#Tanning Salons Script
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angelthespalon · 7 months ago
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Best Parlour for Skin Treatment in Ahmedabad, Gj | Skincare Routine & Body Polishing | Angel Thespalon
Treat your skin to the best care with our skin services, from body massages to bridal facials and full body bleaching. Located near you, Angel The Salon offers the best parlour for skin treatment with premium skincare routines and body polishing.
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slutburn · 1 year ago
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siantmiller: VENETIA played by Alison Oliver in Emerald Fennell's @saltburnfilm
Hair and Make-Up Design
Emerald's character description and 2006-7 pop youth culture, blended with entitlement and vulnerability, led the design process.
Reading the script, the grunginess of a noughties era Kate Moss and the rock-chic of Georgia May Jagger were in my mind's eye. See Venetia playing drunk tennis in killer heels, a disco inspired one-piece and a cigarette in hand!
Venetia just had to be a teenage model-type with brittle, bleached hair, dark roots and a tons of period authentic, and noticeable, bonded hair extensions.
Taking Alison's shoulder length, light brown hair, her transformation began with the colour and extensions, allowing time before filming for the colour to lift away from any kind of 'salon' vibe to a mucky regrowth with deliberate split ends.
Make-Up hinged around grungy kohl eyeliner, frosted lips, imperfect fake tan, bronzer and chipped nails. Eyebrows were lifted with tint.
A cluster of star tattoos on Venetia's hand mirror those of her bother Felix, taken from the family crest. There's a lightning bolt on her ankle and an inner arm linear tattoo in the same place as Felix's 'carpe diem! A far- east gap year kind of tat, not obviously literal, my design was inspired by the 'shepherd's pie' scene. A play on words, I hand-wrote the 'Pi' sequence 3.14159265359 in a made up font, which was then abstracted to the final design using ProCreate. You'd never know but the detail is there! On her shoulder blade is a rose tattoo created in the style of Sailor Jerry.
All of which reflect Venetia's brittle character, masked by everyday dress-up, affording Emerald the detail for close-ups with a 1:33 format.
All power to the incredible @alisonjoliver for allowing me to transform her hair into a Venetia reality
Brilliant application by @ellieptoms Colour and xtns @lottiehairldn
Venetia's original tattoo designs prepared for in-house printing with ProCreate by nabhuss
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wrestlingwiththoughts · 4 months ago
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The 2025 AEW Manifesto
I thought that I would watch AEW more regularly now that it's available on Max live and on demand, but I've actually stopped watching AEW pretty much altogether. I stopped watching Worlds End 2024 right before that show's main event, and the current Toni Storm and Death Riders storylines feel insulting to my intelligence. One over-complicates wrestling with yet another tongue-in-cheek storyline involving Toni Storm and Mariah May, and the other feels like a muddled, underbaked mess.
That left me with a grip of time to reflect on what I want from AEW, what they could do to get me watching again regularly. So, here's a manifesto I would theoretically nail to the door of 1 EverBank Stadium Drive, Jacksonville, Florida, United States.
The 2025 AEW Manifesto
I. Things AEW will no longer do
Any angles involving cars (wrestlers destroying each other’s cars, wrestlers trying to run their opponents over with their cars, wrestlers crashing their cars into other wrestlers’ cars)
Any angles involving food (no cake smashing)
Hold Stadium Stampede and Blood and Guts as yearly events
Money in the Cash-style contracts
Backstage beatdowns of random security guards and production staff
In-ring championship celebrations
Music videos featuring wrestlers
Skits outside of the ring (in restaurants, wrestlers’ homes, tanning salons, etc.)
More than 1 DQ finish a show (this includes whether a referee sees the disqualifying move)
Promos that tear down their opponents, even if the wrestlers then try to build the wrestler back up by the end of the promo
Racism-baiting promos
Release wrestlers from their contracts
Stop referring to “restoring the feeling” and focus solely on “where the best wrestle”/”we are professional wrestling”
Employ Jim Ross
Dissolve three man commentary booths that banter constantly
Have Excalibur do play by play
II. Things AEW will start doing 
Treat pro wrestling like a sport and present AEW as if it were the NFL/NBA/MLB
Emulate UFC as needed
All multi-person and multi-team matches are elimination matches
Time marks (20 minutes left, 10 minutes left, 5 minutes left) will be announced for all matches
If a person or team is getting pushed, they must appear on every show every week in some form (no more than one pre-taped segment per week)
Treat each year as a season (either use the calendar year or use the year from All in to All In)
Pick one wrestler of focus in each group (world, International, TNT, tag, trios, TBS) per season
Announce injury statuses and contract lengths
New champions’ first feud after winning the title should always be a former champion
Let wrestlers cut promos in their home languages as needed, but they need to give their promo scripts to production in advance so that they can be subtitled
Grudges and feuds start and end in matches
Unify the Continental Championship with the world championship
Reorganize the championships to just:
Men’s World Title
International Title
TNT Title
Men’s Tag Team Title
Men’s Trios Title
Women’s World Title
TBS Title
Women’s Tag Team Title
Establish the unique identity of each title
World titles: the peak of the company for both men and women, should switch infrequently
International title: can be defended in other companies or challengers from other companies; those challengers must also win 3 matches in a row in their settings before they can challenge, should switch infrequently
TNT and TBS title: the workhorse title and must be defended weekly on TV, can switch frequently
Tag team title: shouldn’t switch often
Trios title: can switch very frequently as needed
AEW will hold annual tournaments for the men’s tag team, trios, and the men’s world titles
Continental Classic win = world title shot 
Tag World Grand Prix = tag title shot
King of Trios = tag title shot
AEW will hold annual tournaments for the women’s tag team and world titles
The Crush Gals Memorial = tag title shot
The Judy Byers Memorial = world title shot
Tournament winners receive big trophies and a big bonus check (actual and in front of the camera)
Wrestlers and teams must win at least 3 consecutive matches to qualify for a championship match (except for the TNT and TBS titles)
This focuses the matches as the storytelling engine
Heels might be incentivized to take on only weak opponents to get their three wins, which would let you book plucky underdogs
If a plucky underdog is able to upset the heel, then the heel might choose to seek revenge, which would create an undercard story
Schedule the tag and trios tournaments so that teams must win at least 3 matches to win the tournament 
Tournament timing
King of Trios: middle of the year
Tag World Grand Prix: beginning of the year
Continental Classic: end of the year
Plan tournaments at least 3 months in advance
Announce tournament participants and brackets at least 1 week in advance
Wrestlers should have loose or more formal groups and can target some or all titles at once
Groups can also form to support one particular wrestler
Hire Joe Galli to replace Excalibur on Dynamite
Hire Walker Stewart to replace Tony Schiavone on Collision
Or audition sports play by play announcers or Jon Anik
Rotate Taz, Excalibur, Schiavone, and McGuinness as color commentators
Identify one angle that worked in the past and copy it (for example, the Terry Funk vs. Ric Flair angle) each season
III. Things AEW will continue doing/do more of
Recap videos that summarize wrestlers’ feuds (see Penelope Ford vs. Anna Jay feud video)
Ensuring that lower tier wrestlers win at least 1 match before losing to a more prominent wrestler
Post-match and pre-match promos with Renee Paquette on the ramp
Sit down interviews with Nigel McGuinness
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upismediacenter · 1 year ago
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Batch 2024 participates in 2-week off-campus internship
University of the Philippines Integrated School (UPIS) Batch 2024 completed their 2-week off-campus internship at various sites from February 12 to 23.
Part of the Grade 12 work program is the two-week off-campus internship which aims to apply the knowledge and skills they have obtained from Kindergarten to Grade 11, to experience a real-world work environment, to understand and explore the careers they may pursue in the future, and to develop proper attitudes regarding leadership structure, employee interactions, and professionalism.
Social Sciences and Humanities (SSH) Track
Grade 12 - Kalayaan, the Social Sciences and Humanities (SSH) track, had their work immersions at Bantayog ng mga Bayani Foundation, Interactive Children’s Literacy Program (ICLiP), M&P Creatives, and Teatrong Mulat ng Pilipinas. UP Diliman Information Office (DIO) and DZUP 1602, despite being within the UP campus, were also included as internship sites for the off-campus work immersion.
The sites offered internship tasks such as writing articles, creating scripts, designing social media posts and publicity materials, covering events, newscasting, hosting, observing and teaching classes, assisting video shoots, joining rehearsals, and participating in activities conducted by the sites.
Zaeda Wadi, a former UPDIO intern, shared some of the most important lessons she learned through her internship. “At the UP DIO, I learned that being attentive is such a helpful asset to have! Be it in article-writing, observing during programs, interacting with others, or following instructions, having a present mind makes things clearer—and easier. I also realized that there are various activities in UP Diliman that I can participate in! It opened more doors for me to venture that can set me on new experiences as a student and community member,” she stated.
Additionally, she talked about some of the discoveries she made through UP DIO. “UP DIO staff taught me that in the hustle of life, sharing conversations and laughs makes the office life bearable and memorable! I learned from their close bond how it is always nice, even essential, to check in daily wholesome chats with people we meet at the workplace,“ she shared.
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Business and Entrepreneurship (BE) Track
Grade 12 - Kapayapaan, the Business and Entrepreneurship (BE) track, experienced working at Underdog Fitness PH, Revised Salon, Friuli Trattoria, Puff & Dough BakeLab, SGD Coffee, Street Kohi, Noki Japanese Fried Chicken, and Urban Chick for their off-campus internship.
Some of their work included taking orders from customers, cleaning and setting up the area, making orders and food products for the business, assisting in supply inventory, creating and designing social media posts, preparing financial reports, assisting in administrative-related tasks, and conducting market research.
Princess Tan, a former intern at Noki Japanese Fried Chicken, shared her thoughts on how different the off-campus internship is from completing regular coursework for classes. “The real world is less structured than the system in school. The tasks we had to do weren’t listed for us and weren’t taught to us from the very start to end. You are expected to learn the operations as you go through the work program. Additionally, mistakes would cost you more unlike in school where you’ll just get a deduction on your score,“ she said.
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Applied Sciences and Engineering (ASE) Track
Grade 12 - Karangalan and Karunungan, the Applied Sciences and Engineering (ASE) track, held their internship programs at Ateneo de Manila University (ADMU) - Department of Information Systems and Computer Science (DISCS), ADMU - Department of Electronics, Computer, and Communications Engineering (ECCE), ADMU - Department of Mathematics, Buri Technologies, Department of Environment and Natural Resources (DENR) - Environmental Management Bureau (EMB), DENR - Mines and Geosciences Bureau (MGB), Department of Information and Communications Technology (DICT), Department of Science and Technology (DOST) - Advanced Science and Technology Institute (ASTI), DOST - Philippine Atmospheric, Geophysical, and Astronomical Services Administration (PAGASA), LCI Envi Corporation, New Era General Hospital, Smile Studio Dental, and Wilson Hobby Studio.
Some specific tasks given by the sites consisted of conducting playtests, exploring and programming with Artificial Intelligence (AI), attending workshops and seminars, testing websites, creating courses on websites, performing Test Case Documentation, listing products and packaging of companies, managing and operating with information and cybersecurity, weather research and reporting, assisting in dental-related work, input and documentation of dental procedures and prices, assisting in tech support with 2D software, 3D printing, and attending discussions and seminars held by the sites.
Enjoce Lampa, a former intern at ADMU - Department of Information Systems and Computer Science (DISCS), shared the skills he was able to develop or enhance through his experience. “The skill I used the most during the internship was definitely my knowledge in programming. I think I already had pretty good programming [or] coding knowledge from my experiences but this internship further enhanced my skills because I was able to use it on a real project. I learned the Godot game engine and its native language, GDScript, to create our game and I think I will be using this knowledge more in the future,“ he stated.
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Batch 2024 is the first batch of Grade 12 students to experience separate cycles for their off-campus and on-campus internship since the pandemic. Last year, they finished their on-campus internship, which lasted from December 4 to 15. //by Mira Leaño and Ria Bautista
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testdrves · 3 months ago
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“ ava, i have a night shoot in a few hours. where in the world will i find somewhere warm enough to have a getaway at? the tanning salon? ” winona groans, tossing the heavily marked script aside. “ sometimes i wish we'd shot on location instead of . . . whatever the hell kind of set they talked me into using. it's all just screens. ”
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“ why? just take a page out of my book – hop on a plane and go somewhere warm!”
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dexteritysol-blog · 7 years ago
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Makeup Artists Clone | Makeup Artists Script | Barber Shops Script
http://www.dexteritysolution.com/nailsalons-tanningsalons-clonescript.html
 Visitors can search by beautician specialty and/or beautician name. The Administrator can view and manage the appointments. The User can browse through beautician profile and read information regarding their specialty. The Administrator can manage specialization, beautician, beautician schedules, beautician time offers appointments, appointments statistics.
 We developed our Nail Salons Script eco-friendly to a user. This script is a web-based Tanning Salons Script that overcomes the issue of managing and booking appointments according to user’s choice or demands. The application uses PHP and SQL for a database.
 Our Makeup Artists Clone has a responsive design which is suitable for all the devices like mobiles, laptops, and tablets. Our Website Scripts are user-friendly so you need not need much technical knowledge to run your business with it.
 We have rich features so end users can easily use our Barber Shops Script. In this Makeup Artists Script, it is easy to customize and you can able to make any changes later or you also can add your required specialized features at the development phase and the user can access this website without much technical knowledge.
 Our script has a responsive design which is suitable for all the devices like mobiles, laptops, and tablets. Our Website Scripts are user-friendly so you need not need much technical knowledge to run your business with it.
