Thursday, May 28, 2009

Weekly Written Analysis 2: Danica Patrick


Danica Patrick has become the face of Indy car racing. She began racing go-karts in 1992 at the age of 10 and by 2002 she signed with Rahal-Letterman Racing. “In 2005, Patrick became the fourth woman to race in the Indianapolis 500. Her fourth place finish was the highest ever for a female driver” (Biograpgy.com, 2006). She also became the first women to ever lead the Indy 500 and “was named Rookie of The Year at the 2005 IRL Championship” (Biograpgy.com, 2006). In 2008, she became the first female winner of the Indy Japan 300, one of her greatest achievements thus far. With all of her achievements, Danica Patrick is being recorded in history.

Danica has also built a career off the track being the spokesperson for many brands including GoDaddy.com and Peak Antifreeze. She has also “served as a host on Spike TV, been featured on the cover of Sports Illustrated, and has appeared in commercials and music videos.” (Biograpgy.com, 2006). “Danica was the most Internet-searched athlete last year, topping
Tom Brady, Tiger Woods and Super Bowl champion Eli Manning, according to AOL's annual list of top Web, mobile and video searches” (Martin, 2009). She was also recently named on the Time100 Influential People list. ”Danica Patrick's latest foray into the popular culture takes her into the "Got Milk?" campaign” (Edmund’s Inside Lone, 2009) as shown in the above picture. Danica, being the new face of Indy car racing, has built herself into a pop culture icon.

References
Biography.com. (2006). Danica Patrick Biography. A&E Television Networks. Retrieved May 28, 2009 from
http://www.biography.com/articles/Danica-Patrick-201312.

Martin, K. (2009, May 22). Danica Patrick turning plenty of heads. Newsday.com. Retrieved May 28, 2009 from
http://www.newsday.com/sports/ny-spdanica2412795283may22,0,21694.story.

Edmund’s Inside Line. (2009, May). Danica Patrick reveals a wholesome side in milk campaign. Retrieved May 28, 2009 from
http://www.edmunds.com/insideline/do/News/articleId=147670#3.

Myths Analysis: Good vs. Evil




The good vs. evil myth is a struggle between heroes/heroines and those whose power causes harm to society. Many times the heroes have super powers that help them fight against evil while the evil takes the form of a monster or villain. In reality good and evil characters may not be so easy to identify. The difference between good and evil may be a representation of a person’s beliefs. Both people in the struggle may think they are in the right. For instance, in America’s War on Terror, those who America feels are terrorists are living by what they believe. Good and evil in reality may sometimes just be a difference in views. Good vs. evil is many times exaggerated to help provoke a viewpoint or empathy. This myth is represented in many movies including The Lord of the Rings and many works of art such as the Good Defeats Evil monument in New York City.

The Lord of the Rings novels by J.R.R. Tolkien have become one of the most popular and influential works in the 20th century. Filled with wizards, hobbits, elves, dwarves, and mankind, The Lord of the Rings is a struggle between good and evil. In The Lord of the Rings, Frodo Baggins, a hobbit, is put in charge of his uncle’s Bilbo’s precious ring that gives the holder special powers but is also being hunted down by the Dark Lord Sauron. Frodo must take the ring to be destroyed in the fire of doom before the dark forces can get their hands on the ring and destroy the world. Frodo and his friends battle the dark side throughout the trilogy and heroes emerge in unlikely places.

The Good Defeats Evil monument was created by Zurab Tsereteli in 1990 and is located in New York City at the grounds of the United Nations. The New York Public Art Curriculum website states,
Good Defeats Evil is a sculpture that combines traditional-style bronze work with a more contemporary material--American and Soviet missals. ‘Good’ is represented by a depiction of St. George, who is astride a rearing horse. In his right hand he holds an enormous spear, with which he is slaying a writhing dragon, representing ‘Evil.’ The dragon lifts his head with one last attempt at resurgence, but it is clear that this is the dragon's last breath: the dragon's body, which is made of an American Pershing II missile and a Soviet SS20 missile, has been torn apart by St. George's spear (New York Public Art Curriculum, 2009).

This mythic pattern is attractive to contemporary audiences because they get to choose a side and someone gets to be a hero. In a world filled with bad news, people want to see a struggle where a hero emerges and wins the battle. Like The Lord of the Rings and the sight of the Good Defeats Evil monument, America’s War on Terror is a long and straining fight with many losses. However, we can relate it to our own lives and hope that America can rise above the villains in the world and our heroes can win the War on Terror.

