Monday, October 25, 2010

Subsidized Corn











As you may know, corn is one of the main U.S. agricultural crops. If you have seen the movie 'Food inc.', then you might also know that the united states subsidizes it's production of corn. Through subsidizing corn, the production cost of beef and poultry are lowered. This is because most meat we consume are fed corn rather than allowing the animals to graze since corn is so readily available and can be purchased at such a low rate. It's true, this might seem nice when your at the grocery store looking to purchase meat or you're out at a restaurant ordering a steak because the prices will obviously be cheaper. I've never heard of anyone complaining that something was too cheap when they're spending their money to purchase it. Unfortunately, this is only the small picture. Aside from the negative health impacts some corn bi-products may have on consumers, there is also the matter of how this could affect other developing countries.

The United States is producing so much corn at such low production costs that it is inevitably effecting other countries. The U.S. exports corn and corn bi-products to other countries such as Brazil, Mexico, etc., where there are those who depend on farming to make a living. With the U.S. exporting to these countries at such low costs, those who farm in these developing countries cannot compete, thus poverty progresses. Is it really worth it?

Posted by Michael Huang

Life and Debt



Life and Debt is a film regarding the life in the country of Jamaica. The majority of the film discusses how urbanization has hit the communities of Jamaica, as well as how the government is striving to stay afloat in an ever increasing demand for capitalist goods.
There is demands for goods to be produced at the cheapest price possible to the manufacturer, however is this a living wage for the workers of that good? We begin to see how with urbanization there become a shift towards goods being produced elsewhere. Suddenly even basic needs such as food are being shipped from other parts of the state, country, or even internationally. This system can cause struggling countries, like Jamaica, to become trapped in a financial crisis. Where an economy is poor therefore workers begin to take any job available. Many of these jobs turning out to be underpaid and highly dangerous. However, if no job is taken no money can be made to survive. And without rights given to many workers the companies demanding the product keep tight regulations on the benefits, if any, given to the workers.
Urbanization blinds those directly in the system, we begin to not question aspects of our society. The system allows for outsourcing to be highly valued while not discussing where the outsourcing is being taken place or under what conditions it is occurring.

Posted by Siera Miller

The Story of Stuff!



I’m sure many of you have already seen Annie Leonard’s youtube video, The Story of Stuff. But, I figured I’d post it anyway since it’s just so good. The video essentially discusses all the terrible consequences of mass consumerism and the capitalist mindset in general. Although that might seem like a hopelessly depressing topic for a youtube video, it’s actually not so bad. Not to say that it’s not depressing- it is- but I think it really sums up the problems with our consumerist, capitalistic, and globalized world society in a very simple (and slightly cute) way.

After considering the video in terms of “globalization,” I began wondering whether or not globalization and consumerism are mutually exclusive. Today’s “globalized” world seems to be based around a foundation of consumerism; as a country becomes more “globalized,” it generally tends to also increase the amount it consumes. Yet, could another “globalized” reality exist without such a foundation, or is consumerism too central to the concept of globalization? Any thoughts? 

Posted By Mollie Tarte

PC Gaming to Globalization



On July 27, 2010, Blizzard Entertainment released the highly anticipated real-time strategy (RTS) game known as Starcraft II: Wings of Liberty. Starcraft II (SC2) is the sequel to the award-winning RTS released back in 1998 known as Starcraft (SC). Since its release in 1998, the Starcraft franchise has risen to the top of the RTS gaming industry as the most popular real-time strategy game of all-time. Starcraft II seeks to break the records held by its predecessor and impact the gaming industry on a global level.


No where else can the impact of the Starcraft franchise be seen more clearly than in South Korea. The American-developed game has taken South Korea by storm and has been doing so since 1998. The popularity of Starcraft in Korea has become so well-known that players from all over the world visit or move to South Korea just to play the game. International corporations have now recognized SC’s global popularity and have begun to sponsor Starcraft teams and tournaments in Korea and all over the world. One example of the type of money these teams and players are competing for is the monthly Global Starcraft II League (GSL) tournament in Seoul, Korea where the winner takes home 100,000,000 KRW (aprox. $85,700 USD). With professional teams and players vying for lucrative winnings, many have come to see Starcraft as a national sport much like any other sport such as soccer.




So you might wonder what Starcraft and “globalization” have in common and I believe the following quote is something that ties them both together. According to Mauro F. GuillĂ©n, who wrote an article titled “Is Globalization Civilizing, Destructive or Feeble?, one specific quote caught my attention. “Intuitively, globalization is a process fueled by, and resulting in, increasing cross-border flows of goods, services, money, people, information, and culture (Guillen, 2001, 236)."


With myself being a casual Starcraft gamer, the news about the game’s impact on South Korea came to mind as I read that line. With its ever increasing popularity and global appeal, Starcraft has essentially become a transnational entity that traverses national boundaries. It has increased the “cross-border flow” of money as seen with the retail sales, the countless international sponsorships from corporations and so on. It has also allowed the exchange of information and culture through the many individuals who travel from around the world to take part in this gaming phenomenon. With Starcraft, also comes the unique gaming culture. One that is filled with individuals of countless backgrounds. This culture has begun to grow and has quickly expanded around the world and is beginning to become more widely accepted as seen with South Korea’s adoption of the Starcraft franchise.

Globalization/Urbanization

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Posted by Michael Huang