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 We also provide 1 year of technical support, free updates for the source code for 6 months, and brand-free. Once you buy our product, we will provide you with the full source code and your website will go live within the next 24 hours.
 To contact our dexterity solution Team
Website URL: www.dexteritysolution.com
Mail us:  [email protected]      
Make a Call: India   – (+ 91) 9841300660
Make a Call: (USA) – (+1) 325 200 4515
Make a Call: (UK)   – (+44) 203 290 5530
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tcsmith132-blog · 7 years ago
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Claire’s Test (Script)
Written by T.C. Smith
FADE IN:
CLAIRE'S BATHROOM - MORNING
Sunshine’s through Venetian blinds. Dark yellow fluid fills an empty bag.
CLAIRE, twenty-something party girl, watches the bag filled with the precision of a chemist. She wears PJs and a shirt with some vulgar text. Her makeup smeared from the night before.
CLAIRE'S BEDROOM
Claire glances through some instructions and smokes on a joint.
CLAIRE’S BATHROOM
She washes her face and re-applies her make-up, but this time is in a much more unadventurous style.
With the bag secured to her leg, she slips on prudish skirt and blouse.
EXT. CLAIRE'S CAR - DAY
Claire’s car is the definition of cluttered, no room for even a single passenger. She scopes out the DALLAS PROBATION OFFICE.
Eye drops fall into her eyes.
INT. BOOKER'S OFFICE - DAY
MRS.BOOKER, hardened probation officer, opens the door for Claire. Claire enters and Booker gets a big whiff of Claire.
Booker sits and scans Claire's file, then SCRUTINIZES Claire.
BOOKER:                                                                                                       “Carver, Claire Carver?”
CLAIRE:                                                                                                            “Yes Mam.”
BOOKER: “You can call me Mrs. Booker. Do you know why you're here today?”
Claire takes it on her own to have a seat.
CLAIRE (bashful):                                                                                           “There was a misunderstanding.”
BOOKER (puzzled):                                                                                         “Says you're here for continuous parking in the same handicap-capped spot? Over five times... Why?”
CLAIRE: “Well, it's the spot right in front of my tanning salon. And, in hindsight, I see how terrible it is, but at the moment, I thought, well cripples don't really tan. Do they?”
Booker is not impressed. She hands Claire a small clear specimen container.
BOOKER: “I need a urine sample. Do not make a mess in my bathroom, and DO NOT flush the toilet. I have to inspect it first.”
CLAIRE: (low-key):                                                                                                  “I kind need to take a number two, to. Claire signs the number two with her hand.”
BOOKER:                                                                                                                   “You WILL HOLD that shit.”
INT. BOOKER'S BATHROOM - DAY
Claire shuts the bathroom door then turns the faucet on. Water RUSHES into the sink.
BOOKER (O.C.):                                                                                                          “No running water.”
Claire obeys. She pulls her
INT. BOOKER'S OFFICE
 Claire places the sample on Booker's desk.
CLAIRE:                                                                                                             “There ya go, anything else.”
Booker cocks a brow.
BOOKER:                                                                                                              “Sign this.”
Booker checks the toilet and flushes.
BOOKER (CONT’D): “You'll be hearing from me soon, Ms. Carver.”
INT. BOOKER'S OFFICE
Booker observes Claire make her way back to her car. She cracks her knuckles and types on her computer.
A social media page pops up. She searches for CLAIRE CARVER, DALLAS TX.
Several names appear as results. Our CLAIRE first choice, Booker clicks.
Claire's crazy social life is plastered all Picture of Claire red-eyed with a bottle of hand takes over the screen.
Booker dials a call.
BOOKER: “Hi, Richard. Booker, yeah. You remember that favor?”
INT. RETAIL STORE
Claire peruses rows of generic type clothing. Music plays overhead and Claire grooves along to the music. A LITTLE BLACK DRESS catches her eye.
She models the dress in the dressing room, still grooving.
RETAIL CHECK OUT A beaten down, drones of a cashier punches keys on the register.
Claire pulls out her debit card. It's scratched and battle-scarred.
CASHIER: “Eighty-two dollars and sixty cents.”
CLAIRE One those days, huh?
CASHIER:                                                                                                                                       ”Yep.”
Claire swipes her card.
CLAIRE:                                                                                                                         “You know what I do to get out of a bad mood? Cashier shakes her head no.”
CLAIRE (CONT’D): “I steal things. Nothing major.Little things, like this.”
Claire picks up a small trinket from the checkout counter and drops it into her purse.
CLAIRE (CONT’D):                                                                                                     “Its the adrenaline, I swear.”
Claire B-lines it out of the store, leaving the cashier just a little confused.
EXT. PATRICIA'S CAR - NIGHT 
Patricia and Claire pull up.
CLAIRE:                                                                                                                “There aren't too many cars parked.”
Patricia retrieves the Molly hidden under the hood of her ride.
PATRICIA:                                                                                                          “Here.”
Claire drops the pill onto her tongue and swallows.
CLAIRE: “You remember that guy Robby? He used to plug these up his butt like five at a time.”
PATRICIA:                                                                                                          “Gross... Does that work?”
CLAIRE: “He'd get pretty fucked up.”
PATRICIA:                                                                                                           “Let's. Do. This.”
INT. MIKEY'S HOUSE - NIGHT
It is more of a get-together than a party. Beer and blunts are the favors of the night.
MIKEY, twenty-something-year-old bro, opens the front door.
CLAIRE:                                                                                                         “Mikey!!!”
Claire clenches a hug onto Mikey.
MIKEY: “Hey, Claire. Patricia, you ladies come on in.”
INT. MIKEY'S LIVINGROOM - NIGHT
Claire has stuck to the wall again. In one corner Patricia talks to several guys and in the other Mikey talks to PRETTY GIRL.
Claire EYES pretty girl. She checks the time on her phone. Several anxious beats.
She checks her phone again, except this time the screen blurs and distorts. All the conversations in the room blend together.
INT. Mikey's bathroom - NIGHT Claire locks the door behind her. She stares in the mirror ZOLLY EFFECT TO CLOSE-UP Claire's pupils dilate.
INT. MIKEY'S LIVINGROOM - NIGHT
The party has picked up, more people have arrived, they dance, laugh, and drink. Patricia seems to have forgotten she has community service in the morning. Wild-eyed, she takes a long pull from a flask of bourbon.
Claire slides into the room. TRIPPY MONTAGE- CLAIRE AND PATRICIA DANCE TOGETHER. CLAIRE ENTICES MIKEY.
MIKEY AND CLAIRE ENTWINED WITH ONE ANOTHER. CUT TO BLACK.
INT. MIKEY'S BEDROOM - MORNING RINGTONE, RINGTONE
Claire rustles from the sheets. Mikey is dead asleep. She finds her phone.
CLAIRE:                                                                                                            “Yeah?”
INT. BOOKER'S OFFICE - MORNING Booker holds up an old-school landline phone to her ear.
BOOKER: “Ms. Carver, Mrs. Booker here.”
INTERCUT WITH CLAIRE AND BOOKER Claire holds a beat.
BOOKER (CONT’D) (inpatient):                                                                         ”Ms. Carver? Are you there? Claire clears her throat?”
CLAIRE (again, bashful):                                                                                        “Uh, yes, mam, Mrs. Booker. Is there something wrong?”
Booker leans back in her chair.
BOOKER: “Yes, it seems that your test was inconclusive. This isn't a problem yet, but it looks like I'm gonna need you to come in right away and provide another sample.”
This makes Claire snap straight up in bed, but she waits for a beat before-
CLAIRE: “Of course, I can come in sometime tomorrow whenever it's easiest for you-”
Booker expected this answer.
BOOKER: “No mam, I'll be expecting you at noon.”
CLAIRE (confident):                                                                                              ”Mrs. Booker, I have work to get to. Booker flips through Claire's file.”
BOOKER: “Your file states that you're in between jobs. That why your fees have been postponed?”
Claire swallows.
CLAIRE: “Right. I mean it's an interview”.
Booker leans forward in her chair. She drops the civil charade.
BOOKER: “Let me stop you right there.”
Carver. And let me make myself very clear, if you are not here by noon, you will be in violation of your probation and you will be picking up trash on the side of the road till you turn grey, understand me?
Claire checks the time- 10:21 am.
CLAIRE (blank face):                                                                                               “Yes, Mrs. Booker, I'll be there as soon as I can.”
Claire hangs up. She shakes Mikey, who's buried asleep under pillows and blankets.
CLAIRE (CONT’D):                                                                                               “Hey, Mikey, Mikey.”
He answers but doesn't move.
MIKEY:                                                                                                           “What?”
CLAIRE I need eighty bucks.
MIKEY I'm broke till the first.
INT. MIKEY'S LIVINGROOM - MORNING
Drool leaks out of Patricia's mouth. She is passed out on the couch. A couple party goers are asleep around the room.
Claire jiggles Patricia awake. Annoyed-
PATRICIA: “What?!”
CLAIRE: “Can I borrow your car? It'll only take a couple of hours. I'm need run to my sister's.”
PATRICIA:                                                                                                          “Fine.“
CLAIRE:                                                                                                           “Wait, don’t you have community service?”
PATRICIA:                                                                                                               “Fuck it.”
INT. PATRICIA'S CAR - MORNING
Claire shifts the car in reverse and slams down Patricia's gas pedal.
INT. SONYA'S KITCHEN - MORNING
SONYA, Claire's responsible older sister, hands Claire a cup of coffee. Claire slides it off to the side.
SONYA: “I can't loan you the sixty, Claire. I'm sorry. Tom will notice that much money missing from the account.”
CLAIRE: “Sonya! Can you just tell him that it's for my cell phone?”
SONYA: “That's what we told him last time. He'll remember.”
CLAIRE: “Your husband hates me.”
Claire thinks. A light goes off inside her head.
CLAIRE (CONT’D):                                                                                             “Just give me some of your pee then. I'll just put it in a bottle.”
SONYA: “I take Xanax for anxiety.”
CLAIRE: “Shit. And everybody else I know does dru....”
MAXWELL, Sonya's five-year-old son, walks by playing with a toy.
Claire and Sonya both look at him, and then at each other.
INT. SONYA'S HOUSE - LIVING ROOM
Maxwell sits in silence staring at Claire and Sonya. Sonya holds out a sippy cup.
SONYA: “Maxwell, mommy needs you to drink this, please.”
CLAIRE: “He's still in diapers? How are we going to collect it?”
SONYA: “This is your idea. I haven't thought that far ahead.”
 Maxwell smiles and takes the cup. He drinks.
SONYA (CONT’D): “I usually have to change his diaper every couple of hours.”
CLAIRE: “And when was the last time?”
SONYA:                                                                                                              “An hour ago.”
Claire sees the clock read 1131, and begins to fidget with her hair.
She breaks up weed on the living room table. Sonya shakes her head.
SONYA (CONT’D): “I'll never know why you always seem to have pot, but never any money, and please put that away when Max is around.”
Sonya checks Max's diaper.
SONYA (CONT’D:)                                                                                            “You're in luck. No poop.”
Claire finishes rolling her dooby.
CLAIRE: “What am I supposed to do wring it out?”
Sonya laughs.
SONYA:                                                                                                                  “I guess.”
INT. SONYA'S BATHROOM - MORNING
Disgust is exemplified in Claire's face. She wears dishwashing gloves. Claire holds the heavy loaded diaper over any empty condiment container.
She takes a deep breath and twists the diaper.
INT. SONYA'S KITCHEN - AT THE SAME MOMENT
Sonya pours herself another cup of coffee. She hears Claire DRY HEAVE from the bathroom. Sonya lets a giggle slip.
SONYA (yells to Claire):                                                                                  “Maybe this will teach you.”
CLAIRE (O.S.) (gasping):                                                                                  “Fuck you.”
INT. SONYA'S LIVING ROOM - MORNING Claire holds up the container. It's practically empty.
CLAIRE I can make this work.
INT. BOOKER'S OFFICE - AFTERNOON Booker taps her red nail. Claire is all smiles. 
She still wears her little black dress.
BOOKER: “Ms. Carver, you look... A little”
CLAIRE (bashful):                                                                                              “Last night was a dear friends bachelorette party. And you know how that goes.”
BOOKER: “You don't fool me, Claire. You think you the first pretty little thing to strut in here and think she can pull the wool over MY eyes. Nuh, uh.”
Claire stares for a couple of.
CLAIRE (drops her act):                                                                                     “Like I said earlier, Mrs. Booker. I have a job interview I need to get to.”
Claire rises with confidence from her seat and holds out her hand.
CLAIRE: “Can I have my little cup to pee in?”
Booker pulls out a tube with a cotton swab inside.
Claire is puzzled.
BOOKER (CONT’D): “Turns out, yours wasn't the only one that was inconclusive. A whole batch was off, so, until we figure out where the problem we are using mouth swabs samples.”
Claire's slacks her jaw.
BOOKER (smirks)
EXT. HIGHWAY - AFTERNOON Cars rush up and down the highway.
"COUNTY JAIL" reads across the back of a bright orange county jail uniform, its Claire.
Sans makeup and defeated... She picks up trash on the side of the road.
CREDITS ROLL OVER FINAL IMAGE
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tmcastandcrew · 7 years ago
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Pointless, Elegant, Beautiful: Simon Baker on Surfing and Breath
Following his directorial debut, the actor and the cast of his new Australian film talk waves, danger and role models.
Published on 10 May 2018 by WILL COX Thanks to  @SBaker_Ney
“It’s more of a sport now,” says Simon Baker. “When I was a kid it was more counterculture, like in the film. I remember being the same age as these guys.” He gestures across the table at Coulter and Spence.
