games cover

DEADLINE TO COMPLETE YOUR GAMES COVER IS TUESDAY 5th OCTOBER

Think about what you would produce as a video games box inlay product and write up the following in a new post (which is linked to the NEA assessment criteria – click on file link below to see how you will be assessed)

Use the following categories: Production

Task 1:

1. statement of intent (100-150 words)

2. Media Language (codes, conventions, signs, elements of real print product). Put another way: how did if follow your style model? (50 – 100 words)

3. Representation / content (use key language ) (50 – 100 words)

4. What kind of company would make your product? What kind of audience would consume it? (50-100 words)

Task 2:

Sketch out a design for your games cover on an A4 piece of paper. Take a photo of your sketch and upload this to your blog (essentially both task 1 and task 2 are your planning documents).

Task 3:

Create a DVD games box cover (back and front). The dimensions are 275 mm x 185 mm with a 300 dpi resolution (because this is essentially a print product). Include spine guides, the first at left is at 130 mm add a second guide to have a spine of 15 mm.

Task 4:

Please upload your finished product to the blog (as a JPEG) and print it out on a piece of A4 paper. Do this by the end of the week. Categorise your post as PRODUCTION.

If your JPEG is too big to upload then open up the file in Photoshop and reduce the file size. You can do that by selecting IMAGE > IMAGE SIZE and REDUCING THE BIGGEST NUMBER TO 1000 PIXELS.

Task 5:

Re-design your Game Cover / Inlay box card to produce a completely opposite representation of your product. So if it was reactionary, make it radical, if it was positive make it negative, if it was stereotypical make it countertypical. Please remember that we are a school – so don’t go too controversial – it would still need to be a recognisable media product that is aimed to sale.

Some advice for content

In other words, you are looking to change more than the surface of your product! At the heart of your product you are (RE)-PRESENTING A SET OF ATTITUDES, VALUES, BELIEFS (what is known as ideology), so your new product will be a complete reversal (or antithesis) of your first production.

In this way, we should be able to recognise that media products are a set of selected elements that construct an ideological representation of ( . . a thing, a group, a set of . . . for example: gender, race, ethnicity, sexuality, nationality, regional identity, economic identity, global identity and / or ideas around key issues such as the environment, conflict, violence, space, morality, ethics etc etc etc)

Some advice for the process

I would suggest that you open up your old file and save it as a new file name. I would imagine that you will:

  • Change the colour scheme
  • Change the title
  • Change your main character
  • Adjust and change a couple of your screen grabs

When you have finished upload the JPEG copy to the blog (as we know PSD – photoshop files do not upload to the blog)

I will give you a mark out of 10.

  • 5 points for completing the exercise.
  • 5 points for each bullet point that shows the changes you have made.

representation

The male gaze– How men objectify (view) women and sexualizing’s them as being less capable creating empowerment in men.

Laura Mulvey– She was the person who came up with the idea about the male gaze as they were many issues with gender in film and other media. She is a feminist and says that films are made in the view of a heterosexual men trying to reveal sexually attractive parts of a woman by camera angles, zoom-ins or other strategies.

John Berger– He devised the theory of “Ways of seeing” suggesting that the way woman are seen by men and the way they are taught to see themselves is wrong and creates a bad relationship.

Quotes

“52% of Hispanic people studied believed there was a link between violent video games and real-world violence.”

“This poor representation of Asian women perpetuates the stereotype that they are meek, submissive, sexual objects who exist purely for men’s entertainment.”

“new range of diverse player avatars, complete with wheelchairs, complete with a greater range of skin tones, complete with more expressive gender-agnostic clothing”

“It is isolating not to be thought of or considered in the culture you desperately want to consume and be part of.”

“women then stands in patriarchal couture as signifier for the male other”

“women displayed as a sexual object”

“Euthanised damsel- only solution is to kill damsel in order to protect her”

“Woman in refrigerator- women killed off to continue male story development and seek revenge”

Representation

The Male Gaze – the perspective of a notionally typical heterosexual man considered as embodied in the audience or intended audience for films and other visual media, characterized by a tendency to objectify or sexualize women.
“it’s because of the male gaze that female characters are regularly eroticized.”

(Source – Oxford Languages)

Laura Mulvey a filmmaker and theorist who created the term “the male gaze” in her 1973 paper Visual Pleasure and Narrative Cinema.

John Berger an English art critic, novelist, painter and poet. In his book Ways of Seeing, Berger observed that ‘according to usage and conventions which are at last being questioned but have no means been overcome – men act and women appear. Men look at women. Women watch themselves being looked at’.

Representation

The Male Gaze –

Coined by Laura Mulvey in 1975, the term ‘the Male Gaze’ refers to the objectifying of women in popular media. Women are commonly sexualised through the use of clothing, camera angles, and movement, in order to satisfy the presumed heterosexual male viewer. There are many examples of the Male Gaze having an impact on modern media. For instance, extraneous nudity by female characters, slow camera pans of women’s bodies, women wearing tight or informal clothing when male characters are appropriately dressed, framing women so their cleavage stays in the frame, using the female body as a prop, a male protagonist, with women characters only as sexual objects. The problem with the male gaze is that I portray women as something for the heterosexual male (or patriarchal society as a whole) to watch, conquer, and possess, rather than understand and respect. Also, as media is so influential in determining culture, regressive representation of women in video games could make the young men and women playing them a misinformed view of sexual politics.

Ways of Seeingcopied from Wikipedia

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.

Example of ‘The Male Gaze’

Pin on Curating Gender
Megan Fox in Transformers

In the 2007 film, Transformers, Megan Fox (who was just 20 years old during filming) is overly sexualised in order to appeal to heterosexual males.

