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Representation of gender in both Men’s Health and Tomb raider

In this essay I am going to argue the fact that females are represented in a pessimistic way in comparison to males. I will be exploring issues in both prints about how they present the dominant male and female. In Tomb Raider Lara Croft is made to look like an attractive girl. This is the gender typical stereotype people have for a ‘perfect woman’. In comparison to this in Men’s Health Vin Diesel is made to look like a muscular man which is presented as the dominant ideology of what men should look like. In my opinion I would say that Men’s Health is a reactionary text because of the muscles and all the cover lines, “blast body fat”, “new year muscle”, whereas Tomb Raider is more of a radical text because even though Lara Croft is sexualised, she is portrayed as a woman that is involved with intense combat and she carries guns and weapons which is not what we associate woman to have. 

A difference between the two pieces of media is that the game cover presents a constructed reality, whereas Men’s Health shows a real person. This could be used as evidence to support the idea that the expectations of society for the appearance of females is more unrealistic and unattainable, meaning the only way to represent this cartoonish ideal is through the use of constructed reality, as it simply doesn’t exist within the real world. 

While some might say that a heavily sexualised protagonist or front cover image is a necessity to achieve high sales in the respective industries, sales figures show that most of the highest selling games and magazines do not follow this trend. For example, the highest selling video game of all time is Minecraft, followed by Tetris and a variety of Nintendo games including Mario and Pokemon. None of these games feature a protagonist similar to Lara Croft, and yet they have far exceeded the Tomb Raider games in terms of sales. 

Many would say that this is far more harmful than the presentation of Lara Croft, as even though she is stylised to be perhaps unrealistic and unattainably attractive she is never presented as a societal norm within the game, nor is the game intended to be viewed as realistic, as evidenced by the scene of her fighting a dinosaur on the back of the cover. Furthermore, within the game when other human characters do feature, they are not presented in the same way as Lara. Instead, they are more often realistic deceptions of normal people. 

The same can be said for magazines; the highest selling magazines of all time include National Geographic, Better Homes and Gardens, Food Network Magazine, and Popular Science. Only one magazine, The Cosmopolitan, out of the 20 highest selling magazines regularly features highly sexualised people on their cover.  

This evidence suggests that the idea that society demands and expects the heavily sexualised representation of both males and females to be false, in fact the sales of magazines and video games denote the opposite to be true. Because of this, games like Tomb Raider and magazines like Men’s Health seem to be unnecessarily unrealistic and perpetuate harmful ideologies to society as a whole for no apparent reason other than the preferences of the creators of said texts. 

In conclusion I think that media platforms such as Tomb Raider and Men’s Health use what I would consider, quite harsh and terrible ways to control their audiences, by impacting and controlling consumers’ confidence desires, and anxieties. I think that this contributes to bad mental health being formed, just so media platforms can sell their

genre definitions

Stephen Neale: a prominent UK-based film theorist who made an enormous contribution to genre studies

Repertoire of elements: a group of conventions that the genre includes

Corpus: new texts that are added to the body of similar texts

Hybridisation: the merging of elements of different genres in order to create newer and more of a variety of genres

Historic specificity: the genre is associated with different time periods

Repetition and sameness: regular ideas of the genre not changing or being altered to become a new product within the genre

Variation and change: the change of specific conventions in genres to create new conventions

Narrative image: how the audience sees the genre due to the way it’s presented or spoke about

Expectations and hypotheses: the audiences assumption of what the product contains from what’s used in marketing

Suspend disbelief: make the audience believe the events occuring within a movie

Generic regime of verisimilitude:

Conventions and rules: the key ideas of what the genre itself should contain

Sub-genre:

Hybridity:

Genres of order and integration:

Genre as cultural category:

Theories of audience reception

Cultivation theory: explains the long-term effects and the more something is seen, the more people believe it’s true, that they should watch it or that they should use it. 

The more the Maybelline advert is shown, the more people will want to try out the product to see whether the product is as good as it’s suggested. Due to the fact that the product is made to seem so good, to back this up the product is gold. This suggests a magical effect or a sense of luxury. The audience watching the video are then intrigued to want to try it out in order to be made to feel this specific way. 

Reception theory: someone’s opinion is stated then a comment can be made about their statement which can be positive, negative or undecided so that people can agree or disagree.  

In the Maybelline advert shown, the two youtubers featured in the video are stating how great the product is that people should invest in it and buy it. However, people might be intrigued to buy the product or others could disagree and not want to buy it.  

Many factors could affect whether the audience take the dominant, oppositional or negotiated reading. 

  • Age 
  • Beliefs 
  • Culture 
  • Gender 
  • Life experience 
  • Mood at the time of viewing 

Statement of intent

The theme of my magazine cover is predominantly darker colours to refer to a horror game which is called ‘The Revenant’. Colour grading is used in the horror genre to set the mood or for symbolisation. This gives off a chilling effect to enlighten the reader on what genre it is instantly.  

The target audience for the magazine are the ages of 12-15 as towards that age range kids are hooked on the latest gaming news and information. Children this age are keen to know all the gossip and facts within the gaming industry, hence why this is the age is the specific target audience.  

My title for the magazine is World of Gaming. I chose to use this title because I thought it would entice the reader and attract them into reading it. The noun ‘world’ addresses the topic of gaming to everyone giving them an idea of what gaming is really like. Also, I decided to use this title to base it off the popular magzine ‘PC Gamer’ to attract similar groups of people that read that magazine. The title itself is in a bold font ‘Showcard Gothic’ and the colour used is orange. This bright, exotic colour will instantly stand out and attract attention.  

Finally, the main character, that fills the whole front cover, is suggested to be a designer of the game ‘The Revenant’. He is the iconic symbol within the magazine as he is the main character.