Somewhere on the coast of Australia in the 1970s, some men go surfing. The waves are high, so high the sensitive one – still a teenager – is scared. His companions cajole him into the sea with a combination of encouragement and mockery.
This is Breath, a new film adapted from the Tim Winton novel of the same name. At the heart of the film are three men: teenagers Pikelet (Samson Coulter) and Loonie (Ben Spence), a pair who are discovering surfing; and Sando (Simon Baker, who also directs the film), a much older daredevil who assumes the mantle of mentor. The film is filled with adolescent tipping points. We follow Pikelet closest through his changing friendship with Loonie and Sando. The quest for danger, for breathlessness, escalates.
“It’s more of a sport now,” says Simon Baker. “When I was a kid it was more counterculture, like in the film. I remember being the same age as these guys.” He gestures across the table at Coulter and Spence.
I’m sitting with all three leads at the Village Roadshow office in Melbourne, and it’s clear they’re real surfers – all three are tanned and toned, their hair and skin coloured and textured by sun. (Admittedly their tousled, blond-tipped locks might have had the help of a good salon.)
Coulter and Spence are a bit older than their film personas (18 and 17, respectively), but they’re still firmly in teenage land, giggling and sharing private jokes. Spence, the more boisterous of the two in the film, says almost nothing, working simultaneously on a takeaway coffee, a bottle of water, a mandarin and some biscuits. (Also with us, as if to hammer home the father-son dynamic of the film, is Baker’s own 16-year-old son Harry, another surfer.) At 48, Baker doesn’t seem old when I see him on his own. But nothing ages you like proximity to youth.
The trio spent six weeks shooting the film together and neither Coulter nor Spence had ever acted before. The dynamic between Baker and his young protégés is very similar to the dynamic in the film. Baker will make a point, and the boys will occasionally interject. But it’s clear he’s the mentor, dad, pack leader.
A few weeks ago Tim Winton wrote a piece for the Guardian about the problem with boys. “There’s so much about them and in them that’s lovely,” he writes. “Graceful. Dreamy. Vulnerable. Qualities we either don’t notice, or simply blind ourselves to. You see, there’s great native tenderness in children. In boys, as much as in girls. But so often I see boys having the tenderness shamed out of them.”
Breath retains these ideas, including Winton’s exploration of tenderness and terrible male role models, and surfing as a ritual to explore it.
“I’ve talked to Tim a lot about that,” says Baker. “I still surf as much as I can. I go to the beach and see kids individually and chat with them and they’re fantastic, and then see them in groups and they’re idiots. Are they the same people? Which of those children, when it comes to the crunch, will revert to who they are as an individual, instead of turning to the mob mentality? At what point do you check yourself and pull back? That’s the essence of the story. You guys are probably witness to it,” he says to Spence and Coulter.
Spence nods. “You do stupid shit,” he says, succinctly.
“Regrettable stuff,” Baker corrects.
“My character is out of date,” Baker goes on. “Sons outgrow their fathers, and fathers can learn a lot from their sons. That happens to us all the time. Sometimes I won’t know how to approach something. My son tells me I go too far.”
Harry looks up, vaguely aware he’s being talked about. So, I ask, when has your dad gone too far? Harry laughs and shrugs.
Baker laughs, too. “Maybe you’re going too far right now, mate,” he says to me, probably joking.
So, I ask the boys, did the script ring true to you as surfers?
“Yeah,” says Spence. “We get into mischief, out at night. It’s a good thing, going in the surf.”
“There’s only so much of that you can do in the surf,” adds Coulter.
“Well,” says Spence, “you might die, but still.”
How real is the danger?
“It depends,” says Coulter. “Sometimes you get out there and just know. Sometimes you think it’s fine and then there’ll be a shift, and it’ll go from fun-scary to shit-scary.”
Breath is evangelical about surfing. It’s described in hushed tones as “pointless, elegant, beautiful”, a kind of spiritual congress between man and ocean. On land, the complicated, tangled dynamics of the trio remain beneath the surface. On the ocean, the release is palpable.
For Baker, capturing that freedom was imperative. He went in knowing that he had to do justice to the world of surfing. “We’re all from that world,” says Baker. “What I had in common with these two was the culture of the sport. If I had actors rather than surfers I’d have to teach them all that.”
“You can’t really teach it,” says Coulter.
One of the film’s best assets is its realness. When they’re on the water, it’s very believably a skilled surfer, on a board, on a wave. Baker says that if they did all the character groundwork but the surfing didn’t look real, the film would collapse.
“I watched the American version of Animal Kingdom on the plane the other day,” he says. “All the actors are playing tough surfer types, and when they get to the beach they’re all on Mini Mals. It’s hopeless. It undermines everything.”
“What’s Animal Kingdom?” asks Coulter.
“You didn’t see the film?”
“No.”
“Yeah, well,” says Baker, “if you want to be an actor you’re going to have to start looking at some movies, mate.”
Coulter looks reproached, but doesn’t say anything. Maybe he’ll save it for the surf.
Breathe is playing in cinemas nationwide.
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dexteritysol-blog · 7 years ago
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mokonawolf0902 · 4 years ago
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Videojuegos y sociedad
Ana Cristina Andrade Puente
Gestión de la información
Los videojuegos y la sociedad
24/11/2020
Resumen
El presente blog tiene como objetivo informar cómo los videojuegos han impactado en la sociedad moderna, sus consecuencias y los diferentes usos que se les ha dado con el paso del tiempo. Algunas personas creían que este producto era pasajero, pero se ha convertido en uno de los medios de comunicación más importantes, esto ha traído críticas de todo tipo, y gracias a la desinformación las ideas erróneas han tomado más fuerza, algo que trajo mala fama hacía los videojuegos y la llegada de los detractores.
Palabras clave: videojuegos, sociedad, consecuencias, adolescentes y adultos.
Introducción
Los videojuegos han evolucionado desde que fueron creados, tanto así que al día de hoy se encuentran en casi todos los hogares del mundo, ya sea en consola en casa o en línea. Al ser un medio de comunicación masivo y de gran alcance, es posible que pueda influir en la mente de los niños y jóvenes, provocando comportamientos poco usuales, tanto benéficos como dañinos. En este blog se hablará sobre las diversas consecuencias que han traído los videojuegos a la sociedad, su impacto y su uso en la actualidad.
Este es un problema que afecta a los consumidores de estos productos, ya que, gracias a la desinformación y la distorsión de los hechos, se ha creado una comunidad en contra de los videojuegos, mientras que por el oro lado, hay personas que los apoyan, creando así un debate que pareciera no acabar pronto.
Los videojuegos en los adolescentes. 
Los adolescentes son influenciables. Cuando se deja de ser niño el joven busca su identidad y desea experimentar cosas nuevas, vivir experiencias que no le eran permitidas en sus primeros años de vida. 
 La industria de los videojuegos fue creada principalmente para el público juvenil, y desde su aparición ha revolucionado la actividad lúdica de las últimas generaciones, creando un fenómeno social. Sin la supervisión correcta, los jóvenes se han introducido en ese gran mundo y han dejado de lado sus obligaciones, e incluso han cambiado su actitud drásticamente, esto ha alarmado a la sociedad y ha despertado el interés de los a investigadores para estudiar este fenómeno.
“Los primeros estudios sistemáticos sobre videojuegos se remontan a la década de 1990. En un primer momento, desde la comunicación social, se buscaron explicaciones para los salones de máquinas recreativas (arcades), las computadoras hogareñas y las consolas, comprendidos como fenómenos de masas particulares desde donde se comenzaba a pensar como sociedades de la información. Luego, ya en el siglo XXI, se abordaron tanto el auge como la decadencia de los espacios de juegos en red.” (Rossi, 2018).
Desde el momento en que aparecieron, los videojuegos fueron evolucionando, llegando a públicos más amplios y siendo considerados un medio de comunicación influyente, pero aunque tengan clasificaciones de acuerdo a la edad y se hayan tomado medidas restrictivas como la llamada “censura”, la gente aún vive en la incertidumbre por lamentables acontecimientos, como es el caso de Estados Unidos; donde los niños y adolescentes han causado masacres en sus escuelas, portando armas de fuego, y los medios culpan a los videojuegos o a las series de televisión. En Latinoamérica ocurre algo similar, los padres no pueden evitar sentir inquietud al ver a sus hijos jugar videojuegos sin supervisión, más aún con juegos que no son aptos para su edad. Los jóvenes al jugar y tener una interacción más directa con un videojuego, tienden a copiar algunos rasgos de los protagonistas de sus historias favoritas, sobre todo si es un joven que apenas ha entrado en la adolescencia.
Los cambios de conducta en las personas. 
Dicho en el punto anterior, algunas personas y medios de comunicación, culpa a los videojuegos de ser la causa de un cambio de comportamiento en los jóvenes vulnerables, esto puede variar en cada persona, desde retraerse y hacerlos antisociales, e incluso ser violentos o depresivos, aprovechándose de algunos casos lamentables, se incrimina a este medio de recreación y no se responsabiliza la falta de atención parental o un desequilibrio mental en la persona que atenta contra sus próximos. (Frasca, 2001).
“El acceso que tiene el niño a escenas violentas en el contexto de historias fantásticas, bajo supervisión, le debe permitir, además de percibir la distancia que existe entre la violencia real y aquella que ocurre en el plano de la ficción, experimentar cierto tipo de catarsis que ayuda a la descarga de los impulsos violentos inherentes a los seres humanos.” (Mejía, 2009, pag. 28).
Se dice que los videojuegos violentos causan violencia en las personas, que son los causantes de los problemas de conducta que sufren los menores. Desde su creación existieron videojuegos con violencia o con un contexto no muy amigable, y con el paso de los años se volvió más nítida la presencia de la sangre y muerte, lo que ha alarmado a las personas mayores por ver más realismo en la violencia. “También la AAP (American Academy of Pediatrics) reconoce que la exposición a la violencia en la media, incluyendo televisión, películas, música y videojuegos tiene una influencia significativa sobre la salud de niños y adolescentes.” (Belardi, 2011, pag. 33), cada videojuego posee una clasificación, esto se creó con la llegada de Mortal Kombat en 1992 (Wikipedia, 2020), , juego con extrema violencia para esos tiempos, los padres se quejaron al ver que sus hijos asesinaban a los personajes ficticios de diferentes formas violentas, por lo que el gobierno de Estados Unidos de ese tiempo clasificó los videojuegos, desde toda la familia hasta los más adultos, y para suprimir aún más los mensajes indeseados, se les aplicó la censura. 
Esto ayudó a que los niños no tuvieran un acercamiento a la violencia desde tan temprana edad, pero ¿Qué hay de todos los ataques de jóvenes hacía otras personas? Los videojuegos no tienen la culpa de haber provocado que un individuo tome decisiones de esa manera, si bien se muestra violencia explícita en la pantalla, la psique del joven ya tiene algo mal desde el principio, causando que un videojuego violento solo haga que la persona quiera intentarlo en la vida real.
Conclusión 
Los videojuegos llegaron para quedarse, eso es innegable, es una industria lucrativa mundial que tiene que pasar por el control y clasificación por edad y diferentes estilos de interacción en cada uno de los países en los que se distribuye.  La sociedad siempre pondrá en tela de juicio el beneficio o perjuicio de los mismos para los más jóvenes. Todo cambio crea incertidumbre, los medios de comunicación, desde su inicio, fueron muy criticados. Desde hace mucho se decía que el radio iba a separar a las familias, incluso muchos libros fueron considerados como lectura prohibida, en la época actual son los videojuegos, la historia se vuelve a repetir, las personas se deben de informar más a la hora de juzgar un medio de entretenimiento culpándolo por las acciones violentas de un individuo. (Gonzáles, et al, 2018).
Los autores del ensayo “Videojuegos educativos y pensamiento científico: análisis a partir de los componentes cognitivos, metacognitivos y motivacionales” mostraron como los videojuegos influyen en las personas en diferentes ámbitos, desde la violencia, hasta su uso en beneficio de diferentes ámbitos, desde facilitar y mejorar el aprendizaje en los jóvenes, gracias a los juegos educativos, en psicoterapia, los cuales ayudan a personas con alguna discapacidad o trastorno, e incluso existen los juegos para aliviar la depresión
Referencias
-Auslander P., Bolter J., Kolker R. y Philip K. (2001) VIDEOGAMES OF THE OPPRESSED: VIDEOGAMES AS A MEANS FOR CRITICAL THINKING AND DEBATE. Pp 81-118 https://ludology.typepad.com/weblog/articles/thesis/FrascaThesisVideogames.pdf
-Detchans G. y Marco S. (2015) ¡¡Luces, cámara, play!! El videojuego como medio de comunicación audiovisual. Pp 93-110 https://dialnet.unirioja.es/servlet/articulo?codigo=6329276
-Etxeberria F. (2011). Videojuegos violentos y agresividad. Pp 31-38 https://recyt.fecyt.es/index.php/PSRI/article/view/36970/20535
-González J., Angrino S., Padilla D. y Sáenz M. (2018) Videojuegos educativos y pensamiento científico: análisis a partir de los componentes cognitivos, metacognitivos y motivacionales. https://educacionyeducadores.unisabana.edu.co/index.php/eye/article/view/9156/5043
- Rossi L. (2018) Un mapa de los estudios latinoamericanos y españoles sobre videojuegos. http://www.scielo.mec.pt/scielo.php?script=sci_arttext&pid=S1646-59542018000100009&lang=es
-Mejía C., Rodríguez M. y Castellanos B. (2009). Mentes, videojuegos y sociedad* Algunos puntos cruciales para el debate. Pp 19-30 https://www.redalyc.org/articulo.oa?id=105312251002
-Moleswort M. (2009). Adults' Consumption of Videogames As Imaginative Escape From Routine. Pp 378-383 https://www.acrwebsite.org/volumes/14196/volumes/v36/NA-36
Tabla 1
Tipo de fuente
Científica,  fuente secundaria
Nombre  de la fuente
Articulo  científico
Datos de  identificación de la referencia bibliográfica ordenados según el formato APA
Luis  Sebastián, Ramón Rossi (2018). Un mapa de los estudios latinoamericanos y  españoles sobre los videojuegos. Revista SciELO. Artículo, (12), pp  147-168
URL
http://www.scielo.mec.pt/scielo.php?script=sci_arttext&pid=S1646-59542018000100009&lang=es
Resumen  y palabras clave
En este artículo exploraremos  las principales tendencias analíticas de la investigación sobre videojuegos  en América Latina y España. Para ello presentaremos tres vías de análisis de  los videojuegos cuya presencia es indudable en nuestro contexto regional e  idiomático. Primero nos abocaremos a los intentos de definición de los juegos  digitales desde aquellos estudios que hacen hincapié en su carácter narrativo  hasta los que subrayan sus componentes interactivos. En un segundo momento,  rotaremos el eje de análisis para comprender la centralidad en el contexto  elegido de las aproximaciones sobre videojuegos que indagan su relación con  la educación y el aprendizaje. Por último, nos concentraremos en las  investigaciones que ven a los videojuegos como problemas para las teorías sociales.  En el último apartado señalaremos cuánto pueden ayudar estos múltiples  aportes de diversas tradiciones teóricas para pensar nuevos problemas (como  los que se desprenden de las actuales condiciones de producción de  videojuegos en la región delimitada).
