culture, always evolving, yet often practiced as it was created many years or even centuries ago. This fascinating encyclopedia explores the rich and varied cultural traditions of folklife in America - from barn raisings to the Internet, tattoos, and Zydeco - through expressions that include ritual, custom, crafts, architecture, food, clothing, and art. Featuring more than 350 A-Z entries, "Encyclopedia of American Folklife" is wide-ranging and inclusive. Entries cover major cities and urban centers; new and established immigrant groups as well as native Americans; American territories, such as Guam and Samoa; major issues, such as education and intellectual property; and expressions of material culture, such as homes, dress, food, and crafts. This encyclopedia covers notable folklife areas as well as general regional categories. It addresses religious groups (reflecting diversity within groups such as the Amish and the Jews), age groups (both old age and youth gangs), and contemporary folk groups (skateboarders and psychobillies) - placing all of them in the vivid tapestry of folklife in America. In addition, this resource offers useful insights on folklife concepts through entries such as "community and group" and "tradition and culture." The set also features complete indexes in each volume, as well as a bibliography for further research.
Shapers of American Childhood
Author: Kathy Merlock Jackson
Publisher: McFarland
ISBN: 1476664552
Category : Social Science
Languages : en
Pages : 287
Book Description
The experience of growing up in the U.S. is shaped by many forces. Relationships with parents and teachers are deeply personal and definitive. Social and economic contexts are broader and harder to quantify. Key individuals in public life have also had a marked impact on American childhood. These 18 new essays examine the influence of pivotal figures in the culture of 20th and 21st century childhood and child-rearing, from Benjamin Spock and Walt Disney to Ruth Handler, Barbie's inventor, and Ernest Thompson Seton, founder of the Boy Scouts of America.
Publisher: McFarland
ISBN: 1476664552
Category : Social Science
Languages : en
Pages : 287
Book Description
The experience of growing up in the U.S. is shaped by many forces. Relationships with parents and teachers are deeply personal and definitive. Social and economic contexts are broader and harder to quantify. Key individuals in public life have also had a marked impact on American childhood. These 18 new essays examine the influence of pivotal figures in the culture of 20th and 21st century childhood and child-rearing, from Benjamin Spock and Walt Disney to Ruth Handler, Barbie's inventor, and Ernest Thompson Seton, founder of the Boy Scouts of America.
Encyclopedia of Play in Today′s Society
Author: Rodney P. Carlisle
Publisher: SAGE Publications
ISBN: 1452266107
Category : Education
Languages : en
Pages : 1033
Book Description
CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.
Publisher: SAGE Publications
ISBN: 1452266107
Category : Education
Languages : en
Pages : 1033
Book Description
CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.
Space Craze
Author: Margaret A. Weitekamp
Publisher: Smithsonian Institution
ISBN: 158834729X
Category : Science
Languages : en
Pages : 305
Book Description
A space historian's tour through astounding spaceflight history and the Smithsonian's collection of space and science fiction memorabilia Spanning from the 1929 debut of the futuristic Buck Rogers to present-day privatization of spaceflight, Space Craze celebrates America's endless enthusiasm for space exploration. Author Margaret Weitekamp, curator at the Smithsonian's National Air and Space Museum, writes with warmth and personal experience to guide readers through extraordinary spaceflight history while highlighting objects from the Smithsonian's spaceflight collection. Featuring historical milestones in space exploration, films and TV shows, literature and comic strips, toys and games, and internet communities, Space Craze is a sci-fi lover's dream. The book investigates how spaceflight, both real and imagined, has served as the nexus where contemporary American concerns, such as race, gender, sexuality, freedom, and national identity, have been explored and redefined. Chronological chapters include: Chapter 1: Buck Rogers, Ray Guns, and the Space Frontier Chapter 2: Space Forts, Television, and the Cold War Mindset Chapter 3: John Glenn, the Apollo Program, and Fluctuating Spaceflight Enthusiasm Chapter 4: Star Trek, Star Wars, and Burgeoning Fandoms Chapter 5: Generation X, the Space Shuttle, and Promoting Education Chapter 6: Space Stations, Spaceflight Enthusiasm, and Online Fandom Chapter 7: Streaming Services, Battling Billionaires, and Accelerated Change From the almost 650 million viewers who tuned in to watch the first steps on the Moon, to the ardent Star Trek fandom that burgeoned into a cultural force, Space Craze taps into the country’s enduring love affair with space.
