GAMES COVER

For my video games box inlay products, I intend to make two that represent the significance of the male gaze. This means that I am going to make one cover that could be suggested to be objectifying women and another that isn’t suggested to be objectifying women. This is because I would like to support the stereotype of the idea that the female body is constantly sexualised throughout the male gender.

I will do this by producing my first cover with the main character as a woman named Carrie Alpin, this woman will have an over exaggerated definition within her bum and tight clothes, this is because these features can over sexualise a woman’s body. She is going to be wearing a tight grey tank top, which will define her breasts, weight and hips. For her bottom half she will be seen wearing what looks like grey leggings, these also define her hips but help to define her bum. I am going to show two images of her from both a front and back view in order to see how the clothes fit her and to see her whole body. For both of my covers I am going to use a space/galaxy like theme.

For my second cover which will oppose the stereotype of the male gaze, I will produce the main character, who is also a woman named Jennifer Rigley, with baggy clothes on which will be an oversized yellow firefighter jacket which goes long enough to cover her bum and baggy yellow firefighter trousers which will not give any definition to the woman’s figure. The placement in which the woman will be is the exact same as as my other cover, this is so that the audience can focus solely on the difference in how her body and figure is presented.

The type of media language I am aiming to use within my covers are graphical features such as a dropcap. I also am going to use elements of real print product such as an age limit, an age limit is important to use as most video games are mixed with violence so could be offensive to someone of a younger age considering that the target market for video games are also more often for boys of a younger age.

I would like to represent these video games box inlay products as something to suggest the importance of sexualising the female body as I feel that it is wrong and unethical. The context that I am going to include into my covers is the impression of the male gaze.

The kind of company that would make my product would be xbox or ps4 as they are the most well-known video games companies.

Games Cover

Statement of Intent – I am going to make a games cover based around FIFA, because the argument around male and female football being similar principles is quite interesting to me. I am going to do two covers, both based around football, however one version of the cover will be reactionary featuring mostly male characters wearing usual, comfortable sportswear typical of that worn in a football match, however the other one will feature female characters, and so it will be radical to what the stereotypical audience, a young, male player, of a football game would commonly expect for a front cover of these kinds of games.

I am going to base my covers on the standard cover of FIFA 22 which has conveniently been released this month, with a similar layout using elements such as an age rating, company logos, graphical elements such as lines, and indexical symbols to relate to what the product is offering. However, I am going to use different background images, but use the same icons and signs that the normal one does.

I want my product to represent the fact that women are perfectly capable of playing sport and making it entertaining without having to bear the “male gaze” in mind, particularly in the game industry. I intend to prove that women to not need to satisfy the male gaze while being depicted as strong and independent in video games.

The type of product I am going to make would usually be published by a games company such as EA and would be for an audience of fairly young male players.

Representation

The Male Gaze is the idea that men objectify and sexualise women. They depict them in ways that portray them as sexual objects.

Laura Mulvey was a British film theorist who tackled the centrality of the male viewer and his pleasure. She called this ‘The Male Gaze’. She wrote ‘Visual Pleasure and Narrative Cinema’ which showed all her findings and opinions.

John Peter Berger was known for his ‘Ways of Seeing’ This highlighted ‘The Male Gaze’.

Representation

Laura Mulvey (born 15 August 1941) is a British feminist film theorist. She was educated at St Hilda’s College, Oxford. She is currently professor of film and media studies at Birkbeck, University of London. Mulvey is best known for her essay, Visual Pleasure and Narrative Cinema, written in 1973 and published in 1975. It was the subject of much interdisciplinary discussion among film theorists, which continued into the mid-1980s. Critics of the article pointed out that Mulvey’s argument implies the impossibility of the enjoyment of classical Hollywood cinema by women, and that her argument did not seem to take into account spectatorship not organized along normative gender lines. Regarding Mulvey’s view of the identity of the gaze, some authors questioned “Visual Pleasure and Narrative Cinema” on the matter of whether the gaze is really always male. Mulvey does not acknowledge a protagonist and a spectator other than a heterosexual male, failing to consider a woman or homosexual as the gaze.

John Peter Berger was an English art critic, novelist, painter and poet.  His essay on art criticism Ways of Seeing written as an accompaniment to the BBC series of the same name, is often used as a university text. He lived in France for over fifty years. In 1972, the BBC broadcast his four-part television series Ways of Seeing and published its accompanying text, a book of the same name. The first episode functions as an introduction to the study of images.

representation

  • The male gaze is depicting women and the world through a straight males perspective, mainly seen in visual arts and literature.
  • The male gaze presents women as sexual objects and are mainly shown through clothing and movement.
  • John Berger- English art critic- author of ‘ways of seeing’
  • Laura Mulvey – British feminist film theorist – theorised of the male gaze.

Representations

Notes on youtube video:

The male gaze: invokes the sexual politics of the gaze and suggests a sexualised way of looking that empowers men and objectifies women. In the male gaze, the woman is visually positioned as an “object”. Her feelings and thoughts are less important than the males and she is “framed” by male desire.

Laura Mulvey: British feminist and film theorist who invented “the male gaze” theory. She is mostly known for her essay, “Visual Pleasure and Narrative Cinema” which focuses on John’s idea of “The male gaze”.

