Precarious Communities in San Antonio DIY Music
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WIKINOMICS How Mass Collaboration Changes Everything
WIKINOMICS How Mass Collaboration Changes Everything EXPANDED EDITION Don Tapscott and Anthony D. Williams Portfolio Praise for Wikinomics “Wikinomics illuminates the truth we are seeing in markets around the globe: the more you share, the more you win. Wikinomics sheds light on the many faces of business collaboration and presents a powerful new strategy for business leaders in a world where customers, employees, and low-cost producers are seizing control.” —Brian Fetherstonhaugh, chairman and CEO, OgilvyOne Worldwide “A MapQuest–like guide to the emerging business-to-consumer relation- ship. This book should be invaluable to any manager—helping us chart our way in an increasingly digital world.” —Tony Scott, senior vice president and chief information officer, The Walt Disney Company “Knowledge creation happens in social networks where people learn and teach each other. Wikinomics shows where this phenomenon is headed when turbocharged to engage the ideas and energy of customers, suppli- ers, and producers in mass collaboration. It’s a must-read for those who want a map of where the world is headed.” —Noel Tichy, professor, University of Michigan and author of Cycle of Leadership “A deeply profound and hopeful book. Wikinomics provides compelling evidence that the emerging ‘creative commons’ can be a boon, not a threat to business. Every CEO should read this book and heed its wise counsel if they want to succeed in the emerging global economy.” —Klaus Schwab, founder and executive chairman, World Economic Forum “Business executives who want to be able to stay competitive in the future should read this compelling and excellently written book.” —Tiffany Olson, president and CEO, Roche Diagnostics Corporation, North America “One of the most profound shifts transforming business and society in the early twenty-first century is the rapid emergence of open, collaborative innovation models. -
Three Indie Institutions in the London, Ontario Independent-Music Scene
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 8-13-2013 12:00 AM Treasuries of Subcultural Capital: Three Indie Institutions in the London, Ontario Independent-Music Scene Samuel C. Allen The University of Western Ontario Supervisor Dr. Keir Keightley The University of Western Ontario Graduate Program in Popular Music and Culture A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Arts © Samuel C. Allen 2013 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Community-Based Research Commons Recommended Citation Allen, Samuel C., "Treasuries of Subcultural Capital: Three Indie Institutions in the London, Ontario Independent-Music Scene" (2013). Electronic Thesis and Dissertation Repository. 1460. https://ir.lib.uwo.ca/etd/1460 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. TREASURIES OF SUBCULTURAL CAPITAL: THREE INDIE INSTITUTIONS IN THE LONDON, ONTARIO INDEPENDENT-MUSIC SCENE (Thesis format: Monograph) by Samuel Charles Allen Graduate Program in Popular Music and Culture A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in Popular Music and Culture The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Samuel Charles Allen 2013 ABSTRACT This thesis explores the role institutions play within the London, Ontario independent-music scene. Institutions are where indie-music scenes happen (Kruse 2003). -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
'Indie', Or Alternative, Are Band
Exemplar for internal assessment resource Music for Achievement Standard 91425 When did it become so popular and how? The first ‘Indie’ bands which defined the genre ‘Indie’, or Alternative, are bands such as REM, The Smiths, Husker Du and Sonic Youth, These bands were commonly played in the United Kingdom and the United States during the 1980’s on various college radio stations. College radio stations played a huge part in the ‘Indie’ music scene. It was one of the only ways one could hear previously unknown or experimental music as a lot of it was not played on mainstream radio. For example, to this day 95bFM are a successful college driven radio station which have been around since 1969. It started as a pirate college radio station which broadcast from a boat in Auckland’s Waitemata harbour. These college radio stations effectively started the ‘Indie’ movement and scene, which created a huge devoted following. The development of the ‘Indie’ scene is also likely due to the number of subgenres which fit under the Alternative or ‘Indie’ genre, for example Shoegaze (commonly based around guitar effects and their ‘droning riffs’ and given the name due to guitarists looking at their feet whilst playing; this is due to guitar effects pedals and their non-confronting and introspective nature), Garage Punk (characterised by a dirty overdriven choppy guitar sound; not as politically driven as most Punk bands) and Grunge (originated in Seattle; commonly called the Seattle sound, it’s a fusion of Punk, Heavy Metal and Alternative music). You can see from the top selling albums throughout the 80’s until today that the volume of ‘Indie’ bands increased dramatically. -
