Essay Preparation

I have produced an action warfare, assassin video game which represents an over sexualised, stereotypical female game character. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). In my game production there is a clear signification of femininity which can be identified by the way in which she is dressed and her feminine features such as her hair and body shape/curves.

Furthermore, my characters clothing and body aspects relates to the notion of ‘Visual Pleasure and Narrative Cinema’ by Laura Mulvey, for instance her exaggerated female features such as her breasts and lower half. This creates the sense that my dominant signifier has been made to be displayed for male desire/attraction and to be gazed at. For example, this corresponds to Laura Mulvey’s words, she is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999).

Additionally, I feel that my product is a negative representation of femininity as women are not a satisfactory object for men to desirable look at, as well I feel that women should not be sexualised and looked at in a way that men feel the need to be dominant and manly for the way women decide to dress. However, if I was to form this product again I would inhabit a range of signifiers that would connote a sexualised plus size woman or an ethnic feature or even an LGBTQ+ appearance to my dominant signifier. I would apply these changes because I feel that a stereotypical sexy women is white, slim, with model like features. This ‘view’ should not be aimed at the ‘perfect’ woman and I feel that plus women should have the same respect and appreciation as those who are more ‘model like’. As such I would be making a positive affect on gamers and players, to realise that realistically women won’t look like over sexualised video game characters and that women should be respected more for their decisions instead of being objectified.

Representation Diversity : Quotes

Quotes:

Levelling up article (games with representation) – “Sony’s most recent masterpiece showcases people from all walks of life in a way that seems natural and refreshing” – (The quote is expressing that big game companies are starting to actively produce games with different racial backgrounds with natural/realistic design.)

“The Call of Duty franchise is one of the most popular in the world, yet it treats Muslims, Arabs, and Middle Easterners as an interchangeable monolith.” – (Meaning that stereotypes still happen in modernised games such as Call of Duty. Specific ethnics are being stereotyped as terrorists or gang members.)

Why diversity matters article (diversity in games) – “PlayStation recently sponsored Pride London, providing a joyous, hugely colourful presence in the parade” – (The quote is about how playstation has started to ‘show’ their support for the diverse of the LGBTQ+ community.)

“The industry traditionally projects an image that is young, white, straight and male, but there is growing understanding” – (This is stating the traditional game design before people wanted change, and wanted an equal part in video games for different ethnics, beliefs and sexuality.)

Visual Pleasure and Narrative Cinema (The male gaze) – “In a world ordered by sexual imbalance, pleasure in looking has been split between active/male and passive/female” – (This quote is about the male gaze and how men actively fantasise/look at the female figure.)

“Women displayed as sexual object is the leit-motiff of erotic spectacle: from pin-ups to strip-tease from Ziegfeld to Busby Berkeley, she holds the look, plays to and signifies male desire” – (I think this quote is talking about how women are seen and looked at as if they were objects, just for mens sexual desire, gaze and gain.)

Feminist Frequency Site – “conjunction with other aspects of their design, to make them exude sexuality for the entertainment of the presumed straight male player.” – (This quote is about the way in which video games represent female characters body language in a sexualised manner, to appease the ‘male gaze’.)

“The sexualization of female characters is about designing them, dressing them or framing them in ways that are specifically intended to be sexually appealing to presumed male viewers or players.” – (The quote in the feminist site talks about female game characters wearing lingerie style armour instead of appropriate attire for the game type, and game makers can easily change this but refuse because of the male attraction to the specific game. It’d what draws men in, relating to the ‘male gaze’.)

pithy quotes

“For a time, some of the only places where Black characters could be found was in sports games, such as PUNCH OUT!!, released in 1987″

 “implies that Latinos like Tony are inherently violent.”

“stereotypes were not limited to African Americans; Latinx characters have often been portrayed as gangbangers and drug dealers”

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

“games are his home. “games let me explore sexuality and gender at times when I’ve questioned both”

“As a girl growing up playing games I was always like, why do I have to play as a boy?” 

“Once he actually confronts her his erotic drive is to break her down and force her to tell by persistent cross questioning.”

“The industry has been improving its depiction of non-white, non-male characters for several years, but in the last three E3 events, there has been a real sense of momentum, belief and priority”

“pithy quotes”

“For a time, some of the only places where Black characters could be found was in sports games, such as PUNCH OUT!!, released in 1987″

“stereotypes were not limited to African Americans; Latinx characters have often been portrayed as gangbangers and drug dealers”

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

“games are his home. “games let me explore sexuality and gender at times when I’ve questioned both” “

representation within m y game cover

I produced a rainforest running game and I created a dominant signifying image that was feminine. Lara Croft was the inspiration for the character created. The feminine domain o my character can be shown in her appearance, but not in her posture or animation due to me not producing that yet. Her minimal clothing on the upper part of her body can suggest that she is a female character additionally. I believe that this choice of clothing is not arguable against, however it could be seen as an appealing choice of clothing based on the fact her torso, arms and collarbone area are on show. I designed her with a strong build to represent her adventurousness and defiance of weakness, as for someone to go on a mission as dangerous as this, you must have attainment of fitness skill.

Laura Mulvey argues women in cinema are designed to be objectified and looked at, however my design of my character is not designed under this intent. The choice of combat trousers relating to ‘ a male soldier’ over shorts defy the idea of a sexualising character. I think the idea of using a female character in my game, a person of whom has to complete minacious obstacles represents a strong idea of the female persona. Traditionally a male is seen to be the only one who could go on the missions in order to retrieve whatever the reward will be, whether that’s the riches or the ‘damsel in distress’. Instead the woman is retrieving the treasure for her village, with no mention of the male input.

