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Craft, activity and play ideas

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Don Grusin Raven 1990 =LINK=



The first key to this history will be that the kind of reflexivity we describe has a long history of being compatible with the design of entertainment for the market. We begin with the 1750s and '60s because these were decades in which the production of literature was first characterized by a feedback loop in which the demand for entertainment was felt through the market, and in which writers, producers, and booksellers saw themselves as immediately responsive to this demand. While Renaissance poetry had been reflexive about its technology of inscription, and Restoration theatre had reflected on the role of the audience and the conventions of theatricality, it was only in the mid-eighteenth century that literary works were produced in direct conversation with an entertainment market. Characterized by a dearth of canonical works, sharp criticism of novel reading, and a steep increase in the sheer volume of printed matter available, the 1750s and '60s serve as a useful counterpoint to the 1990s and 2000s, decades in which video games have become hugely successful by being highly responsive to a vast entertainment market while also attracting widespread disapproval.




Don Grusin Raven 1990



Bagdikian, Ben. 1997(1983). The Media Monopoly. [one of the first English-language books to look at the growing monopolization of media markets by corporations. Bagdikian found that just 50 companies owned 90% of the media; by the late 1990s, that had dwindled to only 6].


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