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The Sickening thing about Sick Culture

June 6, 2008 · 1 Comment

Skateboarding as a Commodity recap

I will begin this post with a mini recap of the points I made in the previous post, perhaps a good way to touch on ground already covered and lay the groundwork for my further analysis of skateboarding culture. I began the first post talking about the culture of skateboarding and how the capitalistic machine has repackaged and commodified the concept of pain. I then closely examined my reason for picking up skateboarding, realising (somewhat embarrassingly) that it was a result of Theodor Adorno and Max Horkheimer’s definition of ‘culture industry’ products and the perceived ‘symbolic value’ (Baudrillard, 1993) that I would attain. I touched briefly on the consumption of “in-house” skate videos (perhaps too briefly, thus it being more closely examined in this post) and subsequently mainstream media’s creation of the skateboarding “hero”, resulting in increasing commodification of the pro skateboarder’s body. I concluded the first post with a heavy heart, that of the lost exclusivity of skateboarding and of my waning passion for it. 

It has been approximately 3 months since my initial analysis and since then I have had the chance to engage with numerous screen texts (most of which were foreign to me) and abstract philosophical concepts (even more foreign to me!), some of which you will see interpreted in this essay, in my own special way. Just as skateboarding is the culmination of many different influences (rollerskating mechanics, surfing culture, urban punk culture etc), this post will draw on a variety of concepts, influences and media forms; some of which are directly related to skateboarding, others as remotely related as the Queen of England is to skateboarding (Hey! It’s the Queen’s birthday week so its only fair that she’s in my thoughts). This blog post hopes to address issues that were left outstanding from the first blog post and to explore new territories and ways of thinking about skateboarding and sick culture.

 

Screen machine and “screen machine conditioning”

It was after my first viewing of the hit US TV series The Sopranos that engaged me with the concepts of the power of the screen machine. The success of The Sopranos can perhaps be attributed to the fact that the genre of gangster movies is a well-established one. We see it in the movies and on the television. Viewers know what to expect from the social group known as the mafia, growing accustomed to the mass killing screen narratives on screen, often re-enacted in real life. This is what I call ‘screen machine conditioning’, the conditioning of the viewer to these characters to such a degree that we no longer bat an eyelid to such actions in reel or real life. 

It also seems as if, in our eyes and theirs, family/historical background gives them an excuse for their actions. It has resulted in a self-fulfilling prophecy, where a social group feel like they have to behave like how they are represented on screen. I would argue that this has occurred in the case of skateboarding, especially considering the impressionable youth demographics of the sport. In skate videos, antagonising security, undesirable alcohol consumption and rowdy behaviour are routine occurrences. These occurrences seem to authenticate the skate video and in fact are often used in skate video trailers as a “seal” of authenticity.

Birdhouse’s “The Beginning” Trailer   

 

Over the past 9 years, I have recorded some mini skateboarding clips of myself. After I showcased the videoclip of my skateboard accident in the previous post, I was asked, “Why film yourself skateboarding? Does it change your consumption of the activity?” This made me reflect on the impact a video camera had on myself, and perhaps can go some way into understanding the reasons for the (often outrageous/exaggerated) actions of skateboarders in their skate videos. 

With a video camera around, Foucault’s notion of the ‘panopticon’ model as a self-disciplinary mechanism is easily invoked (Foucault, 1975), resulting in self-filtering and censorship. However, it is now important to see his concept of panopticism as it ‘functions in a culture that is inundated with technologies of seeing…surveillance as vista, as entertainment, as global spectacle rather than surveillance in a disciplinary regime’ (Murphy, 2000: 177). Knowing that his “performance” (or lack thereof) will be watched by the thousands who view the video, the skateboarder often acts out to the camera. The concept of ‘self-commodification’, the ‘selling or promotion of the self’ (Benwell and Stokoe, 2006: 184) is manipulated, each skateboarder trying to make an impression or emanate a certain style within his 5-10mins of video fame.

These skate videos belong to unique category of screen texts that I will term “screen emulation”. These are non-instructional screen texts, but yet they spur viewers with the necessary technical understanding (flicks of the foot, the subtle shifts of bodyweight on the board, etc) to try and emulate these actions. The rest, the “mainstream” who don’t understand these technicalities, just enjoys the spectacle (and perhaps emulate arguably non-essential things like the fashion).