Palabras claves: videojuegos y educación;  definiciones de los videojuegos; videojuegos y sociedad; estudios  latinoamericanos y españoles de juegos digitales.   
Análisis  de la información presentada
Habla de  como los videojuegos han impactado en la vida de los jóvenes de diferentes  personas, sobre todo en los jóvenes, como su forma de contar historias y como  el individuo interactúa con ellas afecta de diferentes maneras, y como de  simple diversión esto se puede convertir en una obsesión. Como los videojuegos  son un conjunto de diferentes cisas (jugabilidad, historia, arte, etc.) y  como ha impulsado a las personas a ser parte de una comunidad, he incluso a  crear sus propios videojuegos.
La  industria del videojuego esta plagada de muchas controversias, desde el  típico: “¿Los videojuegos violentos hacen gente violenta?” o también “Los  videojuegos hacen que la gente sea más floja y daña la salud”, los medios  siempre lo han criticado y señalado de muchas cosas que han ocurrido en el  mundo, cuando en realidad, los juegos son beneficiosos, logran hacer que la  gente se vuelva más consciente sobre ciertos temas, e incluso ayuda en  habilidades motrices, como cualquier otra cosa, se debe tomar con medida,  pero dejando eso de lado, los videojuegos son una nueva forma de arte y  expresión, un nuevo medio para transmitir ideas, enseñanzas y aventuras, un  medio donde cualquier persona puede ser parte de aquellos maravillosos  mundos.
En donde  me sirve esta información dentro de mi ensayo
La  usaría para el desarrollo y conclusiones
Citas  textuales
1.- No obstante, como queda sugerido en  lo antedicho, narrativa e interactividad no se excluyen mutuamente, de hecho,  para algunos autores ya el mundo ficcional se vuelve necesario para que los  jugadores puedan inferir las reglas de él. Aunque obviamente muchas veces esa  ficción se asienta mejor en una tematización más que en una historia compleja  o en un tratamiento psicológico de los personajes. Así también, en este  amplio espectro, la narración y la interactividad encuentran un cariz  particular de acuerdo a análisis de contenidos concretos que comprenden desde  los elementos publicitarios implícitos hasta el belicismo, los deportes o las  diversas temáticas de serious games (Barrientos-Gutiérrez,  2012; Tourn, 2013; Ortega-Ruiz y Velandia, 2011; Carmona, 2016; Golzio, 2011;  Peláez, (s/f); Garduño, 2009).
 2.- Debemos destacar aquí que el  contenido rara vez es de manufactura local e independiente, así por lo  general tienen predominancia casi exclusiva los análisis de contenidos  generados por grandes estudios y publishers estadounidenses,  europeos y japoneses. Aunque, a decir verdad, el análisis de juegos con un  mayor compromiso social, como aquellos que intentan introducirse en los  problemas medioambientales a través de las representaciones, despierta,  ocasionalmente, el interés por los desarrollos del contexto regional que  trabajamos (Lemos, 2013; Perales y Adam, 2012). Por otra parte, entretejidos  con estos análisis de contenidos aparece la búsqueda constante de una  distinción precisa de los videojuegos por géneros (deportivos, de acción, de  disparos, etc.) o por temáticas (históricos, políticos, etc.) (Estallo, 1997;  Polaino Carrasco, 2006).
 Tabla 2
Tipo de  fuente
Fuente  científica, fuente primaria
Nombre  de la fuente
Capítulo  de libro
Datos de identificación
de la referencia
bibliográfica
ordenados según el
formato APA
 Gabriel  Detchans, Samuel Di Marco (2015), ¡¡LUCES, CÁMARA, PLAY!! EL  VIDEOJUEGO COMO MEDIO DE COMUNICACIÓN AUDIOVISUAL. Dialnet. Pp 93-110
URL
https://dialnet.unirioja.es/servlet/articulo?codigo=6329276
Resumen  y palabras
Al  parecer no tiene, esto es lo que viene fuera del articulo:
Autores: Gabriel Detchans, Samuel Di Marco
Localización: Videojuegos y sociedad digital: nuevas realidades de estudio para la percepción del pasado  histórico / César San Nicolás Romera (comp.), Miguel Angel Nicolás Ojeda (comp.), 2015, ISBN 978-987-544-670-0, págs. 93-110
Idioma: español
Análisis  de la información presentada
Habla de  cómo el medio de los videojuegos ha tenido un gran impacto en la comunicación  de los medios, y el como es usado actualmente en la vida cotidiana. Muchos de  lo nuevos usos que ahora le damos es la educación, tanto para niños como para  adultos, ya que, al ser un medio seguro, se pueden realizar practicas  virtuales y mejorar el entendimiento, de una forma más interactiva y  llevadera. La cultura de los videojuegos se ha extendido alrededor de todo el  mundo, lo que ha hecho que los países tomen medidas al respecto, decidiendo  que contenido se muestra o que se censura, e incluso dejando vetados juegos  que jamás pisarán de forma legal sus tierras, solo por pensar que aquel  contenido no es apto para el publico de su localidad, y como se ha vuelto un  medio masivo y de fácil adquisición, se necesitaron leyes para regular el  contenido y clasificarlo, para así proteger a los niños de temas morbosos y  violentos. En resumen, los videojuegos podrían ser calificados como una forma  de comunicación más, igual de importante que el cine y el radio, ya que  muestra una forma más fácil de conectar con el público, al interactuar  directamente con la historia y las temáticas que abordan.
En donde  me sirve esta información dentro de mi ensayo
Introducción  y tal vez la justificación
Citas  textuales
1.- Cuando  Thomas T. Goldsmith Jr. y Estle Ray Mann se presentaron para patentar, en  enero de 1947, su más reciente invención en la oficina de patentes  estadounidense poco imaginaba ellos que estaban comenzando lo que se  transformaría en una industria multimillonaria menos de cuatro décadas después  (Detchans, 2015, pag. 23)
2.- Siguiendo  estas líneas de trabajo podemos considerar que el videojuego es un producto o  dispositivo cultural capaz de corresponder a un determinado contexto,  sociedad y fines. Además de sus aspectos técnicos, los juegos digitales  pueden explorarse y definirse por las identidades y narrativas que se  incluyen en ellos, algo ya planteado por Esnaola. Esta investigadora  considera que los juegos digitales poseen la capacidad de contar historias  utilizando imágenes y elementos portadores de significación constituyendo de  esta forma a los videojuegos en objetos culturales. Objetos que, de alguna  manera, configuran una narrativa lúdica particular que remite a las  características propias del contexto social que la diseña. (Esnaola Horacek,  2001; 2003; 2004; 2006).
Tabla 3
Tipo de fuente
Científica, fuente secundaria
Nombre de la fuente
Revista Científica Guillermo de Ockham
Datos de identificación
de la referencia
bibliográfica
ordenados según el
formato APA
Mejía Z., César; Rodríguez Mora, Manuela;  Castellanos Jaramillo, Beatriz Mentes, videojuegos y sociedad. Algunos puntos  cruciales para el debate Revista Científica Guillermo de Ockham, vol. 7, núm.  1, enero-junio, 2009, pp. 19-30 Universidad de San Buenaventura Cali,  Colombia
URL
https://www.redalyc.org/articulo.oa?id=105312251002
Resumen y palabras clave
Resumen: El presente artículo  tiene como propósito plantear algunos puntos cruciales para el debate en  torno a los videojuegos, desde la psicología y, en general, las ciencias  sociales. Este acercamiento se plantea desde tres ejes que permiten mirar el  fenómeno en sus múltiples dimensiones: en primer lugar, se encuentra una  aproximación a lo que supone el mundo de los videojuegos en tanto actividades  lúdicas. En segunda instancia, se revisa la evolución de los videojuegos  buscando identificar las dimensiones más significativas que han conducido a  los juegos actuales. Por último, intentamos una reflexión acerca de lo que  nos plantea la sociedad sobre los videojuegos y lo que estos nos pueden decir  sobre la sociedad.
Palabras clave: Videojuegos,  juegos, mentes, tecnología, sociedad.
Análisis de la
información
presentada
Habla de como los videojuegos han cambiado  nuestra forma de entretenimiento, como estos tienen una psicología, y como  estos se desenvuelven en nuestro día a día. Los videojuegos innegablemente se  han vuelto parte de nuestras vidas, desde que somos pequeños somos expuestos  a este medio, por lo cual conocemos cosas nuevas gracias a la inmersión que  estos ofrecen, pero aquí muestran las dos caras de la moneda, se trata de un  debate sobre lo bueno y malo que hacen los videojuegos a las personas, yendo  desde la adicción y la obsesión, hasta las terapias y enseñanzas de los  mismos, información útil para empezar un debate. Los juegos han evolucionado  casi a la par de nosotros hasta convertirse en algo casi parte de nosotros,  hablando de la realidad virtual, son un paso más hacia el futuro, pero se  deben de tomar precauciones, ya que se puede crear una codependencia hacia  los usuarios, o directamente una ansiedad, por los estímulos que se crean e  incluso por los usuarios tóxicos que se pueden encontrar en el internet. Pero  algo que, si es verdad, es que este medio ha cruzado barreras y ha ayudado al  avance de la tecnología, logrando hacerla más interactiva e impulsando a  millones de personas a conocer más sobre el tema y la programación.
 Me sirve para la justificación y tal vez  parte de la introducción.
Citas textuales
1.- En este momento la pregunta es:  ¿Cumplen los videojuegos con las condiciones definitorias que propone  Caillois? Una breve mirada basta para responder afirmativamente. Veamos: los  niños se acercan tan libremente a los juegos de vídeo, que los padres  usualmente se ven en la necesidad de restringir su uso; son tan separados de  las actividades cotidianas que algunos adultos afirman que les restan tiempo  a estas últimas; en cuanto a su carácter incierto, bien sabido es que uno de  sus factores atrayentes consiste precisamente en la posibilidad de descubrir  mundos y de ejercer cierto control sobre ellos; que se trata de algo  improductivo en el sentido arriba mencionado, es algo que nadie discutiría;  la reglamentación que en ellos existe es parte esencial de su estructura  lógica, de otra manera su programación sería casi imposible; por último, en  los videojuegos la mayor parte del tiempo se trata de jugar a ser como si, lo  cual les confiere el carácter ficticio del que habla Caillois. (Mejía, 2009,  pag 22)
2.- si los avances tecnológicos delimitan  los alcances de los videojuegos, la Internet abre posibilidades nunca antes  vistas. Con ella aparecen los juegos masivos en línea –MMOG, del inglés Multisesion  Massive On-line Games–. Se trata de juegos persistentes, es decir, continúan,  aunque el jugador no esté jugando. Y operan desde máquinas remotas de alta  potencia, lo cual amplía casi infinitamente las posibilidades de programación  y soporte informático. Dada la importancia de este tipo de juegos, volveremos  a ellos en el apartado siguiente. (Mejía, 2009, pag 24)
 Tabla 4
Tipo de fuente
Científica, fuente secundaria
Nombre de la fuente
Universidad del País Vasco
Datos de identificación
de la referencia
bibliográfica
ordenados según el
formato APA
Martín  García, A. V.; Muñoz Sánchez, J. M.; García
del  Dujo, A.; Cruz Sánchez, M. C. “Notas para una
interpretación  educativa del espacio-tiempo social
en  la Red”.
Pedagogía  Social. Revista Interuniversitaria, 18, pp. 13-30
 URL
https://recyt.fecyt.es/index.php/PSRI/article/view/36970/20535
Resumen y palabras clave
Está fuera de toda duda el hecho de que  los videojuegos constituyen la mayor parte del consumo audiovisual de nuestra  sociedad, por encima de la suma del cine, películas de vídeo y música  grabada. También parece evidente la presencia de un grado de violencia cada  vez más intenso en los videojuegos más vendidos o utilizados por los menores  y jóvenes. Igualmente está demostrado que los menores de edad tienen fácil  acceso a los videojuegos violentos y otro tipo de juegos que, teóricamente,  no son adecuados
para su edad.
