Discourses of Teenage Pregnancy and Teenage Motherhood as Portrayed in Philippine News Media (1973-2023)
Article
We examine the evolving discourses of teenage motherhood and teenage pregnancy in Philippine news media using Ruiz’s (2009) three-level qualitative sociological discourse analysis. Drawing from 79 news articles published in the country over a 50-year timeframe (1973 to 2023), we observe three overarching, yet non-mutually exclusive, waves of dominant discourses: (1) the Catholic moral discourse (predominant in early 1970s to late 1980s), which tended to frame teenage pregnancy and motherhood in moral terms; (2) the human capital discourse (predominantly in late 1980s to early 2000s), which appeared to reframe the phenomenon as a health and socioeconomic concern; and (3) the poverty trap discourse (predominantly in early 2000s to early 2020s), which amplified how teenage pregnancies and motherhood render young women vulnerable to cyclical poverty without self-sufficiency. We use the wave metaphor to emphasize continuity and rearticulation rather than replacement as older framings endure even as new institutional vocabularies emerge, and nascent discourses may appear within earlier periods before becoming more pronounced in later ones. Finally, we highlight the importance of critically examining these waves of discourses because they can shape societal attitudes and policies toward teenage pregnancy and teenage motherhood.
Ang Kapitalistikong Pagkalaro ng Ginhawa sa Pokémon Go at Pokémon Sleep
Article
Abstrak
Patuloy ang pamamayagpag ng prangkisang Pokémon sa pamamagitan ng pagtungo sa modelong freemium at pagpasok sa usapin ng ginhawa. Makikita ang dalawang tunguhin na ito sa mga larong Pokémon Go at Sleep na libre at aksesible. Sinuri ang Pokémon Go at Sleep gamit ang mga katangian ng pagkalaro ni Jesper Juul upang ipakita kung paano isinalaro ng mga larong aplikasyon na ito ang usapin ng ginhawa na nakahilig sa Kanluraning konsepto nito at isang umuusbong na usapin sa sektor ng pampublikong kalusugan. Ipinakita ng mga larong Pokémon Go at Sleep na mamumuhunan ang mga manlalaro ng kanilang oras, enerhiya at kapalit ng libreng akses sa laro sa lohika ng pagkalaro. Gayon din, upang mapabilis ang usad sa loob ng laro, maaaring gumastos ang mga manlalaro kapalit ng mga bagay sa loob mismo ng mga laro. Binigyang diin din ng papel kung paano binigyang katuwiran ng mekanismo ng laro ang pamumuhunang ginagawa ng mga manlalaro. Tinahak ng prangkisang Pokémon ito ang usapin ng ginhawa sa pamamagitan ng pagkamal ng tubo sa pamamagitan ng mga larong ito, katuwang ang mga platapormang digital para sa mobile phone tulad ng Google Play at Apple at ng iba pang mga kumpanya
Abstract
The Pokémon franchise prevails through the utilization of the freemium game model and capitalizing on the theme of wellness. The franchise capitalizes on the theme of wellness by making the games Pokémon Go and Pokémon Sleep free and accessible through its distribution platforms. Using the characteristics of gameness of Jesper Juul, this paper describes how the games gamified wellness geared towards Western conceptualization and the current situation of Philippine public health. Both Pokémon Go and Pokémon Sleep showcase how players invest their time and energy in exchange for free access and play of the games according to features of gameness. At the same time, players have the option to spend money to gain advantage in these games. These investments of time, energy and money were justified by the mechanisms of the game and the theme of wellness was capitalized by the franchise alongside the distribution platforms like Google Play and Apple and other companies.