To skateboarders, these athletes are their heroes, a model after which they would like to emulate. Thus skateboarding videos can be seen to be functioning as ‘desiring machines’, their creation and consumption a series of processes that flow into each other resulting in never-ending ‘binary machinery’ (Deleuze and Guattari, 1983: 5); the skateboarder pro and the company, the company and its customers, the customers and the skateboarder pro, the customers becoming the skateboarder pro, like the chicken and the egg. 

Subjectivity production

The technical aspects of skateboarding videos are also crucial in the formation of skateboarding culture’s subjectivity. The usage of the “Fisheye” extreme wide-angle lens is prevalent in skate videos, allowing for the exaggeration of height and distance.

It also allows the focus to be on the skateboarding action, but at the same time (due to the extreme wide angle of the lens) giving us visuals of the surroundings, a visual framework in which we can set the scene. This is crucial as skate videos are often nothing more than a patchwork of hundreds of 3 to 20 second video clips, filmed in a broad range of locations. To the uninitiated, it can seem disorienting. 

Another important, but often overlooked, aspect of analysis is the choice of music in a skate video. Each song is carefully chosen (by the skateboarder or video editor) to best represent the featured skateboarder’s personality or frame of mind. The choice of song can make or break a video part, setting the mood and theme of the video segment, akin to that of TV serial music selections [see here for a detailed listing of skateboard videos and song titles]. 

In 2003, pro skateboarder P.J. Ladd’s skate video part, “Silence is Golden”, in Flip Skateboard’s “Really Sorry” video defied conventions (Bowman, 2003). It was the first pro skateboard video part to not have any music, consisting only of natural atmospheric sounds; that of urethane on concrete and wood against metal.

P.J. Ladd’s “Silence is Golden”

 

“amazing skill. i love how you can hear the board hit his feet before he lands. just the audio gives me wood!”

- YouTube comment from “thejetski88” (YouTube, 2008.)

The lack of a music base drew attention to sounds that might have otherwise been masked by music, bringing a new dimension to the soundscape. Ironically, it has been deterritorialised and subsequently reterritorialised (more on deterritorialisation and reterritorialisation later in this essay) by fans with the addition of their choice of music. This DIY ethic comes from what Henry Jenkins would term ‘participatory culture’ (Jenkins, 2006), the gradual breakdown of traditional notions of production and consumption. By editing music into the video, it is an attempt at showcasing their interpretation of the screen text and of the skateboarder. The skateboarder, via the aural alteration of his commodified video image, is now re-interpreted and portrayed as a hip-hop loving gangster skater, an indie emo skater or a hardcore heavy metal skater. A plethora of these user edited P.J. Ladd skate video clips have been uploaded onto video sharing websites like YouTube. 

The consumption of skateboarding videos has to be re-conceptualised to reflect current popular (and often copyright infringing) modes of consumption. Skate videos are originally conceived as DVD products (preceded by VHS Tapes), sold in skateboarding or video shops, part of the commoditisation of pain to sell commercial products. In recent times, this mode of consumption has changed, DVDs increasingly being ripped and distributed via torrent websites or uploaded onto the Internet. This has disrupted the flows of the skateboarding machine, resulting in new “becomings” and unintended avenues of sociability and interactivity with the content. I would argue that unlike serial TV screen texts, in which viewership and the ability to sell advertising space is paramount, skate videos exist for the sole purpose of building brand image and awareness. These alternative modes of distribution actually add value to the content by bringing it to a wider audience that would otherwise not be able to afford or gain access to it. The very fact that someone took the effort to rip and upload the video also speaks positively about it. 

Deterritorialisation & Reterritorialisation

While I have examined the deterritorialisation and reterritorialisation of on-screen skateboarder bodies by fans, it is now important to look at venues of skateboarding activity as physical spaces that constantly change in meaning. Are street skate spots venues of productive capitalism that have been deterritorialised and as it is ‘inseparable from correlative reterritorialization’ (Deleuze and Guattari, 1987:509), instantly reterritorialised thus gaining new meanings and identities? 