Handmade Pixels: Independent Video Games and the Quest for Authenticity
Journal of Games Criticism Volume 4, Issue 1 Book Review: Handmade Pixels: Independent Video Games and the Quest for Authenticity Emilie Reed Jesper Juul. 2019. Handmade Pixels: Independent Video Games and the Quest for Authenticity. Cambridge: MIT Press, 2019, 328pp ISBN NO.9780262042796 How can we look at videogames art historically? The art historian has to balance the aesthet- ic qualities of objects, their social context, and the always-murky intent of their creator to narratively create an argument for why these things are the way they are, and their relevance to the category of “art.” Along these lines, Jesper Juul’s approach to analysing indie game aesthetics, the context of their production and the goals of their creators is similar to the argument presented in Lana Polansky’s writings at Rhizome, that “indie games” as a re- cent phenomenon are a product of specific development practices, distribution models and resulting aesthetic positions, more like a “style” rather than the definitive emergence of new alternative production models or loftier aesthetic and cultural concerns within videogames, which have always run alongside the medium in various forms (Polansky, 2016). Following his previous book on casual games, Handmade Pixels is a reflection on the de- velopment of independent, or “indie” games as an influential category within videogames. Much of the existing material on the phenomena of “indie” games falls into analysis of commercial and development processes, such as where it is mentioned in popular texts like Blood Sweat and Pixels (Schreier, 2017) or academic ones such as Ruffino’s (2012) “Narratives Author Biography Emilie Reed is a writer, researcher and curator investigating the exhibition of videogames and their history. -
Shine a Light: Surveying Locality, Independence, and Digitization in Ottawa’S Independent Rock Scene
Shine a Light: Surveying Locality, Independence, and Digitization in Ottawa’s Independent Rock Scene by Michael Robert Audette-Longo A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2016 Michael Audette-Longo ii Abstract This dissertation examines the articulation and reconfiguration of locality in Ottawa's independent (indie) rock scene. It argues that styles of producing and relating to indie music that have been traditionally embedded in local scenic activity and practices of “do it yourself” (DIY) have been translated into more ubiquitous, quotidian, and valuable metadata and labour that organizes and powers the operations of disparate digital media sites, including digital music services like Bandcamp, CBC Radio 3, and Wyrd Distro. This argument is developed through closer analyses of the following case studies: the entrepreneurial strategies and musical focuses of Ottawa-based independent record labels Kelp and Bruised Tongue Records; scene-bound media like zines, blogs, music video and campus/community radio; the re-articulation of local regions as metadata that organize the search and retrieval functionalities of the digital music streaming services CBC Radio 3 and Bandcamp (a particular iteration of local regions I dub the “indexi-local”); and the concurrent incorporation of DIY labour and reconfiguration of the business of independent music evident in the digital music retailers Bandcamp and Wyrd Distro. This project contends that in the midst of digitization, the media sites, entrepreneurial strategies, and subcultural practices traditionally folded into the production of independence in local indie music scenes persist. -
Indie Rock Subculture: Hamilton As Microcosm Indie Rock Subculture: Hamilton As Microcosm
INDIE ROCK SUBCULTURE: HAMILTON AS MICROCOSM INDIE ROCK SUBCULTURE: HAMILTON AS MICROCOSM By KATHLEEN DAVIES, B.A. A Thesis Submitted to the School of Graduate Studies In Partial Fulfilment of the Requirements for the Degree Master of Arts McMaster University © Copyright by Kathleen Davies, April 2006 MASTER OF ARTS (2006) McMaster University (Music Criticism) Hamilton, Ontario TITLE: Indie Rock Subculture: Hamilton as Microcosm AUTHOR: Kathleen Davies, B.A. (McMaster University) NUMBER OF PAGES: v, 123 11 ABSTRACT In recent years, interest in the indie rock subculture has exploded, both in the popular press and among popular music scholars and culture theorists. This is an ethnographic study of the indie rock scene in Hamilton, Ontario. Hamilton