10. Conclusion: Culture as Pop Culture
![Commerce and Culture](https://cdn.mises.org/styles/responsive_4_3_650w/s3/static-page/img/Commerce%20and%20Culture_Cantor_20140923.jpg.webp?itok=TrU3Ws_2 650w,https://cdn.mises.org/styles/responsive_4_3_870w/s3/static-page/img/Commerce%20and%20Culture_Cantor_20140923.jpg.webp?itok=wgWRZxRN 870w,/s3/files/styles/responsive_4_3_1090w/s3/static-page/img/Commerce%20and%20Culture_Cantor_20140923.jpg.webp?itok=Cpipa1Td 1090w,/s3/files/styles/responsive_4_3_1310w/s3/static-page/img/Commerce%20and%20Culture_Cantor_20140923.jpg.webp?itok=3xGK7LZt 1310w,https://cdn.mises.org/styles/responsive_4_3_1530w/s3/static-page/img/Commerce%20and%20Culture_Cantor_20140923.jpg.webp?itok=1-UUqdaG 1530w)
We have such a bias against commercial art in our culture that Cantor tries to show that some of the great art of the past grew out of commercial activity. Cantor had never played a video game, so he had to work through those. He sees that this is where things are going.
Ignoring the migration of media can lead to a lot of problems and make you pessimistic. It is commercial culture that develops the new media. The richness of video gaming is the richness of possibilities. Culture grows out of chaos. Patronage and markets seem to be the best way to support art and culture. Bureaucratic organizations are the worst.
Lecture 10 of 10 from Paul Cantor’s Commerce and Culture.