Mortal Kombat Culture: Jars (Essay)A Story by Abishai100Nonfiction diorama of what made/makes the 'iconic' graphic MK-franchise of video-games/media such an Earth certificate.
Injecting this Mortal Kombat video-game culture/media/trend/hobby nonfiction essay-diorama piece in-between my fanfic-trilogy, for your Friday the 13th (or Valentine's weekend if you prefer). Thanks for reading (stay safe/warm),
---- ==== A video-game is a digital media/entertainment presentation for user-friendly interaction with a game or strategy experience for arcade or home-based or online entertainment and has become a modern world totem of things tech, toys, capitalism, and knits for social networks and storyboards for (general) Earth circulation. A video-game may be one of intelligence (e.g., chess), fantasy-adventure (e.g., Medieval time-travel landscapes), online-tourneys (e.g., Madden-NFL game events), or even home-fitness fun (e.g., Wii-gymnasium consumer offerings). I'm writing this particular (nonfiction) essay-diorama piece about the phenomenon that has become the Mortal Kombat universe/franchise for this emerged modern world tech/toys consciousness of video-games languages for qualities for Earth-sociology! ![]() This modern Earth culture is much about social networks energies and media tech/toys access driven lifestyle imagery for things ranging from consumerism to friendship to even competitiveness. In a new climate of human networks exchanges for customs and pluralism, one may cite the video-game as a tech-platform totem of how consumer goods and social artifacts of use reflect Earth exchanges for social/philosophical 'customs' festivity (e.g., Mallrats). ![]() So the Mortal Kombat 'universe' began in the 1990s with ground-shattering intros of highly-graphical presentations of colorful/unusual warrior 'avatars' engaged in arcade-screens (and later for home-based entertainment-system platform compatible game-disc consumerism) as unabashed/unfiltered violent fighting for tournament and competition-arts. Mortal Kombat was developed by Midway Games and the hit-series of graphic combat-games featuring unusual warrior-characters soon expanded into cinema (e.g., Mortal Kombat Annihilation). Mortal Kombat storyboards/scenes/game-imagery feature characters boasting post-combat win-dances of really violent final-decapitations (etc.) as statements of simple victory. The Mortal Kombat universe features its own storyboard-realm, a fantasy-fiction place called Outworld, where varied characters of either half-democratic or fully-fascist agenda vie for social control and leadership, with the individual fight-contests taking center-stage as the media-chandelier (ok!). ![]() The rise of the video-game as a world-phenomenon, beginning with computer-based simple input-output action-play inventions in the 1950s and expanding through consumerism phenomenon laurels of companies (Atari, Nintendo, Xbox), led to the genesis of fantastic shared/social arenas of live-presentations and tournament media talk and competitiveness 'education' gatherings all over the Earth (wow). Conferences/gatherings of video-game people paralleled ironically the rise of socially-accessible comic book art genre sharing/presentation events like ComicCon in the USA (reflective of a modern world populations investment in graphics/conversationalism/art-translators). Mortal Kombat featured comic books and cartoons and movies and of course more and more games, and gatherings/tourneys reflected why this modernism 'phenomenon' had become an Earth expression of language/play. ![]() To put it simple, the Mortal Kombat 'universe' has become a human race phenomenon for expressing competitiveness and social energy and media/tech investments and therefore had become imprint of a worldwide 'translation' of capitalism to life/culture/networks quills. Given its controversially graphic representation of fighting/combat, mostly martial-arts style, with outright violence and murderous tones of decapitations and flesh-and-bone punctures (complete with weapons and lightning), Mortal Kombat media has surfaced as an Earth-phrase of populist-art for macro-psychology itself! It's why it's worth a hard-look for IQ for both capitalism and technology (for anthropology). ![]() "Doing well is the result of doing good. That's what capitalism is all about" (Ralph Waldo Emerson). ==== "Money is everything" (Ecclesiastes) © 2026 Abishai100 |
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Added on February 13, 2026 Last Updated on February 13, 2026 AuthorAbishai100NJAboutStudent/Minister; Hobbies: Comic Books, Culinary Arts, Music; Religion: Catholic; Education: Dartmouth College more.. |






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