Perhaps these places are merely ‘No-where places’ (Caronia, 2005: 97), places with no significant meaning in the narrative of everyday life and just form part of the journey. The staircases that lead to an office building, the open space of a public park, a handrail outside a shopping mall or a ledge outside a housing residence, none of which contribute directly to capital production, but all claimed (by the authorities or owners) as part of the capital machine. 

 

When was the last time you had a conference table meeting here?

[Photo Credit: Ben Kelly - Skateboarding.com][Photo Text: Brendan Ang]

In fact, one can argue that skateboarders open up our eyes to new functionalities of architecture. It becomes an instrument, the ‘role of the architecture changes into that of an ally’ (Kuttler, 2007: 124). Perhaps, it can make the locality more productive then it ever was. ‘Skateboarding shows that pre-existing uses of space are not the only possible ones, that architecture can instead be productive of things, and consumed by activities, which are not explicitly commodified’ (Borden, 2001: 247). For an extraordinary example, one can look at the battle for territory at Philadelphia’s Love Park, one of the most famous street skateboarding spots in the world. 

But as the example of Love Park will show, the concept of sick culture can never truly be accepted as part of the mainstream. Challenges mount everyday, skate stoppers, security and (gasp!) even the sprouting of skateparks being seen as a form of regulation; the ‘construction of these parks is therefore seen as a control measure for these deviant bodies, no longer in public view’ (Macdonald, 2005: 111), enforcing Foucault’s (1977) notion that ‘discipline sometimes requires enclosure’.

An increasing trend is that of actual popular street skate sports being reterritorialised as video game locations, carefully recreated ledge for ledge, rail for rail. The experience of engaging in an environment, albeit a virtual one, has been turned into a commodity, one that has spawned more than 15 skateboarding games over the last 10 years (Gamespy, 2008). In the gamescape, rain or shine,  the wheels keep on turning.

Top: Virtual Love park in THPS [Photo Credit: thpgonline.com]

Bottom: Real photo of Love Park [Photo Credit: destination360.com]

Virtual Love ParkThe Real Love Park

 

The skateboarding virtual gamescape as a “Body without Organs”?

I propose that the virtual gamescape of Electronic Art’s Skate video game can help us think about Deleuze and Guattari’s concept of the ‘Body without Organs’ (BwO) as an open platform, one of endless possibilities and potentials. The introduction to the game is such that you are an up and coming skateboarder who has met with a horrific bus accident. You then undergo an operation to save your life, which functions as the catalyst in which the gamer can reconstruct the virtual character’s face, body shape and style. 

EA Skate’s Introduction

 

This video game provides the ability for a gamer to throw his virtual body around in a virtual space, one that allows for free flowing of skateboard bodily expression. In the BwO, there is a ‘connection of desires, conjunction of flows, continuum of intensities’ (Deleuze and Guattari, 1980: 161) Within the structured virtual world of the gamescape, is the apparent lack of physical structure, the lack of rules, the lack of fear, the lack of pain. You can not only look however you want, but with a few flicks of your fingers, can do tricks that one dare not do or is incapable of doing on a real skateboard. While in-game, notions of bravery, fearlessness and progression are crushed and replaced by our mere fantasies. Whatever it does, it keeps us consuming (corporate sponsors flood the gamescape) and the cogs of the capitalistic machine keep on churning. “Skate: If only I was this cool in RL (Real Life)” - Blog commentary contrasting Real Life with EA Skate.

A Rush of Blood to the Head

As I shared the experience of my skateboarding accident in the previous post, I was asked, “Would I do it again? Would I trade the entire experience just to feel that pre-accident rush?” Though my first thought was a resounding “YES!”,  my next few thoughts were much less positive. “What if I hit my head again and this time its much more serious?” The accident had left a lasting impression on the pain aspect of my education machine; like my first visit to the dentist, my first operation, my first fall, my first scar, my first stitches and now my first head concussion, all flowing in my consciousness, affecting my physical actions and decisions. 

The purest, most fearless skateboarder. Untainted. 3 year old Jake Parker.