Publisher: Smithsonian Institution
ISBN: 158834729X
Category : Science
Languages : en
Pages : 305
Book Description
A space historian's tour through astounding spaceflight history and the Smithsonian's collection of space and science fiction memorabilia Spanning from the 1929 debut of the futuristic Buck Rogers to present-day privatization of spaceflight, Space Craze celebrates America's endless enthusiasm for space exploration. Author Margaret Weitekamp, curator at the Smithsonian's National Air and Space Museum, writes with warmth and personal experience to guide readers through extraordinary spaceflight history while highlighting objects from the Smithsonian's spaceflight collection. Featuring historical milestones in space exploration, films and TV shows, literature and comic strips, toys and games, and internet communities, Space Craze is a sci-fi lover's dream. The book investigates how spaceflight, both real and imagined, has served as the nexus where contemporary American concerns, such as race, gender, sexuality, freedom, and national identity, have been explored and redefined. Chronological chapters include: Chapter 1: Buck Rogers, Ray Guns, and the Space Frontier Chapter 2: Space Forts, Television, and the Cold War Mindset Chapter 3: John Glenn, the Apollo Program, and Fluctuating Spaceflight Enthusiasm Chapter 4: Star Trek, Star Wars, and Burgeoning Fandoms Chapter 5: Generation X, the Space Shuttle, and Promoting Education Chapter 6: Space Stations, Spaceflight Enthusiasm, and Online Fandom Chapter 7: Streaming Services, Battling Billionaires, and Accelerated Change From the almost 650 million viewers who tuned in to watch the first steps on the Moon, to the ardent Star Trek fandom that burgeoned into a cultural force, Space Craze taps into the country’s enduring love affair with space.
Paper Dolls
Author: Katherine H. Adams
Publisher: McFarland
ISBN: 1476669686
Category : Social Science
Languages : en
Pages : 239
Book Description
Paper dolls might seem the height of simplicity--quaint but simple toys, nothing more. But through the centuries paper figures have reflected religious and political beliefs, notions of womanhood, motherhood and family, the dictates of fashion, approaches to education, individual self-image and self-esteem, and ideas about death. This book examines paper dolls and their symbolism--from icons made by priests in ancient China to printable Kim Kardashians on the Internet--to show how these ephemeral objects have an enduring and sometimes surprising presence in history and culture.
Publisher: McFarland
ISBN: 1476669686
Category : Social Science
Languages : en
Pages : 239
Book Description
Paper dolls might seem the height of simplicity--quaint but simple toys, nothing more. But through the centuries paper figures have reflected religious and political beliefs, notions of womanhood, motherhood and family, the dictates of fashion, approaches to education, individual self-image and self-esteem, and ideas about death. This book examines paper dolls and their symbolism--from icons made by priests in ancient China to printable Kim Kardashians on the Internet--to show how these ephemeral objects have an enduring and sometimes surprising presence in history and culture.
Football and American Identity
Author: Frank Hoffmann
Publisher: Routledge
ISBN: 1135427216
Category : Social Science
Languages : en
Pages : 266
Book Description
Learn the value of football to American society No sport reflects the American value system like football. Visitors to the United States need only watch a game or two to learn all they need to know about the American way of life and the beliefs, attitudes, and concerns of American society. Football and American Identity examines the social conditions and cultural implications found in the football subculture, represented by core values such as competition, conflict, diversity, power, economic success, fair play, liberty, and patriotism. This unique book goes beyond the standard fare on football strategy and history, or the biographies of famous players and coaches, to analyze the reasons why the game is the essence of the American spirit. Author Gerhard Falk, Professor of Sociology at the State University College of New York at Buffalo, examines football as a game, as a business, and as a reflection of the diversity in American life. Football and American Identity also addresses the relationship between football and the media, with much of the game’s income generated by advertising and endorsements, and examines the presence of crime in football culture. The book discusses the development of the game—and those involved in it—at the Pop Warner, college, and professional levels, examining the social origin of players, coaches, cheerleaders, and owners. In addition, Football and American Identity analyzes the game’s fans and their devotion to “their” teams, examines why Pennsylvania is considered the “mother” of American football, and looks at the National Football League and its commissioners. Football and American Identity examines: how individualism and achievement can lead to mythological status why a person’s occupation is the most important indicator of prestige in the United States what the consequences are of earning more in a year than most Americans make in a lifetime why equality is vital to the ethnic make-up of American football teams why teamwork is important-in football and in industry how freedom is essential for taking the risks necessary for success and much more! Football and American Identity is an inside look at football as an American cultural phenomenon. Devoted and casual fans of the game, as well as academics working in sociology, will find this unique book interesting, entertaining, and thought-provoking.
