Selene Rivas - November 26, 2017 Over the course of this series, we have explored several concepts which are building blocks for the social sciences (“normal”, “normalization”), which in turn have helped us understand and define “militarism” and “militarization”. After this, we dove into the transformative potential found within popular culture: how can it affect the people who consume it? ...
Selene Rivas - November 25, 2017 For this installment in the series about Pop Culture and Militarism, we'll discuss video games. Instead of looking at them from the narrow focus of the militarism ...
Selene Rivas - November 24, 2017 (CW: suicide) “A true war story is never moral. It does not instruct, nor encourage virtue, nor suggest models of proper human behavior, nor restrain men from doing ...
Selene Rivas - November 23, 2017 Can seemingly innocuous activities such as playing video games, watching movies, or binging on TV shows affect your ways to see the world or how you behave? Could it ...
Selene Rivas - November 22, 2017 In the previous articles, we talked about how normal is defined differently in both space and time; just as Japan and Argentina might have two different ideas of ...
Selene Rivas - November 21, 2017 Last article, we tried to answer the question of “what is normal?” and after a few examples, eventually settled on “normal is what a group of people are used to.” In ...
Selene Rivas - November 20, 2017 "Human beings are consumers of vast quantities of raw materials and fuels. A tremendous amount of waste materials results from this use--individual, societal, ...