i intend to creative a video games box inlay product for a secret agent/spy video game. I will be making the popular movie James Bond
The main image on the cover will be a spy, for the reactionary product, I will use a male character as the dominant signifier as it is expected from the audience that a detective will be male.
I will make a games cover based around the series ‘Love Island’. I believe that I could show the difference in covers between the radical and reactionary side of the game. The reactionary side whereby the contestants are in small, exposing swimwear displaying their toned, voluptuous, perhaps false and ‘perfect bodies’ contrasting with the radical side that the contestants are in appropriate clothing and it includes all different body types. This game will be called ‘A look inside the LI villa. The target audience of my product is for anyone over aged 12. This game will be made by ‘electronic arts’ as they produced sims and my game will have a similar layout. It will be able to be played on an xbox or playstation. I followed the style model ‘Love Island’ and ‘Sims’. My reactionary product will include attributes that attract ‘the male gaze’ mainly but also challenge the female gaze partly as it will contain both men and women in little clothing but the women body will be accentuated more and there will be more women that men on the cover.
I am going to makes a games box cover based around the game “Call of Duty”. I aim to portray the idea that women are equally as powerful as men and shouldn’t be seen from the “male glaze” by putting both a male and female on the front cover. They will both be in the same stance and wear non-revealing clothing: avoiding typical male sexualisation of females in-game. Calling it “Ancient shooting war”
I will use contrasting colours from the top of the cover to the bottom, mise-en-scene, large bold writing for the title and different shapes to introduce mystery hiding behind them, using both icon and indexical signs to allow for increased interest.
The type of company that would make my cover would be a big brand Eldos who make many popular games and the type of people that would consume it would be both male and female but mainly male aged around 12 and up.
I am going to make a games cover inspired by the Toy Story films. I am doing this because I will be creating two new characters, both of which will be female. One cover will have one female and the other will have the other. One female will be dressed as an ‘Action Man’ toy and the other one will be dressed as more of a softer princess type look. She will represent a ‘damsel in distress’.
I believe I will incorporate both reactionary and radical aspects. The female character dressed as ‘Action Man’ will be dressed as closely as possible to what a male ‘Action Man’ which is radical since females are stereotypically dressed in much tighter clothing which is contrasting to males. She should not be in the position to be sexualised. The character dressed similarly to ‘Bo Peep’ in Toy Story will be reactionary since it is stereotypical for a female to dress in dresses and soft colours. This will make her look like the ‘damsel in distress’ that she is portrayed to be.
The target audience will be younger children, perhaps 7+. At this age children would have watched or heard about toy story so this game would be suitable for them.
My game will be made by a generally big company such as Nintendo or Sony.
I’m going to design and make a games cover based around an open world racer eg. Forza Horizon 4/5. My game will consist of an expansive car list and a realistic, huge explorable world. These will be displayed on the back of the cover. Other things people like to see are great user interface and high refresh rates (120Hz), both of which my game will support and will display this and other capabilities on the front and back of the cover. The target audience for my product will be anyone over the age of 3 and will be developed and produced by Playground Games and Turn 10 Studios.
The main cover image will be of a 2020 Ferrari SF90 GTS. This is because it is an iconic design of a car today and will attract the eye of the player. I am going to design my own using software called car configurator. I will use a similar design layout of many games covers of the current day. This will include a large title and iconic sign for the front cover. The main image will wrap around the spine and also be featured on the back side. I will also have a Playground Games logo on the front, as well as the PEGI 3 age rating.
My game will represent how an almost real experience can be induced in a game, but better than any other currently on the market. I will do this by allowing the use of a steering wheel/pedal/racing seat rig can be used with a Virtual Reality headset, something that is not currently possible on Xbox and PC systems.
My game will be playable by anyone who has an interest in it .
For my games cover i will be creating a pirate themed game, my dominant signifier will be a female pirate. I have chosen to create a radical female pirate game instead of a reactionary male pirate to ignore the harmful stereotypes that surround pirates and adventure based characters. I am creating this character to contrast with the usual theme of ‘damsel in distress’ which is presented with many female video game characters. My dominant signifier will be holding a sword which is an indexical signifier to danger and strength, something that is not commonly associated with female characters. My character will be wearing a long skirt or trousers to take away the focus of the male gaze and shine the spotlight on the aim of the game, adventure and fun.
My games cover will feature my dominant signifier on the front accompanied by small photo snippets of the game play on the back to entice the players. The anchorage will be smaller than the dominant signifier but placed near her.
The company producing my game will be XBOX as they have a huge following in the gaming community and will be able to gain the attention of potential players.
I’m going to make a games cover based around Indiana Jones Film and Game franchise because it’s a heavily reactionary and stereotypical concept which is very popular so when I transform it into a more radical and counter-stereotypical concept which would challenge consumers perspectives and assumptions much easier since the ‘Indiana Jones’ franchise since it’s very popular. I predict my radical product will be perceived as similar to the ‘Lara Croft’ game franchise
Media Language:
After analysing and describing CSP 1&2 I can assume that I can produce a reactionary and radical product which will look professional with the use of similar indexical, symbolic and iconic signs. After looking at CSP 1&2 I now understand what signs game covers typically use and how, knowing this is going to help me make my games cover since I know what signs to use.
Representation:
I’m going to be designing both: a radical cover, one which introduces and explores counter-stereotypical ideas which challenges the consumers reactionary response to a game which has the same concept of the one which I plan on making and a reactionary design, a design/concept of a game which is stereotypical and what the consumer may expect from a game with the concept of the one I plan on producing.
I feel a large, mainstream company would distribute/produce the reactionary version of the game since they’ll know/expect that a mass market will enjoy the game. Whereas I feel a smaller, maybe niche marketed games company would distribute and/or produce the radical version of the game.