Publisher: Routledge
ISBN: 1135427216
Category : Social Science
Languages : en
Pages : 266
Book Description
Learn the value of football to American society No sport reflects the American value system like football. Visitors to the United States need only watch a game or two to learn all they need to know about the American way of life and the beliefs, attitudes, and concerns of American society. Football and American Identity examines the social conditions and cultural implications found in the football subculture, represented by core values such as competition, conflict, diversity, power, economic success, fair play, liberty, and patriotism. This unique book goes beyond the standard fare on football strategy and history, or the biographies of famous players and coaches, to analyze the reasons why the game is the essence of the American spirit. Author Gerhard Falk, Professor of Sociology at the State University College of New York at Buffalo, examines football as a game, as a business, and as a reflection of the diversity in American life. Football and American Identity also addresses the relationship between football and the media, with much of the game’s income generated by advertising and endorsements, and examines the presence of crime in football culture. The book discusses the development of the game—and those involved in it—at the Pop Warner, college, and professional levels, examining the social origin of players, coaches, cheerleaders, and owners. In addition, Football and American Identity analyzes the game’s fans and their devotion to “their” teams, examines why Pennsylvania is considered the “mother” of American football, and looks at the National Football League and its commissioners. Football and American Identity examines: how individualism and achievement can lead to mythological status why a person’s occupation is the most important indicator of prestige in the United States what the consequences are of earning more in a year than most Americans make in a lifetime why equality is vital to the ethnic make-up of American football teams why teamwork is important-in football and in industry how freedom is essential for taking the risks necessary for success and much more! Football and American Identity is an inside look at football as an American cultural phenomenon. Devoted and casual fans of the game, as well as academics working in sociology, will find this unique book interesting, entertaining, and thought-provoking.
Against Meritocracy
Author: Jo Littler
Publisher: Routledge
ISBN: 1317496035
Category : Social Science
Languages : en
Pages : 266
Book Description
Meritocracy today involves the idea that whatever your social position at birth, society ought to offer enough opportunity and mobility for ‘talent’ to combine with ‘effort’ in order to ‘rise to the top’. This idea is one of the most prevalent social and cultural tropes of our time, as palpable in the speeches of politicians as in popular culture. In this book Jo Littler argues that meritocracy is the key cultural means of legitimation for contemporary neoliberal culture – and that whilst it promises opportunity, it in fact creates new forms of social division. Against Meritocracy is split into two parts. Part I explores the genealogies of meritocracy within social theory, political discourse and working cultures. It traces the dramatic U-turn in meritocracy’s meaning, from socialist slur to a contemporary ideal of how a society should be organised. Part II uses a series of case studies to analyse the cultural pull of popular ‘parables of progress’, from reality TV to the super-rich and celebrity CEOs, from social media controversies to the rise of the ‘mumpreneur’. Paying special attention to the role of gender, ‘race’ and class, this book provides new conceptualisations of the meaning of meritocracy in contemporary culture and society.
Publisher: Routledge
ISBN: 1317496035
Category : Social Science
Languages : en
Pages : 266
Book Description
Meritocracy today involves the idea that whatever your social position at birth, society ought to offer enough opportunity and mobility for ‘talent’ to combine with ‘effort’ in order to ‘rise to the top’. This idea is one of the most prevalent social and cultural tropes of our time, as palpable in the speeches of politicians as in popular culture. In this book Jo Littler argues that meritocracy is the key cultural means of legitimation for contemporary neoliberal culture – and that whilst it promises opportunity, it in fact creates new forms of social division. Against Meritocracy is split into two parts. Part I explores the genealogies of meritocracy within social theory, political discourse and working cultures. It traces the dramatic U-turn in meritocracy’s meaning, from socialist slur to a contemporary ideal of how a society should be organised. Part II uses a series of case studies to analyse the cultural pull of popular ‘parables of progress’, from reality TV to the super-rich and celebrity CEOs, from social media controversies to the rise of the ‘mumpreneur’. Paying special attention to the role of gender, ‘race’ and class, this book provides new conceptualisations of the meaning of meritocracy in contemporary culture and society.
