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I produced a Jungle quest game called Lana Laxima and I created a dominant signifying image that was essentially feminine although it didn’t fit the reactionary female games cover. This is because the woman in my games cover is fully clothed and not sexualised by wearing tight, revealing clothing. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). In my production there is a clear focus on femininity

Further to this I have exaggerated the female attributes of my character with large lips, a small nose and a tiny waist. I also included clothing that was army/jungle-like an, including camouflage trousers which have connotations to combat and the army. My character opposes the ideas of the male gaze as the notion of the male gaze is quite distinct, 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 femininity is seen as am much more week, feeble and sexualised gender than masculinity. So in this sense my product is a radical representation of femininity.

Personally, I think that this is a positive representation of femininity as lana Laxima breaks all the stereotypes of females being week and sexualised. however in my game the main protagonist is a strong female woman who fights off the bad people, and is presented in non-sexual clothing. If I were to create this product again I would introduce more characters of all races, and sizes and look to create something that was more reactionary to the gamers. To draw in the attention of male users I would put some of the female characters in small, revealing clothes and some of them i would make more modest. I would also do the same with the male characters in the game, and have a range of body types from muscly to skinny to connect with all audience types. As such, i would be sending out a more positive message about race, gender, and body types to connect with the gamers and help them think 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)

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