 

I would do it again, but not without a safety helmet. Each pain experience seems to spawn a new necessity, in this case, the newfound necessity for safety equipment (of which there is now a burgeoning market). And so, if I now don that helmet, does it make me less hardcore? Less extreme? Since no one in skate videos wear helmets to skate the streets, won’t it make me look stupid? Why am I concerned? Should I be concerned? This is starting to mirror Guattari’s concerns of ‘widespread anxiety’ when growing up and that ‘we are all turned into children by mass media society and various apparatus producing subjectivity’ (Guattari, 1996: 68-69). Perhaps I should break free from the “boxes” that Guattari talks about, boxes that keep us conforming and ‘progressively submits[ing] to all kinds of behaviours and images’ (1996: 63). 

Images of skate heroics, the necessity to embody a commodified skate aesthetic, the fantasized world of the virtual skate body and the machinic subjectivity of the over-hyped skate video screen machine. Pain is not temporary and glory is not forever. But why should that matter? It can be as complex as the sum of all its machinic parts or it can be as simple (relative) as pushing on a skateboard.

Skateboarding is everything and nothing. It is my source of pain and joy. 

It is whatever I want it to be.

Brendan Jumping 6 decks...

Yes, that is me!

[Photo Credit: Tristan Quek]

 

Bibliography

Benwell, B. and E. Stokoe (2006). Discourse and Identity. Edinburgh: Edinburgh University Press.

Borden, I. (2001). “Performing the City: Commodity Critique”. Skateboarding, Space and the City: Architecture and the Body. Oxford and New York: Berg: 229 - 260.

Bowman, E. (2003). Really Sorry. United States, Flip Skateboards.

Caronia, L. (2005). Mobile Culture: An Ethnography of Cellular Phone Uses in Teenagers’ Everyday Life. Convergence: SAGE publications.

Deleuze, G. and F. Guattari (1980). November 28, 1947: How Do you Make Yourself a Body without Organs? A Thousand Plateaus: Capitalism and Schizophrenia. London: Continuum, 2002.

Deleuze, G. and F. Guattari (1983). Anti-Oedipus: Capitalism and Schizophrenia. Minneapolis: University of Minnesota Press, (1st pub 1972).

Deleuze, G. and F. Guattari (1987). Deterritorialization. A Thousand Plateaus. B. Masumi. London & New York: Continuum: 508-510.

Foucault, M. (1975). Discipline and Punish: the Birth of the Prison. New York: Random House.

Foucault, M. (1977). Docile Bodies. Discipline and Punish: The birth of the prison. London: Penguin Books.

IGN Entertainment, Inc. (2008). “Search Result.”   Retrieved 6 June, 2008, from http://search.gamespy.com/products?query=skateboard.

Guattari, F. (1995). Regimes, Pathways, Subjects. Soft Subversions. S. Lotringer. New York: Semiotext (e): 112-130.

Guattari, F. (1996). ‘Adolescent Revolution’. Soft Subversions. S. Lotringer. New York: Semiotext(e): 63-72.

Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York: New York University Press.

Kuttler, D. (2007). Tony Hawk’s American Wasteland: New Functions of Architecture. Space Time Play. F. v. Borries, S. P. Walz and M. Bottger. Basel, Switzerland: Birkhauser Verlag AG 124-125.

Macdonald, I. (2005). Representations of the Skateboarding Body in Youth Leisures. Sport, Active Leisure and Youth Cultures. J. Caudwell and P. Bramham. Eastbourne: Leisure Studies Association.

Murphy, S. (2000). Lurking and Looking: Webcams and the construction of cybervisuality. Moving images: from Edison to the webcam. J. Fullerton and A. Soderbergh Widding. Sydney: John Libbey and Co.

YouTube. (2008). “PJ Ladd Flip Really Sorry.”   Retrieved 5 June, 2008, from http://www.youtube.com/watch?v=th8u0Nac76Q.

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Skateboarding as a Commodity.

March 17, 2008 · 1 Comment

This post will touch on concepts of the commodity, commercialism, the culture industry and its effects on the sub-culture of skateboarding. It will also briefly talk about public space and skateboarding. Finally, it examines what skateboarding means to me during different points of my life, being shaped by the skateboarding media (that I willingly consume), mainstream media (that is forced down my throat) and the changing facets of the sport. This post will take on a personal approach and style, myself being a skateboarder in the tiny island of Singapore for 9 years.

