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Circuit of culture

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The Circuit of Culture is a theory or framework used in the area of cultural studies. It was devised in 1997 by a group of theorists when studying the Walkman cassette player. The theory suggests that in studying a cultural text or artefact you must look at five aspects: its representation, identity, production, consumption and regulation. Du Gay et al. suggest that "taken together (these 5 points) complete a sort of circuit...through which any analysis of a cultural text...must pass if it is to be adequately studied."[1] Gerard Gogin openly uses this framework in his book Cell Phone Culture: Mobile technology in everyday life in order to fully understand the cell phone as a cultural artifact. His book is split into four parts: production, consumption, regulation, and representation and identity (through looking at mobile convergences). [2]








The 5 interlinked “moments” at which culture is meaningful:


- - Representation

- - Identity

- - Production

- - Consumption

- - Regulation

The five moments in the ‘circuit of culture’ can be related to the process between relationships and how people understand other cultures. The way culture is represented effects how it is identified. The understanding of different virtual school bags and cultures is useful in broadening knowledge and will expand their thinking and ideas of the world and all known cultures, education, lifestyles and ancestry.

Paul Du Gay, Stuart Hall, Linda Janes. Hugh Mackey and Keith Negus. Doing Cultural studies. The story of Sony Walkman London, sage/the open university, 1997.


REPRESENTATION

Representation meaning from language, painting, photography and other media, it uses “signs and symbols to represent or re-present whatever exists in the world in terms of a meaningful idea and concept, image". How to convey a sense, through the various aspects of how to present artifact. . Representation mean using language to say something meaningful about or represent to other people. Representation is the discursive process by which cultural meaning is generated and given shape: “we give things meaning by how we represent them”


IDENTITY
Identity meaning is constructed or made and internalized by the individual person or cultural group when confronted with a text.


PRODUCTION

Production refers to the effort that an entity such as an individual, culture or industry goes about representing itself, or how to make it the product. This takes the form of an individual’s personal production of their image through activities.

CONSUMPTION

People, industry and groups strive to have their identity consumed, in the manner designed by their production. How the product is used and what and what kind of social context it is used. Often Consumption happens in very different contexts. When message are decoded by audiences, The audiences will give some comments or asking for question, and from the question we should know.

Example of question
1. What is produced?
2. How does the function?
3. What material?

They maybe other question or feedback from audiences. Because meaning does not reside in an object but in how that object is used.

REGULATION

what are the rules and laws, guidelines, agreements formulated, and how are they monitored or controlled, e.g. the visual identity. Yon describes how perceptions of disapproval from others presents significant forces of regulation in the formation of a person’s identity. This indicates that as long as the observed behavior is pleasing to the individual or group, it is accepted as appropriate. If the behavior makes one uncomfortable, it becomes inappropriate. The approval or disapproval of texts may be in the hands of individuals or groups within a cultural setting.


References

  1. Jump up^ du Gay et al. (1997) Doing Cultural Studies: The story of the Sony Walkman Milton Keynes: Open University; Thousand Oaks, CA: Sage.
  2. Jump up^ Goggin, Gerard. (2006) Cell Phone Culture: Mobile technology in everyday life Routledge, New York.




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