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ing their own spaces to discuss their obsessions , address the problematic aspects of those obsessions . 4 However , the content that these geeks obsess over often remains mainstream and includes movies and games created by major production houses . For example , in 2009 , researchers found that white , male characters were overrepresented in video games released in the United States from March 2005 to February 2006 . While men are only half the population , they are more than 85 % of video game characters . And white characters are 80 % of video game characters , when the US population is only 75.1 % of the population ( Williams , et al ). The popular culture that nerds of all genders , colors , orientations , abilities learn from is shared .
REPRESENTATION
The importance of understanding media lies in the power the media have in “ shaping broad social definitions ” ( Croteau and Hoynes , 161 ). The influence media has on social norms and patterns has been found in several studies and does not need to be revisited here , but Postman described it as the power to “ direct us to organize our minds and integrate our experience of the world , it imposes itself on our consciousness and social institutions in myriad forms ” ( 18 ). Beyond the ability to categorize , popular culture familiarizes us with concepts . Most Americans learn about government , issues , each other , and themselves through the television , music , movies , and books we consume . And that learning begins at a young age ( Foy ). The media present to us images that categorize things as either normal or other , and prescribe the roles those others are to take .
In America , people whose race , ethnicity , religion , sexual orientation , and gender identity , are not in the majority learn early that they are not the norm . In short , anyone who is not a
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