Sports-Talk Radio in America
Author: Frank Hoffmann
Publisher: Routledge
ISBN: 1136428917
Category : Language Arts & Disciplines
Languages : en
Pages : 236
Book Description
An inside look at the hosts, hot spots, and history of sports-talk radio Sports-Talk Radio in America looks at major-, medium-, and small-market stations across the United States that feature an all-sports format, with a focus on the unique personalities and programming strategies that make each station successful. Broadcasters, journalists, and academics provide insight on how and why this media phenomenon has become an important influence of American culture, examining the “guy talk” broadcasting approach, the traditional sports-emphasis approach, “HSOs” (hot sports opinions), localism in broadcasting, how sports talk radio builds “communities” of listeners, and how reckless, on-air comments can actually build ratings. For better of worse, millions of (mostly) male listeners indulge their obsession with sports to the exclusion of virtually everything else available on the radio dial-music, news, and political talk. This unique book examines how this “niche of the niche” has formed a bond between its hosts and their rabid, passionate, and loyal audiences, spinning the dial from the largest, best-known stations in big-league markets to smaller stations in Collegetown, USA, including Philadelphia’s WIP, “The Ticket,” KTCK in Dallas, WEEI in Boston, “The Team,” WQTM in Orlando, KJR in Seattle, KOZN “The Zone” Omaha, Nebraska, WGR and WNSA in Buffalo, Kansas City’s WHB, and “The Fan,” WFAN in New York, the first all-sports radio station and the blueprint for the format. Sports-Talk Radio in America puts you in the studio with Mike and the Mad Dog, Angelo Cataldi, Howard Eskin, “The Musers” (“Junior” Miller and George Dunham), Norm Hitges, John Dennis and Gerry Callahan, Dan Sileo, Howard Simon, and Art Wander. Sports-Talk Radio in America examines: how stations create an environment in which listeners become part of a social group (social-identity and self-categorization theories) personality-driven programming the station’s commitment to local teams and their fans how exploring controversial topics beyond sports broadens station’s appeal and attracts upscale, affluent audience how an abundance of live, play-by-play broadcasting, creating plenty of available content college sports in a town without a major professional sports team how local sports is framed by hosts and callers the conflicted relationship between sports-talk radio and the print media and much more! Sports-Talk Radio in America is a must-read for academics and professionals working in radio-television and popular culture.
Publisher: Routledge
ISBN: 1136428917
Category : Language Arts & Disciplines
Languages : en
Pages : 236
Book Description
An inside look at the hosts, hot spots, and history of sports-talk radio Sports-Talk Radio in America looks at major-, medium-, and small-market stations across the United States that feature an all-sports format, with a focus on the unique personalities and programming strategies that make each station successful. Broadcasters, journalists, and academics provide insight on how and why this media phenomenon has become an important influence of American culture, examining the “guy talk” broadcasting approach, the traditional sports-emphasis approach, “HSOs” (hot sports opinions), localism in broadcasting, how sports talk radio builds “communities” of listeners, and how reckless, on-air comments can actually build ratings. For better of worse, millions of (mostly) male listeners indulge their obsession with sports to the exclusion of virtually everything else available on the radio dial-music, news, and political talk. This unique book examines how this “niche of the niche” has formed a bond between its hosts and their rabid, passionate, and loyal audiences, spinning the dial from the largest, best-known stations in big-league markets to smaller stations in Collegetown, USA, including Philadelphia’s WIP, “The Ticket,” KTCK in Dallas, WEEI in Boston, “The Team,” WQTM in Orlando, KJR in Seattle, KOZN “The Zone” Omaha, Nebraska, WGR and WNSA in Buffalo, Kansas City’s WHB, and “The Fan,” WFAN in New York, the first all-sports radio station and the blueprint for the format. Sports-Talk Radio in America puts you in the studio with Mike and the Mad Dog, Angelo Cataldi, Howard Eskin, “The Musers” (“Junior” Miller and George Dunham), Norm Hitges, John Dennis and Gerry Callahan, Dan Sileo, Howard Simon, and Art Wander. Sports-Talk Radio in America examines: how stations create an environment in which listeners become part of a social group (social-identity and self-categorization theories) personality-driven programming the station’s commitment to local teams and their fans how exploring controversial topics beyond sports broadens station’s appeal and attracts upscale, affluent audience how an abundance of live, play-by-play broadcasting, creating plenty of available content college sports in a town without a major professional sports team how local sports is framed by hosts and callers the conflicted relationship between sports-talk radio and the print media and much more! Sports-Talk Radio in America is a must-read for academics and professionals working in radio-television and popular culture.