This opening plenary session explores
how mass entertainment and the games we play can be powerful vehicles to promote sustainability and take it mainstream.
Not exact matches
If nothing else Transformers: Dark of the Moon may one day becoming a teaching tool to demonstrate
how ideology is expressed through
mass entertainment cinema, in the same way that English students are encouraged to read tabloid newspapers to learn about persuasive language.
Even Andrew House, global chief executive of Sony Interactive
Entertainment, the video game division of the Japanese electronics giant, had doubts about
how quickly virtual reality would be embraced by the
mass market.
Moreover, it seeks to question
how such a role affects the definition of the profession and discipline, and
how the curator, forced to operate within the framework of the culture industry and negotiate elements such as
entertainment, distraction, and
mass consumption, can withstand these external conditions and invent strategies of resistance and critique within the format of the exhibition.
Yet, for all its faults, the exhibition shows
how much we have lost in turning art into
mass entertainment.
Entertainment certainly has
mass appeal, and the success of startups like OPUS, 21Million, and the several others innovating the field offer an insight into just
how big an impact the blockchain can have on our lives.