John Peter Berger: British essayist and cultural thinker as well as a plentiful novelist, poet, translator, art critic and screenwriter. He is best known for his book and BBC series “Ways of Seeing”. This book was largely based on the idea of “the male gaze”.

REPRESENTATION

In the book ‘Ways of seeing’ by John Berger it is suggested that woman are sexualised and depicted. This occurs within video games to give the assumed straight male that is playing a certain sense of empowerment, this is thought of as the male gaze.

The male gaze, developed by Laura Muvley, by definition is the act of depicting women and the world in visual arts and in literature, from a masculine and heterosexual perspective that presents and represents women as a sexual object that aids for pleasure of the heterosexual male viewer.

In Johns book he talks about the way both men and women are presented in visual culture, he suggests that both genders entice different ‘gazes’ meaning that they are looked at differently for example from different angles. This happens particularly for the female gender as there is an obvious representation of their bum and an over exaggeration of a hip sway.

Levelling up Quotes= ‘some of the only places where Black characters could be found was in sports games’

‘ the most-active gameplaying demographic is African American teenagers’

Diversity Matters=  ‘Aimed at children affected by cancer’

‘narrative game about multiracial communities living in the city’s urban areas’

Laura Mulvey= ‘One is scopophilia’

‘The determining male gaze protects its phantasy onto the female figure which is styled accordingly’

Representation

Video game characters are presented in many different ways, however there could be a link between female characters and sexualisation in comparison to male characters, who could be said to be presented in “normal” ways.

Examples of female sexualisation include differences in female animations, camera angles and clothing. The purpose of this may be to satisfy the stereotypical straight male player who would usually be interested in these types of games.

This could link to an idea dubbed “The Male Gaze” which is a masculine, heterosexual viewpoint of the stereotypical straight male which portrays women as “objects” used for sexual pleasure. It was first applied by John Berger in a documentary-style analysis named “Ways of Seeing” in 1972. It showed how women were represented in art and advertising.

The concept was further applied by Laura Mulvey when she critiqued traditional representations of women in film, which solidified the term further.

Representation

The ‘Male Gaze’ is a very popular point of view used in media, this is mostly used in Film and Video Games. The ‘Male Gaze’ is essentially the interpreted way a male character would see the world depicted in the narrative, for example the ‘Male Gaze’ commonly over-sexualises any female character whether that be the costumes available for the genders or just the simple movement which may be exaggerated or iconic to that gender

Ways of Seeing is a 1972 television series of 30-minute films created chiefly by writer John Berger and producer Mike Dibb. It was broadcast on BBC Two in January 1972 and adapted into a book of the same name.

The series was intended as a response to Kenneth Clark‘s Civilisation TV series, which represents a more traditionalist view of the Western artistic and cultural canon, and the series and book criticise traditional Western cultural aesthetics by raising questions about hidden ideologies in visual images. According to James Bridle, Berger “didn’t just help us gain a new perspective on viewing art with his 1972 series Ways of Seeing – he also revealed much about the world in which we live. Whether exploring the history of the female nude or the status of oil paint, his landmark series showed how art revealed the social and political systems in which it was made. He also examined what had changed in our ways of seeing in the time between when the art was made and today.”

The series has had a lasting influence, and in particular introduced the concept of the male gaze, as part of his analysis of the treatment of the nude in European painting. It soon became popular among feminists, including the British film critic Laura Mulvey, who used it to critique traditional media representations of the female character in cinema.”

The extract pulled from Wikipedia gives a short insight to the book ‘Ways of seeing’ by John Berger, published in 1972 it expertly explains the ‘Male Gaze’ and what it commonly means in the sense of using it in media.

Video game design

  1. My intent for my product is to make an all inclusive game for people of the age of 15 and above. My game is about a detective who has moved from LA to New York to sort out the latest case; a serial killer on the loose. As the game progresses each clue reveals that the killer is actually another version of the detective (who has DID) and each morning he forgets the previous night. The game ends where he’s faced with the big decision of handing himself in or running away whilst he can. The cover I’m taking inspiration from is Tomb Raider.
  2. The dominant signifier will be similar with the main character being the centre of the cover. He is the main protagonist and his name is also included in the title. At the top of the front cover I have a masthead of the Xbox 360 banner to show what kind of console this video game it is used for. My cover has bright purple colours whilst the style model I’m following (tomb raider) has a bright gold, this makes the game look so much more enticing and encourages customers to buy this product. The main title has the same layout as my style model in the sense that the writing is over the dominant signifier and written in a font which corelates to the story line. F or my back cover I have written a blurb, which is my anchorage, to give context of what the games about but I’ve also left enough details out that it interests the consumer to buy the game to then play it. To make my product more realistic I’ve included a barcode (code) and some company logos, as well as the games rights on the back.
  3. My Games cover is reactionary in the sense that a male plays the main character and he is in the centre of the cover, however my game could also be considered radical because the game is about a quest but with no female character playing a damsel in distress nor using her as a trophy. The game is simply about the main character and his discoveries which end up being about himself and only rarely involving other characters. It could also be considered radical in the sense that the main colour of the background is pink/purple which aren’t typically seen as a manly colour and would often be associated with a female character.
  4. My product would be made by big companies such as Xbox, PlayStation, Nintendo. It would be consumed by audiences of 15 and above as the plotline is for more mature audiences.