Many novelists, artists, and other creators research myths and consciously incorporate them in their work. Novelist Guy Gavriel Kay discusses the conscious use of myths in his work stating, “I see myth and legend as the principal wellsprings of fantasy literature” (Dumoski, 2002). He went on to say that mythic themes were consciously incorporated in many of his novels including his Fionavar Tapestry trilogy which is a high fantasy much like The Lord of the Rings (Dumoski). Artists also consciously incorporate myths into there work, in fact, many times their work is inspired by myth. “Many myths are such compelling stories that artists have turned to them again and again, reinterpreting them from the vantage point of their own experience and imagination”(Minneapolis Museum of Art, 2009).

The presence of the good vs. evil myth within different works does not change my view on them in the future. I’ve been raised to be observant and analyze information that I am exposed to. The good vs. evil myth is a fairly obvious and easy to identify myth. A struggle between what we call good and evil is a part of U.S. history and in many parts of our culture. When I watch movies with the good vs. evil theme, although fictional, I analyze how it can be related to real world events.

References
Dumoski, A. (2002). Guy Gavriel Kay: The mythic heart. Phantastes. Retrieved May 27, 2009 from http://www.brightweavings.com/ggkswords/phantastes.htm.

Minneapolis Museum of Arts. (2009).World myths & legends in art. Retrieved May 27, 2009 from http://www.artsmia.org/world-myths/whatismyth.html.

New York Public Art Curriculum. (2009). Good defeats evil, 1990. Retrieved May 26, 2009 from http://www.blueofthesky.com/publicart/works/goodandevil.htm.

Monday, May 25, 2009

Icon Analysis: Barbie


Barbie is an international icon that is celebrating 50 years in 2009. Throughout the years, “Barbie has inspired girls of all ages to dream, discover and celebrate their girlhood –from fashion to fantasy…Today Barbie is a worldwide fashion icon, pop culture princess, and a global brand powerhouse” (Mattel Inc, 2009).


I chose Barbie an icon because of the presence she has had in my own childhood. As a little girl growing up on a farm in the country, I was inspired by Barbie. Barbie’s fashion led me to establish my own style; her endeavors led me to establish my own dreams. The Barbie doll also helped me to express myself and grow my imagination. My story is not a solitary one; it is the story of millions of girls around the world. Still today when I see Barbie, I see a world of possibilities and dreams.

Reference
Mattel, Inc. (2009). Barbie. Retrieved May 24, 2009 from
http://www.barbiemedia.com.

Icon Analysis: Harry Potter


With the book series by J.K. Rowling and its adaptation into film, Harry Potter is a multibillion dollar franchise. The Harry Potter book series consists of seven novels of which all have been, or are being made into big-screen hits. Harry Potter’s character is defined by his survival as a bay of an attack by Lord Voldemort which has brought him fame. The Harry Potter series leads audiences through Harry Potter’s experiences and years at Hogwarts, along with his friends Ron and Hermione. The Harry Potter books and movies bring out fanatics all over the world to line up hours ahead of time to get the book or see the movie. Harry Potter has obviously become a pop culture icon.


I chose Harry Potter because of the impact the books have had on society. Although they’ve experienced much controversy, they have opened up a world of imagination and have led many children, teens and adults to read books who would otherwise not be reading. To me, Harry Potter is a symbol of a new generation overcoming obstacles.

Icon Analysis: Friends


Friends is a top-rated and Emmy-Award nominated television series that lasted for ten seasons on NBC. It was created and executive produced by Martha Kauffman and David Crane and starred Jennifer Aniston, Courtney Cox Arquette, Lisa Kudrow, Matt LeBlanc, Matthew Perry, and David Schwimmer. The show is a story of six friends as they cope with their everyday lives in Manhatten, New York.


Friends became one of the most popular sitcoms of its time, consistently rating in the top 10 in primetime ratings. It had a large cultural impact including the emergence of “the Rachel” hairstyle which was Jennifer Aniston’s hairstyle. Joey’s (Matt LeBlanc) phrase “How you doin?” became a popular line in the 90s and the Central Perk coffeehouse inspired imitations around the world. Although the show has ended, reruns continue to air worldwide.


I chose Friends because whether you see yourself in one of the characters or you know someone like one of the characters, there is a character on Friends that everyone can relate to. It is by far my favorite television series. It shows the ups and downs in life with a great deal of comic relief and always reminds me how great it is to have friends. To me, it is a reminder not to take life too seriously and to enjoy my friends for who they are.

Thursday, May 21, 2009

Popular Culture Blog


Pop culture is everywhere. It is in our everyday lives from the music we listen to, the movies we watch, the coffee we buy, the topics we Google search. “Popular culture is the system of attitudes, behavior patterns, beliefs, customs, and tastes that define the people of any society” (Brown, 2005, p.3). Since time and trends change rapidly, so does pop culture. To me, pop culture is something that should be analyzed just like any other part of history. Since it shapes our lives, it should be understood.