represents a microcosm of what is happening in other local indie scenes. The geographical, historical and cultural locality of Hamilton creates a sense of shared identity among individuals connected by the common interest in indie rock. This study focuses on how independent rock's network of social practices and economic institutions works to locate subjects within Hamilton's local network while connecting them to the larger framework of interlocal scenes. Aspects of the local and interlocal are explored through narratives of indie aesthetics, style, fashion, institutions, cultural practices, authenticity and investment. Cultural practices, including the production and consumption of indie rock are examined through the lens of Bourdieu' s concept of cultural capital, which exposes constructions and configurations of class, generation, ethnicity, and gender. 111 ACKNOWLEDGEMENTS Thank you to: Dr. Susan Fast for her encouragement to pursue my Masters degree. Dr. Christina Baade. As my supervisor of research, her guidance and encouragement helped ensure this project came to fruition. -
Indie and Dōjin Games: a Multilayered Cross-Cultural Comparison by Mikhail Fiadotau, 39
Issue 10 (2019) articles “How video games changed my life”: Life-Changing Testimonies and The Last of Us by Heidi Rautalahti, 1 Indie and Dōjin Games: A Multilayered Cross-Cultural Comparison by Mikhail Fiadotau, 39 Decoding Fantasy Football: A Ludic Perspective by Aditya Deshbandhu, 85 interview Interview with Matthias Kempke on Ken Follett’s The Pillars of the Earth by gamevironments, 117 Indie and Dōjin Games: A Multilayered Cross-Cultural Comparisoni Mikhail Fiadotau Abstract The article provides a comparative account of two paradigms of independent videogame production: the Japanese dōjin (doujin) games and the increasingly global indie games. Through a multilayered analysis, it expounds the conceptual metaphors associated with indie and dōjin games, traces the two movements’ respective histories, situates them in wider media environments, and compares their characteristic traits. Keywords: Indie games, Dōjin games, Participatory culture, Cultural history, Gaming in Japan, Hobbyist game development, gamevironments To cite this article: Fiadotau, M., 2019. Indie and dōjin games: a multilayered cross- cultural comparison. gamevironments 10, 39-84. Available at http://www.gamevironments.uni-bremen.de. 39_______ Introduction When a study of independent videogame production touches upon the issue of cultural variation, one concept that comes up often is dōjin gēmu (alternatively rendered as doujin geemu or doujin soft): a term denoting the Japanese tradition of hobbyist game making, which is assumed to be either the Japanese equivalent of the predominantly Western phenomenon of indie gaming or at least something comparable to it. In Japan, as well, the term indīzu (indie) commonly occurs in conjunction with dōjin, though perhaps more often in juxtaposition than in analogy. -
Live Performance, Touring and Music in the Digital Age Calum Corser
Live Performance, Touring and Music in the Digital Age Calum Corser Thesis submitted in consideration of the degree of Master of Philosophy The University of Salford School of Arts and Media 2015 I Contents List of illustrations II Acknowledgements III 1. Introduction 1 2. Methodology 10 3. Literature Review 14 4. Live Performance and Touring 44 5. Music In the Digital Age 84 6. Conclusions 128 Bibliography 135 Appendix A 140 II Table of Figures Figure 1 – The River Card sleeping arrangements photo (Mascha Arts) 48 Figure 2 – 924 Gliman Street flyer 61 Figure 3 –Screenshot of The Script’s Facebook post 64 Figure 4 – Screenshot of Nicki Minaj’s Instagram post 78 Figure 5 – The River Card and Alpha & Omega tour poster – unknown credit 142 Figure 6 – Image from Google maps of venue location 146 III Acknowledgements Special thanks go to Claire, Isobel and my family; without their support I may have lost my sanity. I would also like to thank Dr Benjamin Halligan and the late David Sanjek for their time, patience and guidance. Thanks to anyone I have met who have shaped my thoughts on the subject. Also thanks to Mascha Arts for taking cool pictures and letting me use them. IV Abstract Live Performance, Touring and Music in the Digital Age The purpose of this research is to understand the importance and necessity of live performance to the music industry and the state of the music industry in the current digital revolution/era. What is still quite a “manual” aspect of the music industry, live performance and in particular touring, still figures quite heavily in the working life of musicians both major label and grass roots alike. -
Fanzines and Alternative Music Cultures in Ireland