El debate sobre la influencia de los  videojuegos violentos (VJV) en la conducta de los jugadores vienen  desarrollándose desde hace muchos años, en un aparente empate dialéctico  entre quienes alertan sobre los efectos negativos de los VJV y quienes  advierten que su influencia no es mayor que la
del cine, la tv o la literatura.
En  este artículo queremos llamar la atención sobre los peligros reales de la  utilización de los VJV en razón a varios hechos que evidencian la necesidad  de controlar los juegos a los que juegan los menores en nuestra sociedad.  Estos argumentos son de diferente tipo:
1)  La alarma constante por parte e  las Asociaciones  Internacionales de Pediatría, Psiquiatría, Medicina, Psicología y
otros  organismos preocupados por la salud.
2)  Las llamadas de atención por parte de las asociaciones de consumidores y  usuarios.
3)  La respuesta institucional que algunos países de Europa y de América han  realizado al respecto. El Parlamento Europeo también se ha pronunciado en esa  dirección.
4) La creación de un código internacional  para la
protección  de los usuarios, el código autorregulador PEGI (Pan-European Game  Information).
5)  La investigación desde hace décadas y los más recientes estudios realizados
por  Anderson.
El  resultado de estos informes y estudios confirma la evidencia de que la  exposición a los videojuegos violentos se relaciona directamente con  conductas, pensamientos y actitudes agresivas, al tiempo que disminuyen los  comportamientos prosociales y de empatía hacia las víctimas.
Las  consecuencias en educación son inmediatas, porque parece evidente que el  debate sobre los peligros de los VJV debe dejar paso a cómo prevenir y  preparar a nuestros niños y niñas frente a los videojuegos que están  presentes y de fácil acceso en el entorno inmediato
Análisis de la
información
presentada
El documento nos cuenta el como los juegos  violentos pueden afectar a las personas más sensibles, se dice que las  personas, sobre todo los jóvenes, son propensos a volverse agresivos a causa  de jugar videojuegos violentos, pero ¿Acaso esto es verdad? Muchos estudios  han demostrado que los videojuegos no tienen la culpa; han culpado siempre a  los medios de comunicación por esta problemática, cuando en realidad, los  jóvenes ya tienen problemas desde antes, ya sea de comportamiento, una mala  crianza o trastornos psicológicos, haciendo que se quieran basar en lo que  ven en sus videojuegos favoritos para ocasionar desastres o dañar personas,  para empezar a mejorar esto, se debe de llevar a los jóvenes con problemas a  un psicólogo, para poder ayudarlos y ver que es lo que causó su  comportamiento, ya que si esto no se soluciona pueden pasar cosas terribles,  tanto a los perpetradores como para las víctimas, por lo que no, ni los  videojuegos ni los medios de comunicación tienen la culpa, pero lo que se  debe de tener en cuenta, es que los padres revisen la clasificación de edad  de los títulos, para comprarles juegos apropiados a sus hijos, dependiendo de  su edad.
En dónde me sirve esta
información dentro de
mi ensayo
En el desarrollo y las conclusiones.
Citas textuales
1.- Sin embargo, desde que se crearon los  primeros e inofensivos juegos de ping-pong hasta los juegos actuales, ha  ocurrido una evolución muy profunda que nos permite apreciar unas diferencias  enormes en el amplísimo panorama de los videojuegos. Frente a los juegos  electrónicos de los Sims, que tratan aceptablemente de simular situaciones de  relación, o algunos otros como Tetris, Super Mario o algunos juegos  deportivos, existen otros videojuegos que ofrecen una vinculación más  estrecha con la violencia, como Carmageddom (atropellar ancianitas y  embarazadas), Unidad de Tortura (denunciado por
Amnistía  Internacional) o Resident Evil (jugar a descuartizar zombis). Grand Theft  Auto y Bioshock, ambos juegos ultraviolentos, han sido elegidos los mejores  juegos del año 2006 y 2007 por la Academia BAFTA (British Academy of Film and  Television Arts). En el año 2007 y 2005 aDese otorgó el premio “Doble  platino” al juego Grand Theft Auto: San Andreas (García, 2011, pag 33).
2.-  El código PEGI tiene básicamente una escala por edades y unos iconos que  indican el tipo de contenido inadecuado que se puede encontrar en el  videojuego: violencia, palabrotas, miedo, sexo o desnudo, drogas,  discriminación y adicción al juego.
Existe  más recientemente una versión PEGI on-line mediante la cual se pueden  consultar directamente las características del sistema de prevención,  objetivos e instrumentos y además se pueden analizar los diferentes juegos  existentes en el mercado.
La  existencia de este sistema de control y prevención habla por sí sola de la  presencia de la violencia en los juegos y de los riesgos para los niños y  jóvenes. Sin embargo, a pesar de la supuesta prevención que cubre el sistema PEGI,  lo cierto es que los menores parecen esquivar ese filtro y acceden con  facilidad a los juegos que en teoría tienen prohibidos. Los me En España la  Sindicatura de Greuges de Alicante (2006) realizó un informe sobre la
violencia  en los videojuegos. (García, 2011, pag 35).
Tabla 5
Tipo  de fuente
Fuente primaria, tesis
Nombre  de la fuente
VIDEOGAMES OF  THE OPPRESSED: VIDEOGAMES AS A MEANS FOR CRITICAL THINKING AND DEBATE
Datos de identificación
de la referencia
bibliográfica
ordenados según el
formato APA
A Thesis  Presented to The Academic Faculty By Gonzalo Frasca In Partial Fulfillment Of  the Requirements for the Degree Master of Information Design and Technology  School of Literature, Communication and Culture Georgia Institute of  Technology April 2001. Supervisor Professor: Dr. Janet H. Murray Committee  Members: Dr. Philip Auslander, Dr. Jay D. Bolter, Dr. Robert Kolker y Dr.  Kavita Philip
URL
https://ludology.typepad.com/weblog/articles/thesis/FrascaThesisVideogames.pdf
Resumen  y palabras clave
Esta tesis examina el potencial de los videojuegos  como medio para
Fomentar el pensamiento crítico y la discusión sobre  problemas sociales y personales.
Este análisis se centra en la simulación como forma  de representación, que a diferencia de
otras como la narrativa, crea modelos que no solo  muestran las características
del sistema fuente, sino que también reproducen su  comportamiento mediante un conjunto de reglas.
Por lo tanto, los videojuegos tienen el potencial de  representar la realidad no como una colección.
de imágenes o textos, sino como un sistema dinámico  que puede evolucionar y cambiar.
Después de estudiar cómo funciona el proceso de  interpretación en simulaciones,
proponen adaptar los elementos básicos de la obra  del teórico del drama Augusto Boal
en el diseño de videojuegos. Boal creó un conjunto  de técnicas para el teatro participativo
que sensibiliza a los espectadores sobre su realidad  y fomenta
cambio personal y social.
Propongo dos ejemplos de cómo se podrían lograr  estos objetivos utilizando
videojuegos. Uno está basado en un popular  videojuego que simula la vida suburbana.
Al modificar su diseño, sugiero formas para que los jugadores  deconstruyan el
los supuestos ideológicos de la simulación y  discutir construcciones alternativas que
reflejar sus opiniones personales. El segundo,  utiliza el diseño de videojuegos para
X
Permitir a los jugadores presentar sus problemas  personales como simulaciones sin resolver que
será compartido y discutido entre compañeros.
Análisis de la
información
presentada
De forma resumida, la tesis habla de como en la  industria de los videojuegos se muestran historias llenas de fantasía y  moralejas importantes, pero que hay ocasiones en donde los creadores muestran  sus pensamientos, sus anécdotas y representaciones de como ven la vida, usan  los videojuegos como una nueva forma de expresarse, dejando ver sus  sentimientos e incluso ayudando personas a sentirse identificadas a la hora  de jugar sus juegos. Muchos desarrolladores independientes han usado este  recurso para llegar a la audiencia con más facilidad, a la vez que cuentan  una historia emotiva y emocionante, hay muchos ejemplos de videojuegos, pero lo  importante es que, a diferencia de las grandes empresas que solo sacan juegos  llenos de errores por el dinero, las empresas más pequeñas se preocupan por  la jugabilidad, y por los sentimientos que se transmitirán hacía los  usuarios, es por eso que los videojuegos hoy en día se han vuelto un medio de  comunicación indispensable para las personas, para conocer y vivir nuevas  experiencias y emociones.
En dónde me sirve esta
información dentro de
mi ensayo
Lo usaría entre el la conclusión y el nudo del ensayo,  ya que muestra el desempeño que ponen los creadores de los juegos para causar  diferentes emociones en los jugadores.
Citas  textuales
While,  historically, simulations have modeled real systems, computers and  particularly videogames, have allowed to simulate systems that have no real  referents. As Juan Grompone (1996) states when he describes the classic  videogame Breakout where the user controls a paddle that has to tear down a  wall made of bricks, this is the first simulation where the simulated rules  of physics are not consistent with reality. Still, some authors think that a  simulation needs to be based on reality. Aarseth (1997) does not describe  John Conway’s Game of Life7 as a simulation “since there does not have to be  any external phenomenon that can be said to simulate”. On the other hand,  Fishwick claims that it is possible to simulate “non-real systems”. I think  that the reason why some authors think that there is a need for a real  referent is a historical one. Since simulation has its roots in science, it  was normal for scientists to simulate real systems instead of fantastic  constructions. (traducción:  Si bien, históricamente, las simulaciones han modelado sistemas reales,  computadoras y
particularmente los videojuegos, han permitido simular  sistemas que no tienen
referentes. Como afirma Juan Grompone (1996) al  describir el clásico
Videojuego Breakout donde el usuario controla una  paleta que tiene que derribar un
pared hecha de ladrillos, esta es la primera  simulación donde las reglas simuladas de
la física no es coherente con la realidad. Sin  embargo, algunos autores piensan que una simulación
debe basarse en la realidad. Aarseth (1997) no  describe el comportamiento de John Conway
Juego de Life7
como una  simulación “ya que no tiene que haber ningún
fenómeno que se puede decir que simula”. Por otro  lado, Fishwick afirma
que es posible simular “sistemas no reales”. Creo  que la razón por la que
algunos autores piensan que se necesita un referente  real que sea histórico.
Dado que la simulación tiene sus raíces en la  ciencia, era normal que los científicos simularan
sistemas reales en lugar de construcciones  fantásticas. (Murray, Georgia Institute  of Technology April 2001. P20)
 What follows are  two different examples on how Boal’s techniques could be applied on  videogames in order to foster critical thinking among players. Basically,  both are design documents that describe how these games could be created,  along with descriptions and sample scenarios. It is important to stress that  both systems are hypothetical: there is currently no working prototype of any  of them. When I first started thinking about combining Boal’s theater and  videogames, my first intention was to start working on a prototype. However,  I realized that, since theater and videogames are very different media, I  would first need to make a detailed analysis of both Boal techniques and the  particularities of videogames as a representational medium. This was the main  reason that lead me to write this thesis. My next step will be to start  working on a working prototype, in order to get funding to create at least  one of these projects. (Traducción:  Lo que sigue son dos ejemplos diferentes sobre cómo las técnicas de Boal  podrían
aplicarse en videojuegos para fomentar el  pensamiento crítico entre los jugadores.
Básicamente, ambos son documentos de diseño que  describen cómo estos juegos podrían ser
creado, junto con descripciones y escenarios de  muestra. Es importante enfatizar
que ambos sistemas son hipotéticos: actualmente no  hay prototipo funcional de ningún
de ellos. Cuando empecé a pensar en combinar el  teatro de Boal y
videojuegos, mi primera intención fue empezar a  trabajar en un prototipo. Sin embargo, yo
me di cuenta de que, dado que el teatro y los  videojuegos son medios muy diferentes, primero
necesidad de hacer un análisis detallado tanto de  las técnicas de Boal como de las particularidades
de los videojuegos como medio de representación.  Esta fue la principal razón por la que
llevame a escribir esta tesis. Mi próximo paso será  comenzar a trabajar en un trabajo
prototipo, con el fin de conseguir financiación para  crear al menos uno de estos proyectos.) (Murray, Georgia Institute of Technology April 2001. P76)
Criterios de validación: la fiabilidad es una, ya que viene de una institución académica, además de ser una tesis bastante completa, tiene actualidad, el tema de los videojuegos es relevante desde que estuvieron en casa de casi todos, como parte importante de muchas vidas los temas que siempre involucren a los desarrolladores serán de interés para las personas (aunque creo que la información es un poco vieja).
Tabla 6
Tipo  de fuente
Fuente secundaria.
Nombre  de la fuente
Adults’  Consumption of Videogames as Imaginative Escape from Routine
Datos de identificación
de la referencia
bibliográfica
ordenados según el
formato APA
Mike Molesworth  (2009),"Adults' Consumption of Videogames as Imaginative Escape from  Routine.", in NA - Advances in Consumer Research Volume 36, eds. Ann L.  McGill and Sharon Shavitt, Duluth, MN: Association for Consumer Research,  Pages: 378-383.
URL
https://www.acrwebsite.org/volumes/14196/volumes/v36/NA-36
Resumen  y palabras clave
This paper  considers the adult consumption of videogames as a form of escape from  routine and often unsatisfactory aspects of consumers’ everyday lives.  Drawing from a phenomenological study of 24 adult players, I illustrate  aspects of escapism through play, specifically: nostalgia; ‘everyday’  daydreams; media-derived fantasies, and; virtual tourism. I consider these  themes in light of the sociology of consumption and of play to highlight  adult videogame consumption as a significant trajectory of experiential  economies where the market provides commodities that allow for the  actualisation of the imagination.
