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730 Skateboarding<br />

Media Exposure and Commercialization<br />

This new kind of urban skateboarding, relatively<br />

free from the constraints of commercial skateparks<br />

and organized team sports, and with its own urban<br />

subculture and identity, has become enormously<br />

popular. Besides famous skateboarding <strong>cities</strong> like<br />

Los Angeles, Philadelphia, and San Francisco<br />

(where skateboard spots such as the Embarcadero<br />

and Pier 7 have become internationally famous),<br />

every U.S. city and town now has its own band of<br />

skateboarders—numbers are more or less impossible<br />

to fix, but there are probably around 5 million<br />

to 7 million serious skateboarders in America today<br />

and around 40 million worldwide. Urban street<br />

skateboarding is particularly popular in United<br />

Kingdom and Brazil, but it is also prevalent in just<br />

about every other developed country globally.<br />

As a result, media exposure of skateboarding<br />

has also became increasingly common, through<br />

Hollywood films like Back to the Future, Police<br />

Academy 4, and Gleaming the Cube, and, most<br />

importantly, through satellite television coverage<br />

of the multiextreme sport “X Games,” the Dogtown<br />

and Z-Boys film documentary, and the Hollywood<br />

follow-up film Lords of Dogtown. In addition,<br />

there are a multitude of manufacturers’ videos<br />

promoting products via their team riders, as well<br />

as a tendency on the part of other product manufacturers<br />

for skateboarding to be included in<br />

advertisements whenever a sense of dynamic<br />

adventure is required (skateboarding is often featured<br />

in car advertisements to impart a sense of<br />

youthfulness and urban adventure). Also of significance,<br />

Sony launched their phenomenally successful<br />

Pro-Skater Playstation video game, endorsed<br />

by professional skateboarder Tony Hawk, and<br />

then further developed this into the equally popular<br />

Tony Hawk’s Underground game series.<br />

Internet coverage also continues to grow, offering<br />

interviews, videos, photographs, skate locations,<br />

and music.<br />

Indeed, it is the commercialization and mediaization<br />

of skateboarding that often dominates at<br />

the start of the twenty-first century: Many seemingly<br />

independent and small skateboard companies<br />

are in fact often owned by a few large conglomerates,<br />

with the whole business being estimated at up<br />

to $1 billion per year. In addition, skateboard shoe<br />

and clothing companies such as Vans, Airwalk,<br />

and DC are now sold in mass-market stores worldwide,<br />

while hundreds of professional skateboarders<br />

reportedly earn six-figure salaries from their<br />

product endorsements and guest appearances.<br />

Nonetheless, despite attempts to turn skateboarding<br />

into a commodified and media spectacle,<br />

it remains at core a resolutely antiauthoritarian<br />

urban practice, with many skateboard-related artists,<br />

filmmakers, videomakers, and photographers<br />

choosing to work outside of the more commercialized<br />

arenas of the sport. Most importantly of all,<br />

in its actual performative actions, street skateboarding<br />

remains highly confrontational toward the city<br />

environment: taking over public squares and plazas,<br />

scratching benches and planters, gouging out the<br />

tops of stone and brick walls, leaving traces of paint<br />

on handrails and steps, creating noise and visual<br />

surprise, and speeding past pedestrians. Yet, beyond<br />

simple accusations that skateboarding causes physical<br />

damage to persons and property, there is a<br />

more significant dimension to this seeming aggression:<br />

In redefining space for themselves, skateboarders<br />

threaten accepted definitions of space,<br />

taking over space conceptually as well as physically<br />

and so striking at the very heart of what<br />

everyone else understands of the city. In particular,<br />

through their performative and largely untheorized<br />

and uncodified actions, skateboarders make an<br />

overtly political statement, suggesting that the city is<br />

not just a place for work, commuting, or shopping<br />

but also a place for play, action, and consumption<br />

without spending money. The skateboarding world<br />

thus offers a pleasure ground carved out of the city<br />

and a modern-day continuous reaffirmation of the<br />

situationist-inspired 1968 statement that beneath<br />

the pavement lies the beach.<br />

Anti-Skateboarding Legislation<br />

Unsurprisingly, this kind of activity does not go<br />

unchallenged. Because skateboarders test urban<br />

boundaries, using city elements in ways neither<br />

practiced nor understood by others, they face startling<br />

amounts of repression and legislation.<br />

Negative and heavy-handed reactions to skateboarding<br />

have become increasingly commonplace,<br />

and many U.S. and U.K. <strong>cities</strong> have now placed<br />

curfews and outright bans on skateboarding.<br />

Consequently, skateboarders now routinely encounter<br />

experiences similar to those of the homeless,

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