(LACK OF) CULTURE IN DIGITAL AGE

Digital language is the language of young generations; they process information very differently from previous generations. There is sufficient evidence to confirm that the impact of digital technology on youth is unjustly neglected and that the educational institutions and the authorities have a serious commitment to research this area. There is no education without communication, but what kind of communication is necessary for educational system in digital age? In the time before the advent of electronic mass media, the teacher was the most important for providing information about the world; he/she was responsible for setting up a student’s system of values as well as society norms. The digital age has brought skills such as assessment, analysis, access, participation and creativity, necessary for solving everyday problems. The global phenomenon of “digital natives” is discussed in a critical analysis and with special attention to their ability to learn in a traditional education system.

SOCIOLOGY OF AESTHETIC FUNCTION

ON LITERARY INFLUENCES AND CONVENTIONS

CULTURAL-SOCIOLOGICAL APPROACH TO THE ART

STRUCTURE AND FORM

REALISM IN VISUAL ARTS

POP-ART

THE PARIS COMMUNE AND SERBIA

BASIC MISUNDERSTANDING ON THE ESSENCE OF MUSIC

COMMODIFIED PLAY – CRITICAL PERSPECTIVES OF ART OF DIGITAL GAMES

The fundamental changes in the global mode of production occured in the second half of 20th century, with important role of concept of free time and the notion of play. Being structurally decentralized and flexible, digital capitalism moves into the sphere od social networks, massive online games and friend aggregators platform. The notion of play is deeply integrated in micro and macro economies of these interactive environments, by creating social capital, symbolic capital, emotional capital, and last but not least, financial capital.

The works of Paolo Virno and Matteo Paquinelli are helpful in understanding the innovative and competitive aspects of network. Innovative and competitive aspect of social (digital) networks and culture in general, is thus, conceived as inherent “animal spirit” in human that eventually results in “immaterial civil war”. In this sense culture is not something that “humanize” animal in human, but is rather one of many aspects of numerous struggles in society of pure “zoe”. Situationists’ vision of future society as society with minimal necessary work, endless situations of play and interaction, is today materialized through distopian model of massive militant games, network pornography and financialization of libido.

Nick Dyer Whiteford i Greg de Peuter propose models and present some possible artistic approaches that can accurately respond to challenges that digital capitalism and its basis in libidinal economies, are bringing.