(Pop) Cultural Marxism  By  cover art

(Pop) Cultural Marxism

By: Brooklyn Institute for Social Research
  • Summary

  • In (Pop) Cultural Marxism, a subseries of the Podcast for Social Research, BISR faculty Ajay Singh Chaudhary and Isi Litke (and special guests!) will be exploring the “fantastic form” of pop-cultural commodities—from film and television to toys and games to objects of every conceivable consumer variety.
    Copyright Brooklyn Institute for Social Research
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Episodes
  • (Pop) Cultural Marxism, Episode 11: Civil War
    May 21 2024

    In episode 11 of (Pop) Cultural Marxism, Ajay and Isi examine Alex Garland’s Civil War (2024). Kicking off with a handful of pop culture news items—including the Met Gala, the death of Steve Albini, A24’s Stop Making Sense tribute album, and Apple's alarming iPad Pro commercial—the conversation turns to Garland’s provocative and uneven drama about a group of photojournalists traveling through a war-torn United States. Ajay and Isi discuss the perils of directors commenting on their own works, the film’s inadvertent critique of combat photographers, “Portland Maoists,” Garland’s allusions to significant 20th century photojournalists (Robert Capa, Lee Miller, Gerda Taro, the Bang Bang Club), reactionary aesthetics, and the vernacular of American violence. Central to the conversation are perennial questions about the mediation of war through film and photography; the circulation and reception of images of violence; and how to make a film about war that neither glamorizes nor sentimentalizes it.

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    1 hr and 16 mins
  • (Pop) Cultural Marxism, Episode 10: It's Not Easy Being Green (Under Capitalism)
    Mar 8 2024

    What does culture look like in a "sustainable" world? In episode of 10 of (Pop) Cultural Marxism, Ajay, Isi, and guest Rebecca Ariel Porte examine the problems with "green" technology and consumption—which, it turns out, do little, nothing, or less than nothing to sustain the environment—and talk about the kinds of cultural forms, from literature to architecture to games, that are not only sustainable in terms of ecology and society but also aesthetically compelling and beautiful. How does genuine ecological sustainability depend on social sustainability for artists and engineers and other creative workers, and promote far richer aesthetic expressions? Why is so much "Green"-branded work—in everything from the builtworld to fine art—anything but? What forms of aesthetic creation not usually thought of as ecological, are actually sustainable in every dimension? How does our current unsustainable social and ecological society constrict imagination and creative effloresce? And how would even a modestly more sustainable world, actually enable and support such creative flourishing? Looking to both current and historical examples, Isi, Rebecca, and Ajay review art installations like Walter De Maria's The New York Earth Room and the MOMA's Emerging Ecologies: Architecture and the Rise of Environmentalism; architecture from the "PR-architecture" of projects like "Oceanix" to the actual sustainability found in works like Võ Trọng Nghĩa's "Farming Kindergarten"; unexhausted forms in music (from Bach to Stravinsky, pop music to the vast world of jazz) and in verse, such as the ghazals of poet Anthony Madrid; film, tv, and even videogames, whether low-powered and low-tech (as with recent critical and commercial successes like Hades (Supergiant) or Stardew Valley (Concerned Ape)) or high-powered and high-tech (and highly popular), like Zelda, Elden Ring, and more. How is production—from emissions to mineral inputs, exploitative assembly and "crunch"—key to understanding aesthetic exhaustions? How does unsustainable ecological design and an ever accelerating model of production stifle creativity and promote ever narrower, more costly, and less interesting work? How does a model like streaming—and other modes of supposedly "dematerialized" distribution—actually obscure ecological damage while simultaneously making aesthetic production more difficult for artists and aesthetic consumption less compelling for everyone? What is the "trickle up misery" of "defensive architecture"? In the face of a capitalist ethos that always insists on creativity as bound to a logic of “bigger, faster, better, more,” the conversation explores the ways in which working, creating, designing, and engineering within limits has produced some of the most exciting aesthetic forms and experiences, and how the necessity of ecological and social limits can act as the "enabling constraints" of a far more compelling aesthetic life than the all-too-real dystopia of today.

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    2 hrs and 34 mins
  • (Pop) Cultural Marxism, Episode 9: Things of the Year 2023
    Dec 22 2023

    In the final episode for 2023, Isi, Ajay, and Joseph address the vexing nature of End-of-Year lists—and then go through the vexing process of assembling our own! Isi leads us through our year in cinema; Ajay, the year in games; and Joseph, the year in television, culminating in three top picks (and some honorable mentions) for the year in each category. Discussions range from the surprising success of cinematic restorations to films which shape, subvert, and show the optical unconscious; games of visceral pleasure, systemic fascination, and astonishing simplicity; and the politics (and possibilities) in contemporary anime and the anxious and wonderfully character-driven year in television. Proceeding in part through negative examples (Oppenheimer and Final Fantasy XVI receive perhaps the harshest treatments), the cast ultimately records in the world of film: 1. Stop Making Sense (2023, remaster); 2. Killers of the Flower Moon (2023); and 3. May December (2023), with honorable mentions for How to Blow Up a Pipeline (2023) and The Boy and the Heron (2023). In the world of games: 1. The Legend of Zelda: Tears of the Kingdom (2023); 2. Armored Core 6 (2023); 3. Super Mario Brothers Wonder (2023) / Pikmin 4 (2023), with honorable mentions for Star Ocean: The Second Story R and a whole slate of tiny games for Panic's "Playdate" lo-fi handheld: Questy Chess, Omaze, Zipper, Casual Birder, among others. In the world of television: 1. Rap Shit (2023); 2. Beef (2023); 3. Attack on Titan (2013-2023), with honorable mentions for the live-action adaptation of One Piece (2023) and our collective 2022 hangover shows: Peaky Blinders (2013-2022) and Ozark (2017-2022). Stay tuned in for talk of the unbearable “Barbenheimer” phenomenon, what makes old action movies so good, unsustainable labor practices in the world of commercial game production, and making a “Breaking Bad” that is actually good. Wishing you all a critically reflective holiday season from PCM!

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    2 hrs and 59 mins

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