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I-Power: Pop Culture in the Age of the Internet

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Abstract

Products named iPod (a digital storage device), iTravel (an online travel company), iPath (a shoe brand), iCom (computer software), among many others spelled with a lowercase i, are found everywhere one looks in todays marketplace. That little letter is definitely appealing, bespeaking, it would seem, of technological savvy and a new hipness—a hipness that was captured by a mid-2000s ad campaign by Apple, pitting a hip Mac guy versus a dull PC guy (as mentioned in the previous chapter). The Mac guy can now more precisely be designated an “i-Guy,” a young man who dresses and behaves in the style of urban geeks that have grown up in a world where computer savvy, along with an attendant “slacker look,” is perceived to constitute the basic form of male cool. The PC guy, in contrast, looked like a leftover from the rigid and stodgy business world of the pre-Internet era—a lifestyle dinosaur who had absolutely no savoir faire when it came to understanding the lifestyle patterns of the emerging i-World, as it can be called. The Mac guy was resplendent with what can be called, simply, i-Power (with a lowercase i), defined as the ability to adopt and harness emerging trends in digital culture into personal lifestyle. As David Sacks has observantly written, “Today little i, meaning computer connection, has joined e, X, and a handful of other letters as a brand mark of the digital revolution.”1

I … how huge a word in that small English mark, the shape of a Grecian pillar.

—William H. Gass (b. 1924)

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Notes

  1. David Sacks, Language Visible: Unraveling the Mystery of the Alphabet from A to B (New York: Broadway, 2003), 176.

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  2. David Crystal, Language and the Internet (Cambridge: Cambridge University Press, 2001)

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  3. Naomi S. Baron, Always On: Language in an Online and Mobile World (Oxford: Oxford University Press, 2008), 169.

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  4. Zipf’s most important works include Selected Studies of the Principle of Relative Frequency in Language (Cambridge, MA: Harvard University Press, 1932); The Psycho-Biology of Language: An Introduction to Dynamic Philology (Boston: Houghton-Mifflin, 1935); and Human Behavior and the Principle of Least Effort (Boston: Addison-Wesley, 1949). A good study of the relation between Zipf’s Law and Internet language is the one by Lada A. Adamic and Bernardo A. Huberman, “Zipf’s Law and the Internet,” Glottometrics 3 (2002): 143–50.

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  5. Vivian Cook, Accomodating Brocolli in the Cemetary or Why Cant Anybody Spell?. (New York: Touchstone, 2004), 9

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  6. Kenneth Thompson, Moral Panics (London: Routledge, 1998)

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  7. Naomi Baron, Alphabet to Email: How Written English Evolved and Where Its Heading (London: Routledge, 2001).

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  8. Mark Abley, The Prodigal Tongue (Boston: Houghton Mifflin, 2008).

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  9. Paula Laroche, On Words: Insight into How our Words Work and Dont (Oak Park, IL: Marion Street, 2007), 48.

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  10. Elizabeth Hardwick, Bartleby in Manhattan and Other Essays (New York: Vintage, 1968), 46.

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  11. Leslie Savan, Slam Dunks and No-Brainers: Language in Your Life, the Media, Business, Politics, and, Like, Whatever (New York: Alfred A. Knopf, 2005).

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  12. Peter Shaffer, Amadeus (London: Penguin, 1993), 109.

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  13. Marshall McLuhan’s two most important books are The Gutenberg Galaxy (Toronto: University of Toronto Press, 1958); and Understanding Media (London: Routledge & Kegan Paul, 1964). The quotation is from the latter book, 24. An insightful work dealing with the ideas of McLuhan in the Age of the Internet is the one by Paul Levinson, Digital McLuhan: A Guide to the Information Millennium (London: Routledge, 2001).

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  14. McLuhan, The Mechanical Bride: The Folklore of Industrial Man (New York: Vanguard, 1951), 3.

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  15. A systematic analysis of video games and why they have become so popular is the one by Diane Carr, David Buckingham, Andrew Burn, and Gareth Schott, Computer Games: Text, Narrative and Play (Cambridge: Polity Press, 2006).

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  16. Gary Alan Fine, Shared Fantasy: Role-Playing Games as Social Worlds (Chicago: University of Chicago Press, 1983).

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  17. Steven Johnson, Everything Bad Is Good for You: How Todays Popular Culture Is Actually Making Us Smarter (New York: Riverside Books, 2005).

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  18. Bob Stein, “We Could be Better Ancestors Than This: Ethics and First Principles for the Art of the Digital Age,” in The Digital Dialectic: New Essays on New Media, ed. Peter Lunenfeld (Cambridge, MA: MIT, 1999), 204.

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© 2009 Marcel Danesi

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Danesi, M. (2009). I-Power: Pop Culture in the Age of the Internet. In: X-Rated!. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230617834_4

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