key definitions – representation

  1. Male gaze – The male gaze is an objectification of and towards women by men.
  2. Voyeurism – An interest in observing people while they are engaging in sexual activities such as getting undressed or naked.
  3. Patriarchy – A society in which men are in charge and women are excluded from the power.
  4. Positive and negative stereotypes – When a group of people are widely fixed to a particular idea of a person or thing and receive negative or positive feedback from said stereotype.
  5. Counter-types – An opposite view to a stereotype.
  6. Misrepresentation – Giving misleading information and/or facts made by a party to affect others.
  7. Selective representation – Only showing parts of some events or conflicts, usually for ones benefit.
  8. Dominant ideology – This is the ideas, attitudes, values, beliefs and culture of the dominant/ruling society (the majority).
  9. Constructed reality -A way of advertising that allows media to be seen as a reality, a false reality.
  10. Hegemony – The leadership or dominance by a state or social group.
  11. Audience positioning – The techniques used to apply the understanding of the ideology of the text to the audience.
  1. Fluidity of identity – The ability to change how to see/view the world, yourself and actions.
  2. Constructed identity – The development of ideas and beliefs for ones self, a manufactured perception.
  3. Negotiated identity – Agreements, discussion and a negotiation of a persons identity with another persons.
  4. Collective identity – The idea of an identification which is shared between groups and individuals.

essay prep

My game cover has a female in the front cover and follows an idea of a mighty non-sexualised character. I produced a battlefield warfare game where I created a dominant signifying image that was essentially feminine although it didn’t follow idealistic and reactionary view of women not being empowered or being a soldier in war, in this game cover a female is shown to a be leader and is appropriately empowered. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987)This can be identified in the posture that I created for my main character, it is a unorthodox, almost silly pose, which when I tested it on my target audience they recognized as “a different and intriguing pose!”. Moreover this quote reinforces my view on it being used to tackle common visionary views and bring forth new ideas and a game cover that is unique. As well as bringing different perceptions of women in video games and challenging our generations male gaze, objectification and overall derogatory views and use of women in this market and others…

Further to this, I have exaggerated the dystopian attributes of my character with an armored helmet, legs and torso with tough leather to emphasize the dystopian setting. I also included clothing that was war-like and confrontational, including a large satchel – signifying combat, aggression, conflict etc – and once again, a war-like as well as an almost knight-like helmet, once more showing the dystopian ideas I am trying to portray. This character is shown to be brave and can effectively use her surroundings. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character has no one to be objectified and looked at. 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 femininity in an almost typical masculine way. To explain this, my female character shows a stereotypical masculine type notion in most video games, meaning the use of a female in a non-sexualised way, is a strong tool used to tackle these routine and repeated negative stereotypes and instead illustrates counter-types where the female is not misrepresented as a weak character incapable of a leading story line and is instead a strong and adept leader worthy of being the main character. In conclusion my character is not a typical character with toxic masculinity and shows and leads males to a more healthy view on society.

representation – key terms

Male gaze – refers to the way in which women are typically presented in media often through the eyes of the straight male.

Voyeurism – specifies a conduct of someone who is engrossed in prying on the personal affairs and lifestyles of other individuals.

Patriarchy – male dominated society.

Positive stereotypes – subjectively favourable belief held about a social group.

Negative stereotypes – subjectively unfavourable belief held about a social group.

Counter-types – a representation that highlights the positive features of a person or group.

Misrepresentation – to represent something incorrectly or improperly often due to a sense of prejudice.

Selective representation – to only show/represent part of an event, ideology, topic, individual where the representation is often chosen based on importance, proximity to home and viewer preference.

Dominant ideology – values, beliefs and morals shared by the social majority, which frames how most of the population act.

Constructed reality – selection of events or issues to be covered and also the the decision making of how they are defined and interpreted – when media reality begins to impose itself onto real life.

Hegemony – the dominance of certain aspects of life and thought by the penetration of a dominant culture and its values into social life – a crucial shaper of culture, values and society.

Audience positioning – relationships between the audience and the text, how an audience receives, reads and responds to a text.

Fluidity of identity – an identity that has the potential to be changed and shaped frequently in many directions.

This is often due to different representations of men and women in media and as a result people find themselves adapting and changing their identity’s in order to reciprocate said representations they are exposed to.

