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…

Continue reading

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…

Continue reading