 

Pain is temporary, Glory is forever

“Crashing sucks, Chicks dig scars, Pain is temporary, Glory is forever.” –Matt Hoffman, Professional BMX rider (Souney, 2006). It was not till recently that I found out who the quote was from, having seen/heard it in advertisements for extreme sports broadcasts and products. A quote once used by Matt Hoffman to describe his own BMX riding attitude has now been taken out of its original context and commercially exploited.

Let’s spend some time breaking down the quote:

Pain is temporary, glory is forever.

This depends. If you are skateboarding by yourself, then no, this statement is false. In my case, “memory loss was temporary, and there was no glory”. No one knows and no one cares. In fact, what you are doing is probably considered undesirable, unproductive and of no value. Following Karl Marx’s (1867) critique, the skateboard you have is just a piece of wood that you step on. Sure, if someone saw me skateboard down the street, then perhaps I may have attained some symbolic-value, having (positive or negative) associations with the social group of skateboarders. But what I want to focus on is how the whole culture of skateboarding has been commodified, by focusing on the sport’s elite.

If you are a professional skateboarder like Tony Hawk or Danny Way and have documented skateboarding tricks on video, immortalised in acts of bravado (Tony Hawk 900Danny Way and the MegaRamp); then perhaps glory is truly forever.

Danny Way Megaramp 

[Photo Credit: Mike Blabac]

Images of their skateboarding heroics have been beamed to millions of viewers via the X-Games on mainstream television. Known as the “world cup” of extreme sports, the franchise, which in 2007 was viewed by almost 38 million viewers worldwide, is ran by ESPN, who in turn is owned by the American Broadcasting Company. Soft drinks, sunglasses and car brands are just some of the vast number of commercial products that can be seen as sponsors of these events, jumping (no pun intended) onto the “extreme”bandwagon.

Skateboarding personalities are now inseparable from their sponsors; wearing their clothes, driving their cars, drinking their drinks, eating their energy bars, and displaying their sponsor logos like medals of honour on their websites. As John Fiske (1989: 5) writes, ‘the prime function of our enormous publicity industry is to try to ensure the cultural circulation of economic commodities – that is, to exploit the cultural dimension of commodities for the economic profit of their producers.’

Tony Hawk’<p><p><p><p>s Sponsors

[Bottom bar of Tony Hawk's official webpage: www.tonyhawk.com]

Within the skateboarding context, the concept of pain and the ability to deal with it has now taken on a value.

For some, like Australian professional skateboarder Jake Brown, survivor of a 50ft skateboarding fall, the increase in value came accidentally. It not only gave Jake Brown and his sponsors unintended coverage in international TV news and newspapers (Higgins, 2007), it had cemented his status as an iconic elite skateboarding professional that can withstand high levels of pain.

“It is how I make a living…I’m not scared at all” – Jake Brown on his accident (abc, 2007). 

 

For others, like professional skateboarder and Jackass TV/Movie star Bam Margera, the pain inflicted is much more deliberate and the profits reaped much more direct, with an extremely popular MTV series and both Jackass movies making a total of US$140million(RottenTomatoes, 200 8) .

Pain has now been turned into a commodity and it is selling like hotcakes, repackaged and disseminated by mainstream media channels like MTV and ESPN. And we could have never imagined that all this generation of capital could come from just a simple plank of wood.

 

Strictly No Skateboarding!

It is also interesting to note that a subculture like skateboarding has different meanings in different countries, and that they are shaped by space and time. In Asian countries, skateboarding is still viewed as an outlaw activity; people are more afraid and fascinated by it. In western countries, this is viewed differently and there tend to be more confrontations as people have grown to associate skateboarding with trouble/noise. 

Skateboarding in China 

[A skateboarder letting off steam in China, while being watched by curious onlookers. Photo Credit: Screenshot of Lakai's Fully Flared.]

