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Showing posts from May, 2015

Will Work for Music: Pop Music and the Workplace

When pop music hit the airways in the mid-twentieth it changed everything around the world. Music expressed the feelings of the masses, it gave a voice to the voiceless, and gave artist the power to influence the world. One way that music has become a major influence for the people of the United States and Britain was that it gave a voice to those who worked. Whether they were restaurant workers, office workers, women, or men music voiced their problems to the world and made it known that the hardships they faced were faced by everyone who didn’t live in the top tier of society. The theme of work for many musicians was a personal battle for others they saw how hard those around them worked to make a meager salary. How many would turn to a life of crime in order to feed their families. For women music and the workplace was a double edged sword at time because many of them still had to deal with gender roles that would place them under a man. If a woman was a musician there was in...

The Whole World is Dying: Feminism, Psychoanalysis, Video Games and The Last of Us

Video games have long lived a life as being just a recreational tool for people to get away from the hassles of everyday life. People sit at home in front of a console and play for hours and in some cases days without stopping. Yet the thought of video games as a tool for literary theory is still new for many people. Most believe that games don’t have stories and perpetuate violence to younger generations, the characters are two dimensional, and the story just isn’t a substantial literary device. There is often a misconception that for something to be a work of literature it must be written in a book and studied in classrooms. Within the past few years the gaming industry has introduced many video games that have had long storylines that parallel many novels that have been written throughout the years.   Many of these games are also being adapted to film just as many books have. So has the industry of literature as a medium for entertainment expanded to include video games? ...