Análisis de la
información
presentada
Los adultos, cansados de la pesada rutina que tienen  que llevar todos los días desde que empiezan sus trabajos, ellos tienen  diferentes formas de lidiar con aquel estrés de diferentes formas, pero  ¿Quién diría que hay algunos que lo lidian jugando videojuegos? Estudios han  demostrado que existen videojuegos que ayudan a bajar el estrés de las  personas adultas, los cuales han sido implementados en la vida diaria como  formas de escape de la realidad por un momento, cosa que ha liberado estrés  en muchas personas. Se dice incluso que los videojuegos simples como Tetris  ayudan a los ancianos a recobrar sus antiguos reflejos, ya que los juegos  ayudan a agilizar el cerebro y a pulir de nuevo las funciones motoras, el  texto habla de las diferentes ventajas que traen los videojuegos a los  adultos y adultos mayores, desde liberar estrés, hasta dopamina, dando un  respiro de la agotadora rutina, hasta devolver las funciones motrices a los  más mayores, volviendo a agilizar sus dedos y mente gracias a los diferentes  retos que se les impone, se les muestra como esto tiene sus consecuencias y que  es lo más sano para las personas.
En dónde me sirve esta
información dentro de
mi ensayo
Podría ir en una explicación, donde los jóvenes no  son los únicos que están expuestos a los videojuegos, sino también los  adultos en general, dando a entender que los adolescentes no son los únicos  que están expuestos.
Citas  textuales
Most of players  I spoke to re-played old games from time to
time. For  example, Matthew is a 26-year-old Soldier who lives with
his fiancé in a  small house a few miles from the army base where he
works. He has  recently been posted in Bosnia and in the Middle East
and has now  decided to get married and leave the army. He explains
that most of his  friends live either some distance away, or on the
base and  therefore he seldom socialises with them. Throughout the
interviews  Matthew recalls playing videogames as a child and
teenager. He  also explains that he still plays some of these childhood games. Traducción: La  mayoría de los jugadores con los que hablé volvían a jugar juegos antiguos de  vez en cuando
hora. Por ejemplo, Matthew es un soldado de 26 años  que vive con
su prometido en una pequeña casa a pocas millas de  la base del ejército donde él
trabajos. Recientemente ha estado destinado en  Bosnia y Oriente Medio.
y ahora ha decidido casarse y dejar el ejército. Él  explica
que la mayoría de sus amigos viven a cierta  distancia o en el
base y, por lo tanto, rara vez socializa con ellos.  Durante el
entrevistas Matthew recuerda jugar videojuegos  cuando era niño y
adolescente. También explica que todavía juega  algunos de estos juegos de la infancia. (Moleswort, 2009, P379).
 For others the  media (books and films in particular) form the basis of an imaginary world  that exists in their mind in some detail and which may then be enacted in a  game. For this group of adults existing media narratives were articulated  clearly (Star Wars and Harry Potter). These ‘public’ fantasies are  sufficiently detailed to allow them to be evoked in the imagination. Players  may spend considerable time playing these games, diverting their attention  from the circumstances of their daily lives. This is also like the form of  distancing described by Cohen and Talyor. By being able to tell themselves  that their everyday life isn’t ‘all they are’, players may better manage the  scripts of daily routine. And material commodities no longer limit such  imaginative acts, as Campbell (1987) and others suggest in theories of  imagination-based consumption. Now fantasy becomes that which may be consumed  and the limit is the imaginations of writers and filmmakers who may produce  fantastic adventures for us to fill our minds with, and then the skills of  videogame producers who may create these worlds in a form that we may  inhabit. The player is therefore involved in the sort of mental management of  scripts that Cohen and Taylor (1992) articulate, balancing a ‘mundane’ and/or  unsatisfactory existence with fantastic escapes. Traducción: Para  otros, los medios (libros y películas en particular) forman el
base de un mundo imaginario que existe en su mente  con algún detalle
y que luego se puede representar en un juego. Para  este grupo de adultos
Las narrativas de los medios existentes se  articularon claramente (Star Wars y
Harry Potter). Estas fantasías "públicas"  están suficientemente detalladas para
permite que sean evocados en la imaginación. Los  jugadores pueden gastar
tiempo considerable jugando a estos juegos,  desviando su atención
de las circunstancias de su vida diaria. Esto  también es como la forma
del distanciamiento descrito por Cohen y Talyor. Al  poder decir
ellos mismos que su vida diaria no es "todo lo  que son", los jugadores pueden
Gestionar mejor los guiones de la rutina diaria. Y  las mercancías materiales ya no limitan tales actos imaginativos, como  Campbell (1987) y
otros sugieren en las teorías del consumo basado en  la imaginación. Ahora
la fantasía se convierte en aquello que se puede  consumir y el límite es el
imaginaciones de escritores y cineastas que pueden  producir fantásticos
aventuras para que llenemos nuestras mentes, y luego  las habilidades de
productores de videojuegos que pueden crear estos  mundos en una forma que
podemos habitar. Por tanto, el jugador está  involucrado en el tipo de
manejo mental de los guiones que Cohen y Taylor  (1992)
articular, equilibrando una existencia  "mundana" y / o insatisfactoria
con fantásticas escapadas. (Moleswort, 2009, P392).
Criterios de validación: tiene validez, ya que retrata una realidad que cientos de personas viven, explicada de una manera simple y fácil de entender, además de no tener ninguna falta de ortografía y ser in formación muy completa, y por lo que vi pertenece a una institución confiable, por lo tanto, es una información digan de tener en cuenta.
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lacronicacoruna1 · 5 years ago
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20+ Chicas que cambiaron tan solo un detalle de su apariencia y acertaron
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Compártelo en Facebook
Tuitéalo
De media, las mujeres visitan la peluquería unas cuatro veces al año. No se sabe cuál de estas visitas puede convertirse para ellas en un cambio radical de imagen. Sin bloqueo, diferentes manipulaciones con el madeja en los salones de belleza no solo influyen positivamente en nuestra apariencia, sino que todavía mejoran nuestro estado de talante y aumentan la autoconfianza. Por supuesto, aquellas que se han decidido a un cambio total del peinado ya no tienen cero que temer.
Genial.guru está dispuesto a propalar piropos sin cesar a las chicas que renunciaron a su imagen habitual para convertirse en la mejor interpretación de sí mismas.
1. “Si yo pude recuperar mi cabello natural, tú también puedes”
2. “Me corté la mayor parte de mi cabello. Fue la mejor decisión relacionada con mi peinado que he tomado en mi vida”
3. “Empecé desde abajo ¡y ahora estoy en la cima!”
4. “Llevé este peinado (en la foto a la izquierda) la mayor parte de mi vida. Recientemente, conocí a una persona que me inspiró a tenerlo rizado”
5. La transformación del pelo rizado: hace 2 abriles y ahora
6. “Nunca pensé que mi cabello podría verse así”
7. “Por fin, estoy contenta con mis rizos, dos años y medio después de perder el cabello a causa de la quimioterapia”
8. “Siempre quise ser rubia, pero no me atrevía. Finalmente me decidí”
9. “Decidí pasarme al lado oscuro. ¿Qué te parece?”
10. “¡Decidí cortarme el pelo y no volver a alisármelo nunca más!”
11. Cinco horas más tarde
12. “Pues… ayer me corté el pelo”
13. “Llevo unos 7 meses dejándome crecer el pelo”
14. Antes y posteriormente de donar unos 70 centímetros de madeja
15. Siempre quise ver la aurora septentrional. Ahora puedo hacerlo cada vez que me miro en el espejo”
16. “Han pasado tres meses desde que me hice este peinado corto”
17. No te preguntes por qué. Pregúntate por qué no
18. “Antes y después. ¿Qué te parece?”
19. “Me cortaron el pelo. ¡Victoria!”
20. ¿Te has fijado que con la ayuda del peinado uno puede convertirse en una persona completamente diferente?
21. ¡Nunca te rindas!
22. “Por fin, disfruto de mis rizos tras 16 años de un planchado constante”
23. “En un año, menos 7 kilos, menos una relación tóxica, más una pareja comprensiva”
¿Cómo cuidas tu madeja tú?
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lacronicacoruna · 5 years ago
Text
20+ Chicas que cambiaron tan solo un detalle de su apariencia y acertaron
Tumblr media
Compártelo en Facebook
Tuitéalo
De media, las mujeres visitan la peluquería unas cuatro veces al año. No se sabe cuál de estas visitas puede convertirse para ellas en un cambio radical de imagen. Sin bloqueo, diferentes manipulaciones con el madeja en los salones de belleza no solo influyen positivamente en nuestra apariencia, sino que todavía mejoran nuestro estado de talante y aumentan la autoconfianza. Por supuesto, aquellas que se han decidido a un cambio total del peinado ya no tienen cero que temer.
Genial.guru está dispuesto a propalar piropos sin cesar a las chicas que renunciaron a su imagen habitual para convertirse en la mejor interpretación de sí mismas.
1. “Si yo pude recuperar mi cabello natural, tú también puedes”
2. “Me corté la mayor parte de mi cabello. Fue la mejor decisión relacionada con mi peinado que he tomado en mi vida”
3. “Empecé desde abajo ¡y ahora estoy en la cima!”
4. “Llevé este peinado (en la foto a la izquierda) la mayor parte de mi vida. Recientemente, conocí a una persona que me inspiró a tenerlo rizado”
5. La transformación del pelo rizado: hace 2 abriles y ahora
6. “Nunca pensé que mi cabello podría verse así”
7. “Por fin, estoy contenta con mis rizos, dos años y medio después de perder el cabello a causa de la quimioterapia”
8. “Siempre quise ser rubia, pero no me atrevía. Finalmente me decidí”
9. “Decidí pasarme al lado oscuro. ¿Qué te parece?”
10. “¡Decidí cortarme el pelo y no volver a alisármelo nunca más!”
11. Cinco horas más tarde
12. “Pues… ayer me corté el pelo”
13. “Llevo unos 7 meses dejándome crecer el pelo”
14. Antes y posteriormente de donar unos 70 centímetros de madeja
15. Siempre quise ver la aurora septentrional. Ahora puedo hacerlo cada vez que me miro en el espejo”
16. “Han pasado tres meses desde que me hice este peinado corto”
17. No te preguntes por qué. Pregúntate por qué no
18. “Antes y después. ¿Qué te parece?”
19. “Me cortaron el pelo. ¡Victoria!”
20. ¿Te has fijado que con la ayuda del peinado uno puede convertirse en una persona completamente diferente?
21. ¡Nunca te rindas!
22. “Por fin, disfruto de mis rizos tras 16 años de un planchado constante”
23. “En un año, menos 7 kilos, menos una relación tóxica, más una pareja comprensiva”
¿Cómo cuidas tu madeja tú?
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from La Crónica Coruña https://lacronicacoruna.com/20-chicas-que-cambiaron-tan-solo-un-detalle-de-su-apariencia-y-acertaron/
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thoughtsofatck · 5 years ago
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Being “White”: SE Asian Colorism and the ‘campur’ status
March 4, 2020
Location: SMK - - , Semanggol
It’s officially March! Two months have come and gone and I’m feeling much more comfortable in my placement and school. The majority of my time in our bilik guru (staff room) is spent listening to Malay and having to speak in Malay with non-English-teaching teachers. In lengthy conversations, some teachers may reference how surprising it is that I understand Malay so fluently if I was not exposed to it IN Malaysia, despite recognizing my ancestry. They often will say it is still weird or that they feel nervous because they still see me as a foreigner - which I am. On regular occasions, (especially by the male teachers), they call me ‘campur’ or mixed - the connotation as positive or negative I’m still deciphering.  I always thought that the nervousness came from the worry of inadequate English proficiency, especially since the past two ETAs at my school knew no Malay. However, it seems that it is the title of ‘American ETA’ and that I present more Caucasian-looking in Asia which ultimately stands at the forefront of my interactions at school. The following piece of writing discussing this comes from a reflection on my first month at school - a monthly requirement by Fulbright. 
February Reflection
As we reach a month in placement, I think about a peculiar (on-going) transformation that I recognized through a road trip conversation with my housemate. Growing up in the United States as Asian-Americans, we quickly became cognizant of the different physical features we had compared to the majority Caucasian peers we were surrounded with in school. In my case, I was very self-conscious of my nose, my eyes, and my height through my adolescence - noticeable differences that made me stand out as one of the few Asian-Americans in school. Globally, many Asians look to the West for the standard of beauty - fair-skin, double eye-lids, “Roman” noses, and height reaching 6 feet. Even within Asia, many Southeast Asians regard the Far East Asians (China, Japan, Korea) as prettier because of their porcelain-like skin and taller stature.  While staying in Kuala Lumpur, I slowly began feeling a sense of unremarkableness. While logically that might sound negative, this feeling of undistinguishable characteristics at a first glance was refreshing. I began to notice that people on the street had the same nose as me, the same eyes. My height in Asia is common, where I actually am taller than some other males. This exposure to a new majority of individuals with similar features not only has made me feel more secure in my appearance but has allowed me to be more comfortable looking in the mirror - a big achievement on my end. A sense of pride in the nose I was passed down from my ancestors has grown in me as I notice facial familiarity in the interactions I have daily.  Settling into Bagan Serai and our schools, my housemate and I quickly noticed how often we were complimented on how “handsome, good-looking, and husband material” we were. Though we quickly dismissed it initially as just kind words to the “foreign American”, I eventually ventured into seeking why. 