It is also these differing views that have affected the way skateboarding is achieved in public space, with the skateboarders’ ability to use public space dependent on the prevailing views of skateboarders in that community. As seen in more recent skateboarding videos, in the USA, you get chased away by the public; but in China, large crowds form to witness these intriguing performances, making kids very excited about skateboards. Thus, one can say that Iain Borden’s (2001: 253) comparison of skateboarders to the homeless, using urban space but ‘without engaging in economic activity’ fails to take into account the possible dissemination of “desire”that may befall bystanders.

 

Skate or die.

After some personal reflection, I came to the conclusion that my desire to start skateboarding 9 years ago was not because of peer pressure, as none of my friends skateboarded, but because of what Theodor Adorno and Max Horkheimer would term “culture industry” products; the Hollywood film and its ‘standardized products geared to the larger demands of the capitalist economy’ (1993: 29).

[Back to the Future skateboarding scene. Old school nostalgia.] 

In the early to mid 90’s, the “Back to the Future” trilogy series received heavy re-run airtime on free-to-air television in Singapore, forming one of my first impressions of skateboarding [watch out for blatant product placements from Pepsi, Nike etc]. To Marty McFly, the skateboard (and subsequently hoverboard) was always a form of escape (ironically, from teenage gang culture). It soon became mine. 

In an interview article, Gilles Deleauze mentions that ‘the true story [of a capitalist society] is the history of desire’ (Lothringer, 1995). The desire to be different, to be brave, to be a hero, to be seen as dangerous, to be seen as rebel against conformity; all common themes in the culture industry’s arsenal to keep us enthralled and hopeful, ready to consume their next media product. It keeps us hopeful that maybe one day, we might be like those characters on screen.

And I fell right for it. In my desire to be seen as the “ever cool, rebel without a cause, punk rock character”, I had picked up skateboarding. By just having a wooden board by my side, it would add, what Jean Baudrillard (1993) would term, ‘symbolic value’ to my character, value that does not directly contribute ‘to capitalist production and accumulation and which potentially constitute a “radical negation” of productivist society’ (Kellner, 2007).

So that was how I got hooked on skateboarding. What fuelled my continued interest for skateboarding were “in-house” (as opposed to mainstream media) skateboarding videos that depicted skating in the streets (street skating), instances of confrontation with authorities and displays of injuries attained while skateboarding, aiding in the formulation of the skateboarding “hero”.

It is a supposed look at the true culture of skateboarding from the skateboarder’s point of view and in my early youth, these videos were like my “bible” to the world of skateboarding; feeding me with tricks, styles, personalities and value systems that supposedly came from the larger world of skateboarding that existed outside of tiny Singapore. It had shown me my place in society and helped to formulate my social skills in the public sphere (with an emphasis of an “Us vs Them mentality). 

Ali Boulala 

[Ali Boulala in Flip - "Sorry" video part. Jackass meets skateboarding meets old school style]

An analysis of these skateboarding videos will show that all of these videos are produced and funded by commercial companies; whose fundamental goals are to promote and sell their brand or product. Examples include (company name – video name) Blind – What If? (2005), Flip – Really Sorry (2003), Almost – Round Three (2004) and Nike –On Tap (2004), all major skate companies (with the exception of Nike) that have produced very popular skate videos.

These videos have allowed ‘men to watch and dissect other men’s bodies in fetishistic (yet sporting) detail…a legitimate space within which men can gaze on and devour the male form without homosexuality being either alleged or feared’ (Miller, 1990: 7 8) . This admiration is even more critical and unique to skateboarding, due to the lack of a finite goal/achievement and it being a activity where the human aesthetic form and hard to evaluate aspect of style (Jones and Williamson, 1979: 159) is key.

Popular music and television shows are now flooded with skateboarder images and its related content, putting emphasis on the skateboarding “hero” and the element of style. The increasingly ‘normalised’ perception of the skateboarding body (Macdonald, 2005: 100) has resulted in popular culture’s widespread acceptance.

Pop star Avril Lavigne’s number one hit “Sk8er Boi” and the usage/portrayal of skateboarding in the Hollywood action film “xXx”only serve to play on the rebellious/dangerous stereotype of skateboarders (Tony Hawk has a cameo in this perfect example).