Essay prep

I produced a ghost busters’ game. I used both ganders within my games cover. I used the male character as the ghost because men are considered to be mysterious due to not sharing emotions and details about themselves. The female character is used as the buster. I used a female character to go against those ideas of society that females cannot do what males do. I also decided to cover up the female to not sexualise her which corresponds to Laura Mulvey’s idea that women in video games are usually sexualised.

I used a female character as my dominant signifier of busters of the ghosts. I decided to do this because if women are presented to be lower than men I wanted to put a woman above a man in status to prove that in video games its not just men who can play the fighter character roles with male players but female characters can which helps show that female players can also do the same.

After doing wider research I came across some facts which show how the female characters in games are presented less.

“playable female characters were found to appear less frequently than male characters”

“The sexualization of women involves the use of female bodies in a way that renders them the object of a sexual gaze or perception by others; their bodies are objectified and they are reduced to that of a sex object”

These quotes can be found on Wikipedia.

Social media forms have learnt to accept these conventional ideas as its how it has been for years and video game companies refuse to change their dominant signifier from a male to a female. That’s why I made the decision to change the main character to become a female in order to change people’s opinions and views on women in video games.

 My video game is countertype; radical as it goes against what has been done before and what works in the video game community. It shows positivity towards women without presenting negativity to men due to the fact that we cannot just flip gender roles as that will be deemed as unfair and its not what people such as Jean Kilbourne works towards and works for. Jean works for equality not the flip of gender roles.

I was told my games cover had a good representation of gender roles and that I’ve created the perfect split between genders to keep it fair and just.

If I were to completely alter my representation id use the female as the ghost and the male as the buster and give back the male role of being the strong hero trying to save the town. Id also oversexualise the female character and bring back all the same representations of characters we already have no matter how unfair and unjust they are.

Essay Prep

I produced a racing car game and I created a dominant signifier image that all genders would be intrigued to play. In my games cover there is a connotation within the image to explain how there are varies of car games and alongside with a story line. This might target the audience more as people enjoy taking part in the story rather than just playing the game as it wont be as interesting. The only production there is a clear focus on my female character and the racing cars. This can be identified in the posture that I created for my main character, it is a slumped, which when I tested it on my target audience they recognised as “a typical female character!”.

Further to this I have exaggerated the feminine attributes of my character with thin arms, legs and torso. I also included clothing that was simple but intriguing and comfortable. 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 she 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 as I am trying to keep the game clean.

Nevertheless, I believe that it is generally accepted in society that females should be seen as less violent and aggressive rather than males. This is because there have been many games that males tend to save the mistresses in distress, however i also believe that females can be portrayed as how they want to be as they all have different personality’s. Therefore my games cover is a radical image for my main character and my dominant signifier is the car as it stands out to everyone who will play the game as you can simply tell what sort of game it is.

I think this is a positive image as I think that it influences females that they can do whatever they enjoy and shouldn’t be ashamed of something they are not capable of doing. This is also seen as saying males are better drivers than females. My games cover represents to all genders as i think society has a wide range of ideology, however I disagree to agree that, ‘yes’, there are more things that males are better at doing but that doesn’t mean that females weak and always in distress. I avoided the stereotypical of representation so that my image would stay radical rather than reactionary. The reason for creating a female character is because I want to target my audience to all genders without having to sexualise my character.

representation (Essay prep)

I produced a horror survival game that includes both male and female characters however the dominant signifier indicates that the game is primarily masculine, this links to Jean Kilburn’s theory of men also being objectified as well as women however when men are objectified is it in a more masculine and strong manner. This is shown by the fact that the main character is muscular and strong without needing help from others to complete his goals.

Further to this I have exaggerated the muscular attributes of my character with muscular arms, legs and torso. I also included clothing that was war-like and confrontational, signifying combat, aggression, conflict etc. 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”. 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, I personally believe that an over-aggressive representation of masculinity is not healthy for males to aspire to. As such, if I was to create this product again, I would avoid a stereotypical representation of an over-muscular, over-physical character and create a character that is more radical in the way they are represented and portrayed. Perhaps using a range of signifiers that would indicate a more feminine character could make the character less masculine. I could do this by adjusting my characters physical appearance, this could include their clothing and their posture. As such, I would be sending out a much more positive message about masculinity, this would also provide an image that men can aspire to without presenting impossible standards.

TASK 3

I produced a games cover about the new FIFA, called FIFA 22, it is based around zombies, military and masks with the dominant signifier being the zombie wearing all of these things on him. That was masculine through me picking two male characters, although it you could say it doesn’t identify with any gender as its a zombie. This relates to the analysis of the distinction between female, feminine, feminist categories of representation by Tori Moi (1987). The main focus of my production (games cover) was masculinity. This can be identified by the fact that they are standing with their shoulders out and broad to create the sense that they are the Alpha males. The target audience will recognize it as “a typical male pose”.

Further to this I have exaggerated the muscular attributes of my character with expanded arms, legs and torso. I also included clothing that was war-like and confrontational, including a large weapon – signifying combat, aggression, conflict etc – and a war-like helmet. 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 zombie and look to create a character that was more radical in representation. Perhaps inhabiting a range of signifiers that would connote a more feminine (i.e. 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)