Essay Prep – Games Cover Evaluation

For my games cover I produced a football game, and my dominant signifying image was quite masculine. This fits with the trend created in Toril Moi’s analysis of the differences between female, feminine and feminist categories of representation, released in 1987. The only difference is that my cover has a particular focus on masculinity. This is shown in the general posture of my character, being bold and confident, along with the sports-related clothing showing professionalism. I also exaggerated muscular features, such as the arms, torso and legs, which may come across provocative to some.

My character reverses the concept and idea of “The Male Gaze” by Laura Mulvey because of the fact that the dominant signifier is not one which would usually be sexualised by the stereotypical straight male video game player. However, you could say that the character is still there to be looked at and objectified, following a quote from the article “Why diversity matters in the modern video games industry” – “If you do not see yourself on Netflix, on Instagram, in games, in forums, where are you?” (The Guardian). This implies that “otherworldly” characters with too good to be true bodies are becoming increasingly relevant as time is progressing and their influence across the world is rapidly increasing as well, particularly because of the rise in use of social media platforms.

This considered, I think that masculinity is more commonly seen as more confrontational, aggressive and violent than femininity so in this regard my product could be considered a reactionary representation of masculinity, fitting in with what most people in society would consider everyday views.

On the other hand, this representation of masculinity may not entirely be one shown in a particularly positive light. I think this because in my opinion, a confrontational, aggressive and provocative mindset is not one that males should aspire to have. Because of this, if I were to recreate this product, I would replace the dominant signifying character of a male with one of a female, with features which do not fit the idea of “The Male Gaze” in that the character would not be sexualised by their design. I would do this by re-sculpting my character, using less revealing clothes, more realistic body features and a more regular posture. I think this would paint femininity in a much more positive light, providing a countertype and challenging everyday beliefs about females.

This ties into the broad argument of whether women’s football is a “true sport” and if it is entertaining to watch as male football. I think that both genders can and should play football as much as each other, but the vast majority of football games available focus on male football, so consequently this idea of a game cover would be radical. By changing my dominant signifying character, I think that a far less negative representation of football as a whole would be presented. This links to a quote from an article being “As a girl growing up playing games I was always like, why do I have to play as a boy?” (The Guardian) in that it would promote equality and provide younger people with more role models to look up to, particularly girls, as more elite female footballers would be recognizable in the game.

Essay prep

I produced an Indiana Jones’s type game and I created a dominant signifying image that was essentially masculine  and stereotypical. Although the antagonist was not really a male character, even though it may appear as male. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). Only in my production there is a clear focus on masculinityThis can be identified in the typical stereotype of adventure games, where the main protagonist(the adventurer) is a man and has two sidekicks(one of which typically a woman).

Further to this I have exaggerated the muscular attributes of my character with expanded arms, legs and torso. I also included clothing that would be efficient for the story and confrontational, including an antagonist – signifying combat, aggression, conflict etc – and ancient clothing. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character is there to be objectified and looked at, in the words of Laura Mulvey he is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999). However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier, which is not the case for my character.

Nevertheless, I believe that it is generally accepted in society that masculinity is seen as much more aggressive, confrontational and violent than femininity. So in this sense my product is a reactionary representation of masculinity.

However, I don’t think this is a positive representation of masculinity as I personally believe that an over-aggressive (toxic) masculinity is not healthy for males to aspire to. As such, if I was to create this product again, I would avoid the stereotypical representation of an over-muscular, over-physical man and look to create a character that was more radical in representation. Perhaps inhabiting a range of signifiers that would connote a more feminine (ie less masculine) character. I could do this by re-sculpting my character in terms of their physical appearance, their clothing, their posture and even their gender. Changing the protagonists gender to female would make the product radical but a game which has already explored this idea is the ‘Lara Croft’ game franchise, although it may sem like a positive representation initially the game art/cover oversexualises Lara which I think is the wrong approach to creating a radical game. As such, I would be sending out a much more positive message (for me) about masculinity, if I made a radical product, one that used a positive countertype to present a radical and challenging representation which could help gamers to adopt a new ways of thinking about gender representation, with more positive role models for young people to aspire to. As Keith Stuart notes ‘the power of video games [is] a reflective, empowering and emotional influence on the lives of players’. (Why diversity matters in the modern video games industry, Guardian, 18 July 2017)