‘Against The Rest’: Fanzines and Alternative Music Cultures in Ireland Ciarán Ryan Department of Media and Communication Studies Mary Immaculate College, University of Limerick This thesis is submitted to the University of Limerick in fulfilment of the requirements for the Degree of Doctor of Philosophy Supervisor: Dr Tony Langlois September 2015 Abstract This thesis investigates the role of fanzines in developing music communities in Ireland. It explores these fan-produced texts from the emergence of the first Irish punk fanzines in 1977 to the present, questioning their significance, while critiquing previous studies into fanzine cultures (Duncombe, 2008; Triggs, 2010). It looks at how ‘authenticity’ is a central construct in the design, content, and dissemination of these artefacts, establishing a ‘dominant representational paradigm’ (Hamilton, 1997) for the production and consumption of fanzines. Fanzines are primarily found in alternative music cultures, and this work situates the makers and users as members of local ‘scenes’ (Cohen, 1991; Straw, 1991), and proposes a more fluid or tribal (Maffesoli, 1996; Bennett, 1999) framework, where communities are formed through shared taste (Bourdieu, 1984). Central to this work is the position of capital, particularly Bourdieu’s concepts of cultural capital and social capital. It also examines the role of such capital in developing fan hierarchies, particularly in local music-making activities (Finnegan, 1989). This work crucially positions the fanzine as a fan practice, and the fans that made and consumed these works will be analysed to determine the range of (popular music) fandom (Duffett, 2014) in Irish DIY (do-it-yourself) cultures. Finally, this study explores whether there has been a significant paradigmatic shift in fan media with the emergence of new technologies. -
No Wave As a Paradigm of American Independent Cinema Maria Teresa Soldani
Special – peer-reviewed Cinergie – Il cinema e le altre arti. N.13 (2018) https://doi.org/10.6092/issn.2280-9481/7911 ISSN 2280-9481 Within the Ruins of New York City: No Wave as a Paradigm of American Independent Cinema Maria Teresa Soldani Submitted: March 17, 2018 – Accepted: June 13, 2018 – Published: July 12, 2018 Abstract This essay aims at exploring No Wave as a potential paradigm of American Independent Cinema by investi- gating where and when this body of works flourished: New York City from the mid-1970s. In such films, the decayed urban environment of Lower Manhattan had a key role in embodying a profilmic space, as well as the space of music and film practices. Performances with projections, films with re-enactments, artandTV shows were primarily created and played by No Wave musicians, filmmakers and artists together in Down- town NYC. They defined the first recognizable entity of a distinctive film culture. The essay isdeveloped in the following steps with reference to several case studies: 1) New York City, 1975–1980: Downtown VS Uptown; 2) The Downtown Music Scene; 3) The Scene in the Ruins as a Space at Multiple Speeds; 4) Liv- ing Forward the Present, Activating the Past; 5) No Wave as a Paradigm of American Independent Cinema. In the ruined and rundown Lower East Side, No Wave represented a break-out phenomenon and became the outset of the American Independent Cinema. The main effect was the production of an independent pattern, based on DIY tools and media, which spread into a trans-local network. -
Lifting the Lid on Video Games
£3 ALL FORMATS LIFTING THE LID ON VIDEO GAMES Degrees of Livin’ the Separation Dreamcast Chris Avellone on Inside its thriving narrative design indie scene Issue 7 £3 Material wfmag.cc worlds Making games with wool and clay 07 72000 16 7263 97 THE DEVS BACK FROM THE BRINK WITH SOMEDAY YOU’LL RETURN Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order * UK Price. 6 issue introductory offer 2019: the year indie dies? his is not an indiepocalypse column. We’ve This was their first or second major release, and they had plenty of those, and they’ve all been were counting on Steam Christmas money that didn’t wrong. This is, however, a cautionary piece. come. Those same studios are too young to pull off T I’d argue that 2019 will be remembered as Patreons or Kickstarters due to a lack of community, the year ‘indie’ died. Why isn’t this an indiepocalypse? and had insufficient forewarning to build one. Well, let’s dig into some terms. MEGAN FOX They are, in part, who I’m writing this to. You just saw Originally, ‘indie’ just meant independent, or made your sales report, and it punched you in the gut. Part of Megan Fox runs without the aid of a publisher. We’re so far past that you is going, “We’ll buckle down and hit Steam again.” Glass Bottom Games, point that indies have themselves become publishers. a maker of absurdly Don’t. Stop, and recognise the game has changed. Chucklefish and Stardew Valley come to mind here.