William Gibson wrote “The future is already here, it’s just not evenly distributed.” In terms of globalization, he was correct. Although they will cater to local needs to some degree, they are not in the business of promoting local flavors. They aren’t doing this to help people, or to hurt them. Starbucks, Toyota, Wyndham and others have helped reduce the friction of distance by reducing spatial variation. In fact, the five listed global record labels account for 90% of global music sales. Any sizable popular culture content distributor (EMI Records, Sony, Vivendi Universal, AOL Time Warner and BMG) is a transnational corporation. National popular culture producers are merging into international producers, and these international producers have global ambitions. The same is true of music, movies, clothes, smartphones and office productivity software.Īt a superficial level at least, the components of life are becoming more homogeneous across large parts of the world. As was mentioned previously, video games are designed in one country to appeal to a global market. United States culture was defined by a set of characteristics (language, law, settler colonial history, etc.) that translated to a few other places, such as Canada or Australia, but mostly remained place bound. Historically, popular culture was restricted to areas the size of States, or at the very most areas within culturally related spheres (e.g. This growing reality has created a newer type of popular culture, global culture. This is associated with frictionless movement of money, ideas, and (to a lesser extent) people. Globalization is the integration of the entire world into a single economic unit.
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