essay prep

I produced a games box cover inspired by Toy Story and I created a dominant signifying image that was essentially masculine although it was clearly a female character. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). Only in my production there is a clear focus on masculinity, as she is female but appears rather masculine and not feminine. This can be recognised in the attire my character is wearing. She is dressed in army combat clothes that are not tight fitting to her body as it would be reactionary for a female character who is a dominant signifier to be sexualised with exposed breasts and bum which is then revealed by tight fitting clothing.

Furthermore, when creating my character I did make her limbs and frame wider and more muscular rather than the stereotypical slender frame of a female, nonetheless I made sure not to over do the body shape as I didn’t want the focus of my character to be on her body as that takes away from the whole idea of the fact that she is female but is unexpectedly masculine so she is not sexualised. It is a negative that it takes for a female to dress and look masculine for her to not be sexualised. These features go against Laura Mulvey’s work on ‘The Male Gaze’ as my creation of the dominant signifier’s purpose is most certainly not for the male gaze and the sexualisation of the dominant signifier. This contrasts to Laura Mulvey’s

However, I believe that society is becoming

exam prep essay

For my games cover I made a masculine game that leans toward the male stereotype. This goes with Tori Mori‘s analysis of female, feminine and feminist with her representation of 1987 in my games cover I have a samurai which they are mainly male as it was forbidden to have female warriors as women were mainly seen as child bearers as this highlights the patriarchal society that has been implemented for century’s.

furthermore my games cover has a samurai with a katana and wakizashi typically known to be used in the Edo period when japan was in a 250 year civil war. this highlights violence, blood, gore. this can be associated with Laura Mulvey’s notion of the male gaze my character is there to be seen and objectified. Although, the notion of the male gaze is quite distinct due to that it relates to the sexualisation of the dominant signifier, which is not the way i want my character to be seen as.

however, I feel that masculinity today is wider know but associated with violence and confrontational as where femininity is not the same. I think my product is a reactionary representation of masculinity

In my opinion this is a negative representation of masculinity as I personally think masculinity in an aggressive term is un-healthy and something young males should aim towards. If I was to do this again I think I would base it off of the Onna-musha they were female samurai who fought alongside the samurai in feudal japan. therefore skipping out on the overarching stereotype of the male masculinity and embracing equality of male and females

Essay Prep

I produced a game based around the idea of the T.V show ‘Love Island’ and I created a dominant signifying image that was female as the game’s target audience is teen females. This corresponds to Tori Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). In my production there is a clear focus on femininity. This can be identified in the purple bikini I put my character in and her womanly curves. My character is the stereotypical woman that has a body type that would be classed as reactionary as it is something you would expect the main character in a game like this to look like.

Further to this I have exaggerated the womanly attributes of my character with expanded her hips, breasts, and, although you can not see this on the front cover, her butt. I decreased the size of her waist to give her curves, her shoulders, so they weren’t as masculine and also the sizes of her wrists and ankles to make her seem more dainty. In some ways this inverts Laura Mulvey’s notion of the male gaze as my main character is there to be objectified and looked at. This could be in the way that she is being sexualised by men but also envied by women in the sense that some will feel jealous of her ‘perfect body’. The notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier, which is certainly the case for my character with regards to men. The quote “Women’s desire is subjected to her image as bearer of the bleeding wound” perfectly explains a woman’s view in the way that she feels she is only there for her male partner to look after him.

