społeczeństwo konsumpcyjne we współczesnym świecie [ Consumption, consumer and consumersociety in the modern world ]. Katowice: ŚLĄSK.
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The fourth model of citizenship presupposes a consumersociety, a weak state and the decline of civic institutions, where the passive citizen becomes a consumer of privatised goods and services. When these are bought online, the passive citizen no longer needs to enter the mall to shop and the new individualism is one of passive isolation. The traditional sites of conversation for the bourgeois citizen – the café, the meeting hall, the chapel and the club – are replaced by online networks, and the social solidarity is elastic rather than ‘sticky’ ( Elliott and
Noticing the steep degradation of love in the modern society, Evola makes an effort to overpass the social, commercial or biological conceptions of love and to unravel the forgotten ideas about love. Looking at the current modern situation, few people could imagine love as transcendent, as a force capable of overpassing the limitations of a human being. As emphasized by Evola, the union between the two lovers, when it is conceived as the unification of the opposite tendencies in a sacred union, can find the lost path towards the Unity. By detachment and transmutation, the use of the sexual energy may even lead to supra-natural powers, ecstasies and elevated consciousness.
Rima Žitkienė and Gintarė Kriaučiūnaitė-Lazauskienė
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6. Belk, R. W. (1995) Collecting in a ConsumerSociety. – London: Routledge.
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Waste management, ecological consciousness and environmental protection have become increasingly topical issues ever since the beginning of the 21st century, and in favour of this claim is the fact that there is an increasing number of authors dealing with environmental law, as well the level of global ecological consciousness. The contemporary consumer society is characterized by the fact that it creates a plethora of different kinds of waste. The goal is to create a modern system of integrated waste management in order to encompass the cycle of manufacturing and consumption with a recycling process at the end of the consumer products lifespan. The purpose of this paper is to provide an overview of the European legislation, as well as to analyse the Serbian legislation in the area of waste management. The European legislation on waste management is much older and far more developed than its Serbian counterpart, hence, it represents the foundation for future development of regulations in Serbia. The current waste management legislation in Serbia is largely based on the EU legislation, however, owing to the insufficiently matured and stable Serbian institutions, implementation of these regulations is below the expected level.
Barbara Pavlakovič, Nejc Pozvek and Andreja Trdina
Small urban environments face many issues in tourism; for example, how to position themselves in contrast to the larger cities and how to provide adequate tourist facilities for their guests. In the case of positioning, they have to choose something different and attractive. And in the case of infrastructure, small cities are primarily meant for their residents and have plenty residential buildings but lack of tourist accommodation buildings. The article attempts to reflect on specific contemporary form of “consumed nostalgia” (Cross, 2015) that is characteristic of the era of modern consumer society and offer an example of how its potential could be employed in tourism, particular in small urban environments with significant implications of preserving abandoned properties and thus existing architectural and cultural heritage. An analysis of Vintage Vila accommodation facility that is located in small city of Brežice, Slovenia, was conducted in order to acquaint the potential of a specific form of nostalgia tourism. After an interview with Vintage Vila founder, a review of their Facebook site and the responses of the visitors was made. Additionally the study of media coverage of Vintage Vila was completed to understand the discursive construction of a unique narrative of the place. The basic objective of this paper is to describe this innovative solution for the preservation of architectural and cultural heritage of small urban environments. With the case study of Vintage Vila accommodation facility we hope to encourage other small cities to recognise their potential in abandoned buildings. Restoration of such facilities can open up new possibilities in tourism and may, together with thoughtfully chosen narratives that emotionally bound people to their material environment, contribute to a revitalization of small cities. What is more, tourism development grounded in vintage and nostalgia appeals should be considered as part of a call for sustainable growth, as it advocates and supports alternative consumer practices (such as recycling and reusing objects) and preservation of material culture in general.
Millions of people worldwide play video games; also in Slovenian post-modern society. Most of them do it for enjoyment, yet a small number of individuals show traits associated with addictive behaviour when interacting with their games. The authors in the article point out that, compared to drug abuse, there exist some more approachable life-related activities that can lead to addiction. They stimulate the excretion of endorphins and lead to the transformation of consciousness. Addiction to video games is an ostensible attempt to satisfy the immanent human need for meaning. The economy of the Slovenian young consumer society inspires it and is based on “learning” of these alienated needs. The modern hyperpragmatic society makes it possible for young people to have a fragmented identity and places them under the pressure of constant choice of (formally open opportunities). The purpose of this paper is to familiarize the reader with possible causes, clinical signs and methods of treatment of this disorder in Slovenian postmodern society, and explain the reasons why currently no medical textbook in the world contains any information regarding video game addiction. We intend, further, to demonstrate that gaming has become a type of “sport” in certain countries and demonstrate how potentially devastating even this type of addiction can be. The authors present the results of a research, which was undertaken on a sample of 350 individuals, to determine the appearance of indicators of behavioural addiction to video games and their connection with some family factors. They determine that through addiction to video games, post-modern societies have developed an addictive identity.
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