Understanding popular culture is relevant in the business environment because it dictates societal trends in spending, behavior, and forms of communication which are all business aspects. For instance, marketing is greatly based around consumer behavior which is greatly affected by these trends in society, established through pop culture. Consumers will spend money to be “in style” in the eyes of society. Another relevant example is the use of such pop culture artifacts as social networks such as Myspace and Facebook, etc. Even in the business world, these have become means of communication. Organizations may place an event on Facebook to get the word out about an event or new product or send a tweet on Twitter. These pop culture artifacts have become useful in the business world. Relevant to my present and future goals, understanding popular culture will help me in my career to target consumers in a marketing setting.


I consider videogames to be a pop culture artifact. Videogames are a part of millions of children’s, teens’, and adults’ lives including my own family’s lives. There are games for every age and for families to enjoy together. They can be played individually or with others, in the home, online, or on the go. According the National Institute on Media and the Family, in 2001 the amount of time spent playing video games varies by age however on average, children 2-17 spend 20-33 minutes a day playing video games, “92% of children, ages 2-17, play video and computer games” (National Institute on Media and Family, 2006). Ranking in the top three for eBay’s annual sales for 2008 was the Nintendo Wii and Xbox 360 videogame systems (Weir, 2008). By 2011, it is estimated that “the worldwide gaming market will be worth $48.9 billion”(Reuters, 2007), 12.5 billion in the U.S. alone. “Consumer spending on console and hand-held games will go from $6.5 billion in 2006 to $7.9 billion in 2011” (Reuters, 2007). Videogames are obviously a part of society and account for part of many peoples day and spending.

References
Brown, R.B. (2005). Profiles of popular culture: A reader. Madison, WI: The University of Wisconsin Press.

Reuters. (2007). Video-game sales overtaking music. Retrieved May 20, 2009 from
http://www.articles.moneycentral.msn.com/Investing/Extra/VideoGameSalesOvertakingMusic.aspx.

Weir, T. (2008, December). On ebay, Favre outpolls president-elect. USA Today. Retrieved May 19, 2009 from Academic Search Complete.

National Institute on Media and Family. (2006). Media use fact sheet. Retrieved May 20, 2009 from http://www.mediafamily.org/facts/facts_mediause.shtml.

Tuesday, May 19, 2009

Pop Culture: Weekly Written Analysis 1


Hannah Montana/ Miley Cyrus

Whether you’re 5 or 45 you’ve probably heard of Hannah Montana a.k.a. Miley Cyrus. Miley Cyrus, daughter of former country singer, Billy Ray Cyrus, has become a pop culture icon for kids and tweens across the country. Along with playing the title role in the Disney hit series, Hannah Montana, Miley has released three CDs and has starred in several movies. Her first CD became the “first TV soundtrack to debut at #1 on the Billboard Top 200… and is now certified triple-platinum… She also had a #1 film in the country with the Walt Disney Pictures 3-D release, ‘Hannah Montana & Miley Cyrus: Best of Both Worlds Concert’” (Miley Cyrus Official Site).

Hannah Montana/ Miley Cyrus continues to sing, act and be an icon for tweens. “Hannah Montana is Superman for tween girls: she's got the secret identity, a more relevant superpower and a blond wig instead of a cape. But just as key to the show's success is her Clark Kent--the fictional Miley” (Poniewozik, 2007). Kids love Hannah Montana/ Miley Cyrus because “they see themselves idealized… according to
CostumZee.com she's the most popular costume for Halloween” (Poniewozik, 2007).

Tweens flock to the movies to see her new release and to stores to buy her CDs and Hannah Montana related merchandise. “Popular characters and brands including Hannah Montana… helped drive global spending on licensed merchandise up 3.6% last year to $187 billion, according to trade magazine License Global and PricewaterhouseCoopers” (Lieberman, 2008). “At eBay, the annual numbers for sales… is an indication of who were the most popular… during the past 12 months” (Weir, 2008). Hannah Montana, aka Miley Cyrus ranked number 4-- the highest ranked human on the list. “The rest of the top five were gizmos like the Nintendo Wii and Xbox 360 videogame systems” (Weir, 2008).
Hannah Montana has obviously driven many sales in merchandise, movie and concert tickets and has become a household name across the country.

References
Lieberman, D. (2008, April). Pop culture pulls in major bucks. USA Today. Retrieved May 19, 2009 from Academic Search Complete.

Miley Cyrus Official Site. (2009). Miley Cyrus Biography. Retrieved May 19, 2009 from
http://www.mileycyrus.com/official.

Poniewozik, J. (2007, October). Hurricane Hannah. Time Magazine. Retrieved May 19, 2009 from
http://www.time.com/time/magazine/article/0,9171,1673286,00.html.

Weir, T. (2008, December). On ebay, Favre outpolls president-elect. USA Today. Retrieved May 19, 2009 from Academic
Search Complete.