I believe that in society, masculine males are a lot more respected and accepted than feminine females so I produced a game where instead of the man being the main focus or any visual vocus at all, it is the woman who’s more dominant and she is on the front cover. In this sense my product is a reactionary representation of femininity that challenges the stereotype of a male being the main focus.

However, I don’t think that this is a positive representation of femininity, I personally believe that a female with perfect body that represents a photoshopped body (if it was someone in real life). This kind of representation can be toxic to the public/ga,e players as it is not healthy for females to aspire to such a high expectation.

As such, if I was to create this product again, I would avoid the stereotypical representation of a curvy, young model and try to create a character that was more radical in representation. I would maybe inhabit a range of signifiers that would connote a male character. I could do this by re-sculpting my character in terms of their body type, hair colour and length and their posture. As such, I would display a much more positive and inclusive message about not just masculinity but just people’s identity in general, one that used a positive countertype to present a radical and challenging representation this could help it’s audience to encourage more of an open and accepting society, with more positive and unique role models for young people to aspire to. The quote ”Young, white, straight male” when referring to ‘typical’ games characters and audiences, show that there is a certain type for video game inventors. For a violent game this might be for ”Young, white, straight male”s whereas, the reactionary character and audience for my type of game is teenage, straight females who are interested in relationships and drama-filled gossip.

ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS

In this essay I am going to apply a semiotic analysis to both the Tomb Raider and Metroid video games covers. I will argue that the Tomb Raider cover is a creation of the Male Gaze, I feel it doesn’t represent women in a positive way and in fact is extremely sexist. I believe that the Tomb Raider cover attracts the audience’s attention as it displays the example of the male gaze. Semiotics is ‘the study of signs and symbols and their use of interpretation’. Signs are made up of both material forms and mental concepts.

I believe that the Tomb Raider cover attracts the male audience by inhibiting ideas of the male gaze as Lara Croft is dressed in short shorts, a vest and holding weapons. The Male Gaze theory is where women in the media are viewed from the eyes of a heterosexual man, and are represented as objects of male desire. Her bottom half is also facing the back while her top half is turned around to display her butt and also her attractive face to the audience. Her character is highly sexualised which is  reactionary representation of a female being used for players. Stereotypical women are seen as weak and dependant on men to fight for them, for example Feminist Frequency’s idea of the damsel in distress whereby the male character has to save their love who is a woman is a main focus and aim for a lot of video games. However, there is also a radical side to the representation of Lara croft. On the cover of this game Lara Croft is holding guns which sways away from the more reactionary side of the game and is more of a radical feature. The guns are an indexicalsign that shows that she is adventurous which is stereotypically a trait that men have more so than women, and indicates that the game involves violence whereby the role is reversed and the woman has to save herself through brutality.

essay prep

I produced an alien warrior game and I created a dominant signifying image that was essentially feminine. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). Only in my production there is a clear focus on the female genderThis can be identified in the posture that I created for my main character, it is an exaggerated hip-sway, almost sexual pose, which when I tested it on my target audience they recognised as “a typical female pose!”.

essay prep

I produced a Zombies vs Soldiers game, in which I created a main zombie character who is seen as dominant therefore recognising a masculine representation although the character was not necessarily male. This corresponds to Toril Moi’s analysis of the difference between female, feminine and feminist forms of representation (1987). However in my creation you can recognise masculinity through the defined features on the face and body, which according to my target audience is seen as almost “man-like”.

In addition to this I have created a soldier who is a male; this is very stereotypical because for as long as we know men have been expected to be the ones that serve their country and go off to fight and protect while women are expected to stay home and look after the children. I also included clothing that was war-like and confrontational, this signifies battle, hostility, conflict etc – and a war-like helmet. In some ways this can contrast Laura Mulvey’s notion of the male gaze in that the soldier character is there to be objectified and looked at, in the words of Laura Mulvey he is a character whose “appearance is coded for strong visual impact”. Nevertheless, the male gaze is quite prominent as it associates the sexualisation of the character, which is not the instance for my character.

