Working sucks I guess

Check this out: I expect most people to react to a video like this with derision, but not me – I think it says a lot about expectations, efficiency, and more than anything, sex. I can hear the boomers seething now that a young person would dare complain about all of their waking hours spent away from the places and things they would prefer. I can even hear younger generations echoing them, because the first response to a complaint is to make a comparison – to think how much better that person has it than you, and you never complained.…

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Usury

Usury is a term that is now near-universally misunderstood, perhaps by design, because usury is a very popular practice, and many important people benefit from it. The most common definition you will see for it is “charging excessive interest,” probably from American legal issues and legislation that don’t deal with usury at all. Usury’s actual definition is “charging interest on a mutuum loan.” The word usury comes from charging interest on the use of money rather than the use of an asset. Mutuum is not a very common word. A “mutuum” means a loan of fungible things to be replaced…

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The Corporate Period in the Arts, part 8

Ideological Capture and its Cure Within the corporate system, counter-cultural ideological capture requires that a few conditions be met. First, the company in question must be large enough to have a bureaucracy with a highly distributed power structure. Small publishers can’t be converted because owners and presidents have too much direct knowledge of the employees and too much direct control over the final product. A large conglomerate with a strong HR department and many independently empowered units with many managers is ideal. Second, the market must have enough total conglomeration that competition is either weak or also in the process…

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Beyond Profits, The Corporate Period in the Arts, part 7

Some interesting effects occur when a company grows large and powerful or even hegemonic in a given market. You can expect it to exploit the lack of competition and raise prices for consumers, and perhaps also exploit labor with low wages if it is the sole employer in a given labor specialty or geographic location. This inverse is called a monopsony, a single-buyer situation. However, for the purposes of the arts, the corporation becomes not just an economic force but a cultural force, and that draws certain people to it as well as allows for an approach to production that…

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The Corporate Period in the Arts, part 6

Unavoidable Conglomeration Books from major publishers have suffered stagnation and decline since the 1990s, but contrary to popular belief, this is not because schools are failing to teach kids to read. The hegemonic nature of the corporate system has a specific weakness that is also its strength, which is the concentrated power of management. Since trends are subject to the whims of a small number of people, all one needs to do to shift trends and culture is capture the management positions of the corporation, and that’s what happened in the literary world. It actually began decades before 1997, when…

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The Corporate Period in the Arts, part 5 – The Corporate IP Death Cycle

The Corporate I.P. Death Cycle The decline of creative industries has given rise to what I call the “Corporate I.P. Death Cycle,” wherein corporations routinely resurrect their nostalgic franchise properties to return them to relevance and profitability. I.P., in this case, means “Intellectual Property” and composes the copyrighted works and rights to derivative works, as well as trademarks. Like real property, intellectual property is expected to generate a return in the form of rents or other products for sale. A movie or similar entertainment product is not viewed by the corporation that produced it as a work of art existing…

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The Corporate Period in the Arts, part 4 – Cultural Ground Zero

Cultural Ground Zero If you aren’t familiar with the concept of cultural ground zero (a term I owe to authors JD Cowan and Brian Niemeier), it is the idea that the major entertainment industries reached a zenith, and after this, quality began to decrease, and all trends lost their forward momentum. The exact year is 1997, in case you were wondering, though the video game industry continued to progress for another ten years on the back of new technology and industry growth, reaching its own ground zero in 2007. For most media, 1997 was the last year consumers could reasonably…

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The Corporate Period in the Arts, part 2

Hyperdrive Media The model which defines the corporate period could not function without two important factors. First, the model requires the ability to legally collectivize resources and use them as if they belonged to a single person. This is the concept of the corporation, with “corporate” meaning body, as in the company acts like a person and can own property like a person without being “a” person. The other critical ingredient is mass media, which allows the distribution of a media product to large numbers of people while maintaining a low cost to the end consumer. The technological revolutions of…

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The Corporate Period in the Arts, part 1

The origins of corporate art If you’ve ever taken an art history or music history course, or surveys of architecture or literature, it’s likely you have seen various styles and trends in the arts cordoned off into various “periods” beginning and ending at certain dates. For instance in music the Classical period is generally said to begin in 1750 (the death of Bach and the end of the Baroque) and end in the early 19th century, about 1820, at which time the Romantic period begins. Today, I’d like to introduce a recently ended artistic period: The Corporate Period. But before…

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Metaverse Sucks… and you will use it

Meta has ascended to memehood, and the Metaverse officially sucks, but not for the obvious reasons. And the reality is far more dystopian than you might think. What once was Facebook, now oddly rebranded to a word that describes nothing in particular, wants you to get online and get social, but this time… VIRTUAL. They even stripped the once cool-sounding “Oculus” of its name. I haven’t “explored” the metaverse as of yet (no meta headset and no extra 1,500 dollars to buy one, and if I did have the money, there are better things), but early reports are that it…

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