Hey everybody,
Below is a rough draft (meaning here "unfinished, tentative version") of the introduction to the book.
I've been reading about Art some, but decided it would be a good time to do some more serious thinking about the structure of this thing and try to get down on pixels some of the whys and wherefores of it. I feel like it's coming together some.
That is to say, how things will be organized is becoming clear enough to give me a sense of the immense amount I have to do. The size and depth of the ideas and questions confronting me is exhilarating, and a little scary.
I hope you enjoy. Comments are, of course, welcome.
Introduction
I was born in 1987.
I loved the Teenage Mutant Ninja
Turtles. I still have my VHS tapes of all three live action movies,
although I don't know where my sweater went; it had all four of their
faces on it.
I got a Nintendo Entertainment System
when I was 3 years old. My parents told me they would not buy me any
more video game systems, and I'd have to get them myself if I wanted
them. I can't remember spending my allowance on anything else for at
least 10 years.
We had a huge movie collection that
grew and grew. I hid behind the couch while Jurassic Park was on,
imagining dream-like horrors far worse than what I'd later discover
actually happened in the film.
I watched Lethal Weapon, the
Terminator, Total Recall. I used to rent things from the local video
store. Things like the live action Guyver movies (does anyone even
remember those?) Or I'd just see the covers of movies I'd never watch
as I wandered through the store: Friday the 13th movies,
that weird mermaid movie with Cher in it.
I played with action figures and Lego.
I watched Saturday morning cartoons and made my godfather write down
everything Sonic Said.
Pretty much everyone reading this, I
expect, did the same kinds of things. The particulars were different
of course, and maybe you were a generation or two before or a
generation after the time I'm talking about. But, even with these
differences, we all saw and had and did things like what I've
described: these toys, stories, characters, games, shows, and movies.
This “pop-culture” is something we
grew up with, something important to us because it filled our lives
with adventure, delight, and wonder. Not the only things that did,
and maybe not the most important, but big things and things we loved.
I'm not one to say that everyone is
simply a product of their age. Luminous beings are we, and able to
transcend many a barrier of time and space. But, there is no denying
that these things helped to shape
our minds, our way of looking at the world and each other. We can't
escape it. Some of my favorite heroes growing up were genetically
mutated humanoid turtle-men. Hector and Odysseus are pretty cool.
Aragorn is the man. But, the heroes on a half shell are right there
with them, and before them really, in the formation of my mind,
because I watched them and imitated them first.
And now I'm in the
latter half of my twenties, and so is everyone else born in 1987
(that being how time works and all). I have a wife and two children.
I'm still watching movies and TV shows, listening to music, and
playing video games. Some of the rest of the '87 vintage are making
the movies and the shows, the music and the games.
Time, in its
inexorable fashion, has made us all physically adults, and it's time
to watch, listen, and play like adults.
That is what this
book is for. This book aims to take pop-culture seriously (more
seriously than it takes itself most of the time) and to make sense of
it in light of man's nature and purpose in the universe (both of
which have become unpopular concepts) with the help of some very old
(but timelessly important) ideas.
This will mean
condemning some things, but it will also mean delighting in some
things and making much more of them than maybe even their makers
intended.
This
book is not intended to be a defense of pop-culture, although some
defending of it will be involved. But, what that ends up looking like
might seem strange, because not only does pop-culture need to be
defended from the attacks of its accusers, it needs to be defended
from the attitude of its friends.
This
is because many people who condemn pop-culture, thinking of it as at
best
childish (which some of it is) and at
worst
morally corrupt and corrupting (which some of it is), have almost the
same fundamental opinion of it as its fans and adherents, namely that
pop-culture is fundamentally unserious. The difference between them
is that the accusers think there is something else to do (something
adult instead of childish, something morally healthy rather than
corrupt) where as many of pop-culture's friends don't think there is
anything really to
do
at all, and that one person's morally corrupt is another person's
favorite weekend past-time.
This
leads to the fans of pop-culture spending thousands of dollars and
hundreds of hours on things like movies and video-games, but then
turning around and saying, “It's just a movie,” “It's just a
game.”
It
leads the accusers of pop-culture to simply throw up their hands and
lament the immaturity of people today, but their concept of maturity
often looks like wage-slavery, or simply the attempt to stop
things from happening rather than making the right things happen, and
you begin to wonder what more there is to all that adult stuff they
were talking about.
This
book intends to stand right
in the cross-fire between these two groups, pointing out the flaws of
both and the helpful things that each has to say.
This
is why I'm relying on thinkers like Aristotle and St. Thomas Aquinas,
because the grumpy comic-book collector and the grumpy Classics
professor are both human beings, and Aristotle and St. Thomas have
pretty much the clearest view of what it means to be a human being,
without propping us up like gods, or throwing us into the jungle like
monkeys.
©
2014 John Hiner III
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