Essay prep

I produced a police detective game and I created a dominant signifying image that was essentially masculine. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). Only in my production there is a clear focus on masculinityThis can be identified in the physique that I created for my main character, it was bug muscles in the arms, chest and legs which when I tested it on my target audience they recognised as “the standard for male body types!”.

Further to this I have exaggerated the muscular attributes of my character with clothes that fit perfectly, which is also clothing that was police-like and confrontational. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character is there to be objectified and looked at, in the words of Laura Mulvey he is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999). However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier, which is not the case for my character.

Nevertheless, I believe that it is generally accepted in society that masculinity is seen as much more aggressive, confrontational and violent than femininity. So in this sense my product is a reactionary representation of masculinity.

However, I think this is a positive representation of masculinity as I personally believe that an over-aggressive (toxic) masculinity is not healthy for males to aspire to, which mine is not. As such, if I was to create this product again, I would avoid the stereotypical representation of an over-muscular, over-physical detective and look to create a character that was more radical in representation, maybe a female or eben non-binary person. Perhaps inhabiting a range of signifiers that would connote a more feminine (ie less masculine) character. I could do this by re-sculpting my character in terms of their physical appearance, their clothing and their posture. As such, I would be sending out a much more positive message (for me) about masculinity, ‘maleness’ one that used a positive countertype to present a radical and challenging representation which could help gamers to adopt a new ways of thinking about gender representation, with more positive role models for young people to aspire to. As Keith Stuart notes ‘the power of video games [is] a reflective, empowering and emotional influence on the lives of players’. (Why diversity matters in the modern video games industry, Guardian, 18 July 2017)

cover essay

I have produced a games cover called ‘Snowboarder x-treme’, which revolves around playing against your friends to reach the end of the snowboard race. This was influenced by a Snowboard Video game I used to play as a kid. This is stereotypically a masculine game as it is a type of sport, and to make this more reactionary, I had a female character on the front, who I exaggerated her features to further accentuate the masculinity of the game. Toril Moi’s research on the distinction between female, feminine, feminist categories can be seen on my cover with the female character in a ‘sexualised’ outfit with exaggerated features.

PRODUCTION – GAMES COVER (SOI)

I intend to create a video games box inlay product for a dance video game, the title will be ‘Dance, Dance, Dance’. I intend to create two versions of the same product, one that is reactionary and one that is radical in representation. The main image and dominant signifier for will be of a character which I will create using Adobe Fuse. In the reactionary product, the stereotypical version, the dominant signifier will be of a female dancer, she will wear tight, exposing and revealing dance wear alongside enhancement of her physical features to ‘show off’ her body and engage the Male Gaze. This type of image is often seen on video games covers due to the societal norm of providing visual pleasure for straight men through media consumption.

Contrastingly, in the radical product, the counter type, the dancer will be a male character to counteract the social stereotype that dance is a typically ‘feminine’ activity which should only be carried out by women. He will wear comfortable, loose clothing such as jogging bottoms and a t-shirt. The character will portray a more realistic body type and a less enhanced image for people playing the game to look up to.

I will base my game cover on my style model, the ‘Just Dance’ video game series, as my idea is influenced by it. In the product, I will include typical textual features such as the game developer, the age rating, a title for the game series and particular game edition. I will also feature a paradigm of signs that revolve around dancing and music. On the back cover, I will include the legal notices and disclaimers that are expected on a video games cover, a blurb explaining the game, a website link and developer address, and also a storyboard of the different scenes included in the game play.

I want my product to represent ways in which women’s bodies and personalities are often over-sexualised in the general media, society, and in this case the digital game industry. I intend to prove that women do not need to provide pleasure for the male gaze whilst being represented as strong and independent in video games.

A mainstream company such as Nintendo, PlayStation or XBOX would make my product. The audience of my product would be children around age 9-13, ‘The Mainstreamer’, or anyone enjoys to dance