In an interaction on Sports Day, I was hanging out with some Form 3 boys. “You’re handsome, sir,” one said. “You think? Then we’re all handsome! I look like you guys,” I replied. “Yes, well uh no. Your skin.” He pointed to his arm to which I slowly nodded with reluctant acceptance and said, “Give me two months,” pointed at the sun and laughed, anxiously trying to bridge the social gap. Though my students find many similarities with me, the lightness of my skin and because of that, the social implications that indicate I’m not orang kampung*, make them look at me the way I did many Caucasians in the United States growing up. Colorism is evident here in a way I haven’t had to think about in the U.S. and yet presents its own dichotomy towards me depending on the individual themself. In my first week, a teacher with a fair complexion remarked, “You must have gotten your face from your father, but your skin color from your mom.” To provide context, I also had spent three days in the sun in Penang right before then. This presumption that I should be more fair-skinned perhaps because I do present more Caucasian features in an Asian majority has made me recognize that we all look for surface level similarities in one another and hold our own values in terms of what is deemed beautiful or attractive. The pieces of my physical appearance that I so desperately sought to feel comfortable in are now automatically validated here and the parts that I had never worried about or really noticed now have become the focus of dissimilarity - namely the (relative) fairness of my skin. During our nightly dinner outing to the hawker stalls near the house, I usually glance over to the TV screen playing a TV3 drama Melayu. Drama Melayu had been one of the ways I grew up listening to Malay and I learned to love the mediocre script writing and over-dramatic acting. In all of those years, I had never truly noticed these actors’ lighter skin tones until I refocused my view to the real life surroundings I was planted in now. As ETAs, we jokingly say that we become instant celebrities in Malaysia because everyone knows who we are and wants a picture with us. At the end of day, we stand under a spotlight that allows us to disrupt the narrative that our physical appearances determine our self-value and outward behavior toward one another. In moving forward, I want to be intentional with how I uplift my students’ self-esteems and while I cannot stop them from comparing themselves to me or that I present desired physical features in this contextual environment, I want them to know that attractiveness is in the eye of the beholder and can also be recognized in the work that we do, the kindness we extend, the effort we show, the passion, determination and motivation that fuels us, and the love that we give. 
*This term has been frequently used by teachers in my school and although I can recognize classism in the phrasing, it is clear that students hold this piece of identity close to them and find pride in the upbringing they come from. 
On advertisements for beauty products, almost all feature skin-whitening as an added effect and show models with fair skin, some ads even blatantly using Caucasian models for traditional Malay wear. When Americans are flocking to tanning salons and planning multiple beach trips in the summer, most SE Asians are worried about being in the sun for more than five minutes at a time.
It had taken me a long time to accept an identity that was my own and not projected on to me by my school forms, my peers, or the country I necessarily grew up in. Though identifying with much of the social issues of Asian-Americans, colorism was a topic I had few words to reflect or speak on - I mean how could I as a biracial individual with fairer skin. Now being presented in this environment, I observe the subtle ways students treat each other because of their skin color and the way I am treated especially with strangers that I see me as local. Hearing ‘campur’ or mixed growing up always made me feel ‘other’ because I wasn’t within a label that other people had. Being called ‘campur’ here hasn’t quite settled within me yet. Some see it as positive, some still view me as different. However, as these differences overall appear more stark in contrast (due to subtle social cues, dialect barriers, background knowledge, body language, mindset...I digress), being mixed HERE has let me access my physical identity to its full potential. I am just enough Malaysian passing on the street for no one to do a double-take, but I also can feel comfortable when some recognize that I am more than just Asian - a validated balance . 
As a side note, I would like to acknowledge that this post may be viewed problematically by some. Yes I believe that we should treat ALL people with respect, that skin color should not matter in the way we interact with one another, but I want to point out that no matter what, our physical appearance (among other things) does have an impact on the opportunities we are given, the way people are treated in my contextual environment, and all humans are conditioned in one way or another to recognize attributes of beauty, universal and nuanced. 
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radiowrites · 8 years ago
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Tea & Mochi
Mai has been able to taste more teas and sweets ever since Masako and Ayako have been coming over once a month to visit and chat.
Read it on: FF.net / AO3 / Below the cut!
A Ghost Hunt fanfiction by Coriana [one shot, 2100 words]
Ah, I frankly hated when it was my turn, every three months, to supply something for Masako, Ayako, and I's get-togethers.
I couldn't help it that my taste buds were of higher quality, even though all I could buy from the store was mochi and bancha. Masako and Ayako on the other hand were able to afford their (and mine) expensive taste buds.
Thankfully it wasn't my turn to choose the tea (although, really, Masako and Ayako 'happened' to bring by sencha these last few times). I can't help that I still choose to purchase my lesser-class, strongly scented green tea. It had grown on me. I told them even though it is a cheap tea, it's still good for you. But remembering Ayako's priceless face, which had been raised on the expensive green leaves of gyokuro and shincha tea, would always remain a precious memory from when I had served her bancha.
But Ayako would not be coming tonight.
And it wasn't because I had served her bancha that day.
I mean, sheesh. Seriously, who would stay with their husband on a girl's night out…?
Hm. I wondered what type of tea for two Masako would bring, since it was her turn this month.
Every month for the past few years the three of us would get together (at traditionally, my house, but now that I think about it I don't know why) and we'd bring tea and sweets and simply just watch movies and talk. These times were always bubbly, happy memories that I held onto.
I've tried so many different treats and teas thanks to them these last few years. Ayako even bought me my own dobin teapot for my birthday last year.
So here I was at the confectionery shop trying to decide what I would bring that may or may not compliment Masako's tea. I settled on daifuku. Soft, round mounds of dusted rice cakes filled with sweet red bean paste. I kind of wanted to buy uirō, too. Thick, chewy, steamed rice bricks of all colors, just like what Ayako brought last time (except she had made them…) but I thought that was maybe over doing it.
As I was walking home, I again got distracted by my local convenience store, as I had when I had walked by it previously. I really wanted to do it as a joke, but… I really shouldn't.
Before I knew it I was walking back to my apartment with the box of sweets tucked under one arm and holding a case of canned Chu-hi in my other hand. 9% alcohol isn't that much, right? Besides, I liked the flavor of strawberry. It kind of made me laugh to think of whatever high-class tea Masako will prepare and then handing her a can of sugary alcohol.
Ha.
When I got home I changed into shorts and a loose tank. I had managed to clean and tidy my apartment earlier this Saturday. Hey, this has actually been really good for me that we always did it at my house – it always got cleaned once a month.
I started setting out the daifuku and wished that I had bought the uirō. I hope next month Masako brings monaka wagashi again like she had last time she had brought the sweets. Sweet bean jam sandwiched between thin wafers? Mmmm.
I filled the kettle with water and put it on low. Ayako basically bashed into my head that water for tea should always be near boiling but never actually boiling. Even though I told her you were supposed to boil water for bancha, she would hear none of it.
Yada, yada.
I wanted to bring out my dobin. I loved my dobin. I kept it in my only closed glass door cabinet, and I took it out during our monthly gatherings, or any time I felt the need to be special. It's the cutest little rounded teapot, an earthy green with delicate yellow flowers surrounding its darker banded girth. It had an upturned spout and a flat lid. Its domed handle was woven wood.
Yeah.
Basically I just liked to hold it.
Masako would usually bring her high-quality sencha and her round delicate pink kyusu with its short, cubby handle that jutted out of its side.
Her sencha laughed at my bancha.
I sat on the couch and ate a daifuku, rearranging them on the plate so that it didn't seem like I had eaten one. It was odd for her not to be here yet, she was normally prompt. I had turned off the water in fear of it boiling and the wrath of Ayako if she heard the rumor that I had boiled water for tea.
This wasn't the first time that Ayako hadn't come, but maybe Masako was deciding that she didn't want my personal company this evening.
I accidentally consumed another daifuku as I thought.
Feeling a tad lonely in the guise of anxious waiting, my wandering mind drifted to Ayako and Monk getting married three months ago. It had been the first real wedding that I had ever attended and really been a part of. Masako and I had gone with Ayako and her mother to look at dresses and cosmetics. I had even gotten a dark blue sundress bought for me for the occasion. I got to go to the salon, too.
I was mysterious in blue with curled and crimped hair. Make-up on my face, my lips dabbed in red, my eyes outlined in shadows. Black high-heels on my feet. I was nothing compared to the real bride, with her silky red hair rolled into curls and her stunning white lace and chiffon dress.
Ah, Monk and Ayako's wedding album was to die for, it was so artistic and dramatic. Amusing, too, in a way, with Ayako's posh and poised friends and family. Monk's family was respectable. His friends were another story.
Masako and I were in a few pictures, too. Close-up shots of us side-by-side, cheek-to-cheek, looking very poised. And of course with the bride, too. It made me pleased to see how much of a counterpart doll I looked next to Masako with make-up on.
It was a day where I had felt good about myself, where I actually felt beautiful and alluring.
So it happened to be the day that Noll didn't show up.
The door emitted knocking sounds as I pondered if anyone would notice another daifuku had disappeared.
Masako both looked exhausted and happy. She immediately slipped off her high-heels and ran a hand through her hair as she let out a gust of a sigh. "I landed the movie role."
"Ehhh? You did it this time!" I was pleased I was the first (or, well, almost the first, I'm sure) to have heard this news. I spread out my hands to emphasize big letters. "Masako Hara makes massive splash into the movie industry with debut title."
"I'm not even thinking that far yet," said Masako as she unpacked her tea caddy and kyusu.
Oh! I should turn the water back on!
Masako had been trying for movie roles these last few years, landing minor ones. She did modeling on the side, but her TV show had its last episode three years ago. I think the main problem was her agent apparently thought she should only be doing horror movies, due to her background, as if Masako had needed any more horror in her short life. This was one of the three romantic comedies she had auditioned for, and her looks obviously suited the needs of the character's role.
Oh, and perhaps her talent did, too. Haaaah…
Masako stuffed a daifuku in her mouth and already had another one in her hand as she chewed. She was probably starving from her busy day. Maybe I should make her rice or something…? Nah, the daifuku should fill her up.
Before turning the water back on for tea, I thought this was a perfect time to make my surprise. "Well, since we're celebrating," I said. I went to the kitchenette and pulled two cans of Chu-hi from the fridge. "Congratulations."
She laughed, but didn't accept the can. She didn't look as shocked as I would have liked, either.
Instead she leaned back into her bag and brought out a tall slim bottle of Umeshu. 15% alcohol, steeped ume fruits in shochu (they were still in there at the bottom), sweetly tart tanned liquid... She had planned ahead.
"Ah, you always have to outdo me…" I said as I set the little cans on the small table and went to get glasses for the fruit liqueur.
We watched mostly romantic comedies. Or, well, we dissected and analyzed and laughed at them all the way though. We were doing it for research for Masako's upcoming role.
Maybe the movies we picked were just bad. Maybe we were just a little tipsy and everything seemed funny.
At the end of the last movie, Masako's happy laugh turned into a sad sigh as the credits rolled.
"Eh? Everything okay?"
"I guess," Masako said, looking downcast and solemn, the stark opposite that she had been a moment earlier. "I might not be able to come to these gatherings anymore. I guess that I might get too busy."
I kept my smile on, the alcohol dimming the truth of the words. "Oh, you know it's fine. Ayako will still come and then you can come whenever you can –"
With a halt, I contemplated. The last daifuku seemingly jumped into my hand. "I guess Ayako is going to get busy, too." It felt a little weird to me. Masako was moving forward in her life and career, and so was Ayako.
Things were changing but I was still me.
Masako patted my shoulder. "It's okay, Mai, it's not like we won't ever see each other again. We're going to keep in touch. We can still get coffee together like we do now. And we're still going to be able to get together. We're not going to be busy all the time."
"That's right," I said, "I know that. It just felt a little weird all of the sudden. You know, Masako, my door is always open, okay? So you don't have to feel lonely."
Masako smiled. "Thanks, Mai. Maybe you'll be able to come see me on set, too? Wouldn't that be cool?" Masako's eyebrows waggled. "Maybe you can even land a role, you know?"
I lightly punched her in the arm. "Oh, please. I can't act at all. You learned that when you were practicing your script with me. I'm terrible."
In the end, we decided to watch one more movie, but it ended sadder than we had both anticipated, so then it was time to call it quits. It was time for Masako to catch the bus, too.
At the door, I watched her put her heels on, carrying her tea caddy. I was leaning against the door frame, kind of toasted and thinking sleep was a really good idea.
"Listen, Mai," Masako said, after our final hug goodbye. "I won't forget about you, right?"
"Of course, Masako, I know that. You too, 'kay? I've been living alone almost all my life, I won't be bothered by it. I'll be waiting here for you guys, someone has to keep the group together, right? Bye, Masako."
But once she was gone, and I was left alone in my apartment, I felt different. Masako had a new job career. Ayako and Monk were together and moving on. John had to return to Australia. Yasu was super busy with college still. Noll and Lin kept to themselves, like always.
Already I had failed in keeping the group together.
Here I was, comforting and telling people not to be lonely, when it might actually be I who was seeking the comfort of having them close, so that I would not be lonely.
Ah, I'm so selfish and I don't even realize it.
"I'm fine," I told myself as I finished cleaning the aftereffects Masako's visit. "They can all take care of themselves."
But then it happened, and I didn't even know what was happening. Tears pooled from my eyes and spilled down my cheeks and I stifled my quiet sobs, afraid someone might hear me.
 But who's going to take care of me?
Notes: personally I like formosa oolong and jasmine green tea.