Represenatation

It is pronounced, that ‘the male gaze’ is a common stereotype followed in different forms of the media. Laura Mulvey argues that some of the moist popular films follow a ‘deep-seated drive’ known as ‘scopophilia’. This idea can be seen in sexualising for the male viewer, in way to make the vision more interesting and appealing. Examples of this sexualization can include close ups of the detailed body of the character, or minimal clothing dressed on the character. Camera positions are a common aspect of emphasising the feminine body, a zoom and easy accessibility of vision into the more exaggerated areas of a female body during cut scenes and/or during gameplay compared to the avoidable recognition of a the male body, causes concern. It is not argued against that women aren’t seen as heroic or adventurous in these films or videogames, however how they are seen conducting their actions, through what they wear, how they walk, how they sound etc, is where the offence becomes apparent. Furthermore, it is unusual to see men objectified as a sexual object, Laura Mulvey states, so why should women be seen as this? Are these women desired for their audaciousness during film/gameplay due to what they look like?

The male gaze: Representation

The Male Gaze

The male gaze is an objectification of and towards women. The ‘gaze’ is looked at as sexualising women and objectifying them and empowering men, to indicate that females feelings and thoughts are less important than women being ‘framed’ by male desire.

Laura Mulvey, is a feminist who explains that most films are designed to visually pleasure masculine ‘scopophilia’. Scopophilia is the sexual pleasure in looking. Her concept is described as a heterosexual, masculine gaze. She argues the disliking of women being sexualised by their body language and fashion in most movies, and how women are there to be a visual pleasure for men.

representation

The Male Gaze

the male gaze is the perspective of a heterosexual man and how it is used to create the feeling of empowerment in men and the objectification and sexualisation of women in video games, films and other media.

Laura Mulvey

is a creator who works on explaining and exposing why the male gaze is so overused in games and how it is used. for example she talks about how the camera angles are used differently for male and female characters. for example male characters have a more over the shoulder camera angle in 3rd person games where as woman’s camera angles focus of getting the woman’s entire body in the shot. she also talks about how little clothing the female characters wear and how the heals they where bare inappropriate for fighting and are only used for the sexualisation of the character.

John Berger

“Men act and women appear. Men look at women. Women watch themselves being looked at. This determines not only most relations between men and women but also the relation of women to themselves. The surveyor of woman in herself is male: the surveyed is female. Thus she turns herself into an object of vision: a sight.”

this shows how he too agrees that women are over sexualised and how the male gaze effectively objectifies the woman and how they are treated by men as something to look at and sexualise. aso woman start to feel as though they are just an object as the male gaze is such a prominent thing in current media such as video games.

Pithy quotes.

“It sets a dangerous precedent when game developers don’t do their research.”

“a link between violent video games and real-world violence.” 

“”young, white, straight male”

” they can be accepted anywhere- in both the gaming world- and that gaming.”

“displayed for the gaze and enjoyment of men”

representation

the male gaze- is the perspective of a heterosexual man and how it creates a feeling of empowerment of men objectifying and sexualising women in video games and other forms of media.

Laura Mulvey- is a creator who created the idea of the male gaze and exposing game creators for sexualising women and making the assumption that all men who play the game wants to see the woman’s butt per say.

John Berger- The voice actor for both Archie and Albert Crisp in the video game Grande Theft Auto: London 1969

“Men act and women appear. Men look at women. Women watch themselves being looked at. This determines not only most relations between men and women but also the relation of women to themselves. The surveyor of woman in herself is male: the surveyed is female. Thus she turns herself into an object of vision: a sight.”

John Berger sight of seeing

This shows how men overly sexualised woman and treat them like objects. The male gaze shows how video games have an influence on how we act today and how women get treated due to being sexualised in videogames.

QUOTES

why diversity matters:

“The industry traditionally projects an image that is young, white, straight and male.”

“We aim to provide a welcoming and safe space for everyone who attends, to experiment with costume, gender and sexuality, and know that they will not only not be judged, but entirely supported and celebrated.” – xbox

LEVELLING UP

“Latinx characters have often been portrayed as gangbangers and drug dealers, as seen in the Grand Theft Auto franchise, with ridiculous, cliched gang names like “The Cholos” and “The Cubans,” voiced in exaggerated, stereotypical Hispanic accents”

“Worse still are the portrayals of Muslim/Arab/Middle Eastern people, who are often relegated to the role of terrorist.”

VISUAL PLEASURE AND NARRATIVE CINEMA

“The cinema satisfies a primordial wish for pleasurable looking”

“ultimately the meaning of women is sexual difference”

FEMINIST FREQUENCT SITE

Representation

The male gaze – Laura Mulvey and John Berger

This is a key idea of feminist film theory, which visual media believed that men tends to sexualise women for a male viewer. The male gaze theory is when women in the media are portrayed from the eyes of a heterosexual man and that these women are represented as passive objects of male desire. This suggests that the female viewer must experience the narrative secondarily, with the male. John Berger observed that by no means been overcome, men act and woman appear. Men look at women and women watch themselves being looked at.

Quotes

  1. “It is said that analysing pleasure, or beauty, destroys it.”
  2. “Woman’s desire is subjugated to her image (…) as bearer, not maker, of meaning.”
  3. “In herself the woman has not the slightest importance.”
  4. ” I still see storytelling for men by men that is always reinforcing the male gaze
  5. “Sheer male interest filled his gaze which was entirely focused on her. She’d never before felt so female, so utterly desirable, so wanton.”
  6. “The “male gaze,” as a shaper of my life’s choices, is largely incidental.”
  7. “There are plenty of images of women in science fiction. There are hardly any women.”
  8. “The girl anchors the stage, sucks in the male gaze, and, depending on who she is, throws her own gaze back out into the audience.”