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Essays on the importance of fashion, and on violence in video games.

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Introduction

Fashion and Identity Essay "...Fashion is more powerful than any tyrant" Malcolm Barnard 1. Introduction For hundreds of years people have put some message in the type of clothing they wore. Long ago people started wanting to stand out from the "crowd" and be different from other people by means of changing their clothing. Some examples of these "standing out" became very popular and were followed by more people. This was the moment when fashion appeared. Nowadays, fashion is sometimes defined as a "constantly changing trend, favored for frivolous rather than practical, logical, or intellectual reasons". Nevertheless, it is necessary to say that at the present moment fashion has a deeper influence on the life of people and possess more than just frivolous reasons for its existance. Clothing has become an integral part of self-realization of every person. It is no longer just an "external shield" and a frivolous attitude towards it may cause loosing a very important physical, psychological and social aspect of a person's life. The harmony attained by the combination of the inner world of a person and his "exterior" makes it very hard to say not even being a professional in this sphere that fashion is just about looks. Clothing is basically a covering designed to be worn on a person's body. This covering is a need, a necessity that is dictated by the norms of social conduct. This "necessity" brings a lot of variety into the lives of people and makes their image more complete. It is not about people serving fashion; it is about fashion being a slave of people. ...read more.

Middle

Women have accepted a lot of clothing styles that propagandize masculinity. Of course there still are women that are the embodiments of tenderness and femininity preserving women's sexuality but nevertheless the general tendency of feminization in today's society has done its work. Equality at work, business and politics has transformed the image of a woman greatly. 4.b. Men and fashion. Throughout the history starting with the middle ages men's fashion has changed a lot. If the era of Renaissance was characterized by increased femininity in men's clothes, the end of the twentieth century became the moment of maximal revealing of masculinity for men. Nowadays, identity has brought a lot of specific changes in the perception of a contemporary man. An open manifestation of sexual orientation has brought the image of a feminine man into fashion. The adaptation of feminine tendencies into men's fashion is transparent. Men tend to choose practical clothes as casual clothing and suits as their "working uniform"[Hollander 43]. The whole image of a man is not brusque and rough anymore. It has become more flexible and soft. The construction of a man's wardrobe starts with choosing from the variety of images offered by culture and class today. The gender boundary is gradually "wiped" off. Nevertheless, clothing remains the primary criterion of the evaluation of the opposite sex. While being very liberate towards the type of clothing of other men, they demonstrate especial criticism towards women's clothing. This happens due to the variety and abundance of women around. Analyzing men's fashion is like dealing with a complexity. This complexity is constantly changing and adjusting to the surrounding of tendencies. ...read more.

Conclusion

The "gaming" violent experience may not be the cause of violent behavior in reality. None of the playing experience will become the priority in making important decisions concerning problems in real life. A game is an abstraction. A player gets abstract tasks and acts according to abstract rules. Games are also the possibility to be however a person wants to be and to rest from the outside world for some time. But what if a person gets so much excited with the game scenes that he becomes violent in reality? Then, it proves that the games cause people to become violent. Let us stop for a moment right at this point. Those who do not participate in this type of activity usually make the conclusion of presence of violence in the game-world. Nobody will ever hear this kind of statement from those who play, from those who know the rules of the game and understand that it is just a virtual world. A psychologically healthy person will never confuse or connect these two different worlds. A game is a virtual world with visual images very similar to human. These images represent by themselves nothing but simple playing obstacles. A game may potentially give the opportunity to "destroy the obstacles" that may not be destroyed according to the rules but it is more about personal choice whether to do it or not. This leads us to the conclusion that violence is not a consequence but the cause. People who are originally prone to violence may get irritated by games and perform violence in the "real world". But in this case violence in games is a simple justification of the violent nature of the player. ...read more.

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