“MTV is all about appealing to the masses and reeling’ in the cash. In this case, they’re trying to appeal to the (gag) “trendy” part of skateboarding. Everyone knows skateboarding is awesome, and MTV knows everyone knows it.” - Skateboarder Eric Roper, Transworld Magazine (2007)

While initially, I had been encouraged by skateboarding’s presence in the mainstream media, taking it as a form of acceptance, I soon grew disillusioned by the constant bombardment, overgeneralisation and stereotyping. Resentment had also begun to build against the very same skateboarders that brought skateboarding into the mainstream consciousness, professional skateboarders like Tony Hawk (and his very successful line of skateboarding computer games, Tony Hawk Pro Skater, 9 versions of the game in 9 years), Bam Margera (of Jackass fame) and Bob Burnquist (of X-Games unsportsmanlike infamy).

By making skateboarding popular, it has drawn flak and disdain from skateboarders who want to keep the sport personal and exclusive. This reaction is similar to that of an indie band becoming popular and losing its appeal to its old fans; or a car that was once deemed exclusive (BMW 3 series etc) but is now common sight on the roads and making its original owners feel insecure about their initial unique/higher social standing.

After some serious contemplation, I realised that skateboarding had lost its meaning to me, and in recent times have not had the same passion for it. Am I just getting old? Was I in it for all the wrong reasons? Will I ever fall in love with skateboarding for what it is, and not what it would make me?  Has skateboarding changed, or have I?

 —

anotheremptyblog

17/03/2008 

Melbourne, Australia 

 

Bibliography:

abc news (2007). “Skateboarder Falls 45 Feet, Lives to Talk About It.”   Retrieved 14 March, 2008, from http://abcnews.go.com/GMA/ESPNSports/story?id=3447416.

Adorno, T. and M. Horkheimer (1993). The culture industry: enlightenment as mass deception.The Cultural Studies Reader. S. During. London & New York: Routledge29 - 43.

Baudrillard, J. (1993). Symbolic Exchange and Death. London: Sage.

Borden, I. (2001). “Performing the City: Commodity Critique”. Skateboarding, Space and the City: Architecture and the Body. Oxford and New York: Berg: 229 - 260. 

Fiske, J. (1989). ‘Understanding Popular Culture’. Reading the Popular. London: Routledge1 - 11.

Jones, J. M. and S. A. Williamson (1979). Athletic Profile Inventory: Assessment of Athletes’ Attitudes and Values. Sports, Games, and Play: Social and Psychological Viewpoints. J. H. Goldstein. New Jersey: Lawrence Erlbaum Associates159.

Lat34. (2006). “Travis Pastrana: A One Man Circus.”   Retrieved 13 March, 2008, fromhttp://www.lat34.com/moto/travis_pastrana_profile

Lothringer, S., Ed. (1995). “Chaosophy” - Capitalism: A Very Special Delirium: Autonomedia/Semiotexte.

Macdonald, I. (2005). Representations of the Skateboarding Body in Youth Leisures. Sport, Active Leisure and Youth Cultures. J. Caudwell and P. Bramham. Eastbourne: Leisure Studies Association.

Marx, K. (1867). The Fetishism of the Commodity and the Secret Thereof. [Das apital] Karl Marx Capital: An Abridged Edition. D. McLellan: Oxford University Press42-50, 491. 

Miller, T. (1990). Sport, media and masculinity. Sport and Leisure: Trends in Australian Popular Culture. D. Rowe and G. Lawrence. New South Wales: Harcourt Brace Jovanovich Publishers78.

RottenTomatoes - IGN Entertainment. (2008).    Retrieved 08 March, 2008, fromwww.rottentomatoes.com

Stanford Encyclopedia of Philosophy. (2007, 7 March). “Jean Baudrillard.”   Retrieved 13 March, 2008, from http://plato.stanford.edu/entries/baudrillard/#2.

The New York Times. (2007). “Dramatic Fall Exposes the Risk in Extreme Sports.”   Retrieved 12 March, 2008, fromhttp://www.nytimes.com/2007/08/04/sports/othersports/04xgames.html?_r=1&oref=slogin

Transworld (2007). whyspace. Transworld Skateboarding, Transworld Magazine Corporation, Oceanside, CA. 25.  

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