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idemandoolong · 8 years ago
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When You Can Handle The Lies, Backstabbing, and Unfair Treatment, Then You're Allowed To Be Famous
Most of us have fantasized about what it’d be like to be rich and famous. The paparazzi, the photoshoots, the money, the power, the adoring fans…but what we don’t seem to think about is what famous people tell us ALL THE TIME:
Being famous is unfair, AND it’s every person for himself/herself.
Now, most celebrities don’t flat out say this, but they’ll say it in roundabout ways or with cute little slogans like “Ain’t no friends in the game.”
We romanticize this and think it’s cool and trendy, but that shit would destroy 99% of us. The majority of us can’t handle the negative aspects of fame, and I’m not talking about the rumors and loss of privacy. I’m talking about how you’re essentially forfeiting loyalty and trust–which are things we regular folks take very seriously.
Allow me to explain.
In 2007, during Cycle 9 of “America’s Next Top Model,” Ebony Morgan was in the bottom two with Ambreal Williams. Ambreal was sent home, but Ebony opted to go home instead, thus allowing Ambreal to stay.
Now, five years later, during Cycle 18, Eboni Davis and Alisha White were in the bottom two. Eboni was eliminated, but Alisha opted to forfeit. Same situation, right? Well Eboni was told she’s still going home.
You may explain this away by saying “Well maybe the rules changed.” But THAT’S why you can’t handle fame, silly rabbit. You just don’t get it:
There are no rules in Hollywood.
You’re so used to rules and laws and consistency, but in the fame game, that doesn’t exist. It is solely up to Tyra Banks (and the producers) to decide whom to eliminate. It doesn’t matter if all of America says you’re the best. It doesn’t matter if the “judges” are being hypocrites. Nothing matters. You don’t matter. They don’t care about you, and that’s something most of us can’t deal with.
In fact, the winners of “Top Model” have come out and said they’re not taken seriously in the modeling world, so it’s hard for them to book jobs and gigs. And it’s not like Tyra Banks is using her name to get them jobs. She doesn’t give a damn. Their usefulness is over as far as she’s concerned. Boom. Bye. On to the next wannabe model.
I’ll give you another example.
Janet Hubert portrayed Vivian Banks on “The Fresh Prince of Bel-Air” from 1990-1993. She once told a story how Countess Vaughn (Moesha, The Parkers, Hollywood Divas) once auditioned for a role on “The Fresh Prince of Bel-Air” and was given the part. Now, before taping a show, the actors and actresses sit around and do what’s called a table read.
They literally sit at a table together and read the script aloud while the writers and executives and producers are there taking notes to decide what they want to change.
Anyway, Countess is there reading her lines and everyone is laughing. They love her. She’s perfect for the role and she’s excited about taping her episode. She goes home…and they never call her back. She doesn’t know what happened. Some time later, she runs into Janet and asks what happened. Janet explained that Will Smith was afraid she’d upstage him, so he had her dropped.
Nobody fought for Countess. When she got dropped, they just went on with their lives. Nobody even tried to contact her and say “Hey, look…this is what’s happening…”
Now before you say Janet is making up lies and is bitter, Countess alludes to this very story in an episode of Hollywood Divas:
https://www.youtube.com/watch?v=04cTELr5Fxc
We regular folks aren’t used to be being treated like that. Imagine if you got a job and were told on your way home from the interview, “Actually we want somebody of a different race.” You’d sue, and win. But you can’t do that in Hollywood.
You can get fired from a movie for being too young (Stuart Townsend from “The Lord of the Rings: The Fellowship of the Ring”).
You can get fired and have your scenes re-done by a replacement (Chloe Grace Moretz in “Bolt”).
You can spend months recording all your lines AS THE MAIN CHARACTER and get fired because the gender of the character changes (Holly Hunter in “Chicken Little”).
It doesn’t even matter. As I said, in Hollywood, you don’t matter. Very few people actually give a damn about you. Now take this a step further and imagine being a person of color in Hollywood. Those three people I just mentioned are all white. If they’ll do that to white folks, imagine what people of color endure.
Even your bandmates who you’ve grown up and were your best friends for ten years will leave you in the dust at the drop of a hat. Remember what happened to Destiny’s Child?
If you don’t, long story short, best friends Beyoncé Knowles, Kelly Rowland, LaTavia Roberson and LeToya Luckett formed a band known as Destiny’s Child. After two platinum-selling albums, one day in early 2000, their music video “Say My Name” premiered with two new members, Farrah Franklin and Michelle Williams in the band, lip-synching over LaTavia’s and LeToya’s vocals.
There was no announcement. No press conference. No nothing. Just boom. LaTavia and LeToya didn’t even know they had been fired until, like everyone else, the video premiered. After a whole bunch of back and forth and “he said, she said,” it later came out LaTavia and LeToya were having disagreements with their manager, Mathew Knowles, the father of Beyoncé. He was the group’s manager AND the manager of the four singers individually.
LaTavia and LeToya fired Mathew as their personal managers due to financial reasons and for the way he was allegedly mistreating them. He responded by hiring two new singers and the show went on until Farrah Franklin quit due to Mathew’s alleged mistreatment five months later. Destiny’s Child told the public for years that Farrah couldn’t “handle” being famous, but the truth is she asked too many questions like why was Solange Knowles (Beyoncé’s younger sister) getting a cut out of the band’s paycheck as a backup dancer when she not once danced….until after Farrah quit. She also didn’t like that she, Michelle, and Kelly had to go to tanning salons to appear darker so Beyoncé would be the lighter one, she became sick overseas and nobody seemed to care, Mathew would literally yell at her and verbally abuse her….she couldn’t take it anymore so she left.
How would you feel if you quit a job due to unfair treatment, but everyone was told it was because you “couldn’t handle” the job?
Still think you could handle it?
Ok, big shot. Try this on for size.
Karan Ashley portrayed Aisha Campbell on “Mighty Morphin’ Power Rangers” from 1993-1995. It’s a bit complicated, but the creator of the show was making millions of dollars from the success of the show, and the actors weren’t paid very much. Keep in mind, “Power Rangers” was one of the most successful shows in the US, and the actors’ likenesses for toys, video games, and all sorts of merchandise was being used…and they didn’t get a dime for it. In fact, Walter Emmanuel Jones portrayed Zack Taylor from 1993-1994 in 81 episodes, and lived with roommates the entire time. That’s how little he was paid.
When 20th Century Fox approached “Power Rangers” to make a movie, the actors were severely lowballed with how much they’d get paid. He, along with co-stars Thuy Trang and Austin St. John asked for more, they were rejected, so they quit. Karan Ashley, Steve Cardenas, and Johnny Yong Bosch (who is half-Korean and was told by producers to use his mother’s maiden name of Yong in his name to seem more Asian…because, I guess, nobody can tell you’re Asian unless your mother says so) were immediately hired as replacements and filmed the movie.
Anyway, in 1995, Karan Ashley wants to be let go from the show. Not only do they film for about 16hrs per day, but again, the pay is low. She’s told her character will be given a ten-episode story that will have her leave the series.
So the actors go on a much needed two-week break after 61 episodes, and when they return, Karan is told “Oh, we don’t need you anymore. You can go.” Just like that. No ten-episode story. No going-away party. No nothing. Boom. Gone. Bye. And the show just went on without her.
I could go on and on with similar stories.
Mo’Nique’s show being cancelled despite being the top-rated show on BET at the time of its cancellation.
Cree Summer being fired from playing Meg on “Family Guy” as she’s on her way to work.
John Amos and Esther Rolle being fired from “Good Times” after complaining the JJ Evans character was stereotypical, but the press being told they were envious of the character’s success.
Jamie Lynn Spears getting pregnant at 16 years old, so all the actors lose their jobs on “Zoey 101.”  
But I’m telling you these stories to say being famous is simply not fair.
You get fired from jobs for reasons that aren’t your fault. Promises are routinely broken. Your friends and co-workers don’t stick up for you. There’s no consistency. People say one thing and do another all the time. You’re lied to all the time. And nobody cares because it’s done to them, too.
Think of all the times you were treated unfairly or lied on or lied to or did a whole bunch of work for nothing…now imagine that happening pretty much every single day.
That, ladies and gents, is what it’s like to be famous.
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indomitablekushite · 8 years ago
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An interesting post I saw on FB
White women's opinion of black women & a brother's response Please take a moment and read this. I started not to read it with his explanation of what he thinks a successful black man was, and the picture came with the article I found on Google Plus ...anyway Agree or disagree
It seems that an article was written to Sister 2 Sister magazine by a Caucasian woman who requested a response from black men. I'm so glad she got what she asked for (and more) !!!
Dear Jamie: I'm sorry but I would like to challenge some of your Black male readers. I am a White female who is engaged to a Black male-good-looking, educated and loving. I just don't understand a lot of Black female's attitudes about our relationship. My man decided he wanted me because the pickings amongst Black women were slim to none. As he said they were either too fat, too loud, too mean, too argumentative, too needy, too materialistic or carrying too much excess baggage. Before I became engaged, whenever I went out I was constantly approached by Black men, willing to wine and dine me and give me the world. If Black women are so up in arms about us being with their men, why don't they look at themselves and make some changes. I am tired of the dirty looks I get and snide remarks when we're out in public. I would like to hear from some Black men about why we are so appealing and coveted by them. Bryant Gumbel just left his wife of 26 years for one of us Charles Barkley, Scottie Pippen, the model Tyson Beckford, Montell Williams, Quincy Jones, James Earl Jones, Harry Belafonte, Sydney Poitier, Kofi Anan, Cuba Gooding Jr., Don Cornelius, Berry Gordy, Billy Blanks, Larry Fishburne, Wesley Snipes... I could go on and on. But, right now, I'm a little angry and that is why I wrote this so hurriedly. Don't be mad with us White women because so many of your men want us. Get your acts together and learn from us and we may lead you to treat your men better. If I'm wrong, Black men, let me know. Disgusted White Girl, Somewhere in VA RESPONSE
NOW PEEP HIS RESPONSE....... _________________________________________________
Dear Jamie: I would like to respond to the letter written by A Disgusted White Girl. Let me start by saying that I am a 28-year old black man. I graduated from one of the most prestigious universities in Atlanta, Georgia with a Bachelor of Arts Degree in Business Management. I have a good job at a major corporation and have recently purchased a house. So, I consider myself to be among the ranks of successful black men. I will not use my precious time to slander white people. I just want to set the record straight of why black men date white women. Back in the day, one of the biggest reasons why black men dated white women was because they were considered easy. The black girls in my neighborhood were raised in the church. They were very strict about when they lost their virginity and who they lost it to. Because of our impatience to wait, brothers would look for someone who would give it up easy without too much hassle. So, they turned to the white girls. Nowadays, in my opinion, a lot of brothers date white women because they are docile and easy to control. A lot of black men, because of insecurities, fears, and overall weaknesses, have become intimidated by the strength of our black women. We are afraid that our woman will be more successful than us, make more money than us, drive nicer cars and own bigger houses.
Because of this fear, many black men look for a more docile woman. Someone we can control. I have talked to numerous black men and they continuously comment on how easy it is to control and walk over their white women. I just want to set the record straight. I want A Disgusted White Girl to know that not all successful black men date white women. Brothers like Ahmad Rashad, Denzel Washington, Michael Jordan, Morris Chestnut, Will Smith, Blair Underwood, Kenneth "Babyface" Edmonds, Samuel L. Jackson, and Chris Rock all married strong black women And, to flip the script, there are numerous white men, in and out of the spot light, who openly or secretly desire black women over white women. Ted Danson, Robert DeNiro, and David Bowie to name a few. I just don't want a disgusted white girl to be misinformed Stop thinking that because you are white that you are some type of goddess. Remember, when black Egyptian Queens like Hatsepshut and Nitorcris were ruling Dynasties and armies of men in Egypt, you were over in the caves of Europe eating raw meat and beating each other over the head with clubs.
Read your history! It was the black woman that taught you how to cook and season your food. It was the black woman that taught you how to raise your children. It was black women who were breast feeding and raising your babies during slavery. It is the black woman that had to endure watching their fathers, husbands, and children beaten, killed, and thrown in jail. Black women were born with two strikes against them: being black and being a woman. And, through all this, Still They Rise! It is because of the black women's strength, elegance, power, love and beauty that I could> never> date anyone except my black Queen. It is not just the outer beauty that captivates and draws me to them. It is not the fact that they come in all shapes, sizes, colors and shades that I love them. Their inner beauty is what I find most appealing about black women. Their strong spirit, loving and nurturing souls, their integrity, their ability to overcome great obstacles, their willingness to stand for what they believe in, and their determination to succeed and reach their highest potential while enduring great pain and suffering is why I have fallen in love with black women. I honestly believe that your anger is geared more toward jealousy and envy more so than snotty looks. If this were not so, then why do you continuously go to tanning salons to darken your skin? If you are so proud to be white, then why don't you just be happy with your pale skin? Why do you continue to inject your lips, hips, and breasts with unnatural and dangerous substances so you can look fuller and more voluptuous? I think that your anger is really a result of you wanting to have what the black woman has.
BOTTOM LINE: If I were looking for a docile woman, someone I can walk over and control, I would give you a call. But, unfortunately, I am looking for a Virtuous Woman. Someone that can be a good wife and mother to my children. Someone who can be my best friend and understands my struggles. I am looking for a soul mate. I am looking for a sister and; unfortunately, you do not and CANNOT fit the bill. No offense taken, none given. Signed, Black Royalty
Wow!! We must pass this on to make the day of the Black Queens and remind our black kings of what they have
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