Constructed identity – an identity that has been built upon experiences, relationships and connections. A persons identity will differ depending on:

  • where they’ve been brought up
  • how they have been brought up
  • who they have been brought up with
  • their financial state and/or social class
  • a persons faith
  • life experience

The list if different influences is endless and each factor can also be affected by one another.

Negotiated identity – the process of which people reach an agreement of their identity and well as their relationships with other people’s identities – once the agreement is established, people are expected to remain faithful to their identity.

This establishes what people can expect from one another and therefore reinforces the inter-relations that holds relationships together.

Collective identity – cognitive and affective attained from belonging to certain groups (ethnic, gender, class, sexual orientation ect…) creating a sense of belonging to that group for the individual.

It seems that if someone begins to reciprocate certain practices of a group, such as they way they dress, their mannerisms etc, they will become part of that persons own individual identity and will develop a sense of belonging within that group. This can sometimes take over other aspects of a persons individual identity.

essay preparation

My video game cover is inspired by the movie Cat Woman and is mainly targeted at teenage girls, 12+ due to mild violence, who are interested in video games and the DC comics and films. In the game, the Joker comes to Gotham City to cause chaos and with Batman out on a vital mission, Selina Kyle must fight his wrath solo. In one version she will be represented in a reactionary manner as she will be dressed in smaller, more sexual clothing – typical of the videogame industry – as if she is being portrayed through the eyes of the straight male. Whereas, in the second version, Selena will be presented in a more radical form due to dressing in a more modest and practical way.

I created a dominant signifying image of Selina Kyle and have represented her as feminine. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). This can be identified in the posture that I created for my protagonist , as she is perfectly aligned and upright.

Further to this I have exaggerated the feminine attributes of my character with bouncy styled hair, eye makeup and big cat-like eyes. However, I also included clothing , practical and athletic, that is not particularly feminine but that is sensible in terms of her active role in the game. In some ways this juxtaposes Laura Mulvey’s theory of the male gaze in that my main character is not designed in such a way that she appears sexualised or provocative – in the words of Mulvey, she is a not a character whose “appearance [is] coded for [a] strong visual and erotic impact” (“Visual and Other Pleasures”, 1989). 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.

Whilst in everyday society my representation of Selina Kyle would be viewed as reactionary, due to the increasing independence and empowerment of women, in terms of the video games industry however, she is essentially represented in a radical manner. This is because typically, if there is a women represented in a combat game at all, videogame designers more than often sexualise a female character in order to attract their common white male target audience in order to gain profit. Whereas in my representation, due to strategic angling and clothing choices, the audience mainly focus on just the protagonist’s face, which is mostly covered by a mask anyway, rather than the ‘normal’ image of enlarged breast and a provocative stance. Additionally, the plot line of my game also contrasts the stereotypical representation of women in the video game industry as my character is not relying on a male character to come to her rescue. Whereas customarily, according to Anita Sarkeesian from Feminist Frequency women are often presented as the ‘damsel in distress’ and ‘must be saved by a male character’ as ‘motivation for the protagonists quest’ which is not the case for my videogame.

I think this is a positive representation of femininity  as I personally believe that all women should aspire to be strong-minded, independent individuals similar to the way in which I have portrayed my character. However, if I was to create this product again, I would use the opportunity to represent a more diverse character in terms on ethnicity due to the extreme lack of representation of people of colour in the video game industry. According to Nadine Dornieden from PBS, a 2015 study showed that ‘83% of non-Hispanic Black teenagers play video games, compared to 71% of Caucasian teenagers’ (Levelling Up Representation: Depictions of People of Colour in Video Games (2020)) which seems completely ludicrous compared to how little representation they have in the games they are playing. I could do this by changing the colour of my characters skin and hopefully send out a much more positive message about racial injustice – a portrayal that uses a positive countertype to present a radical and challenging representation, contradictory to the typical white protagonist, which could help gamers to adopt a new ways of thinking about different ethnic representations, 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).

KEY TERMS: REPRESENTATION

Male gazeWays of how a straight male is seen to sexualise women
VoyeurismGaining sexual pleasure from watching others get naked or engaged in sexual activity
PatriarchyThe belief that the male is the superior gender; a society dominated by men
Positive and negative stereotypesThe socially looked up upon (positive) and looked down upon (negative) stereotypes. Positive examples (looked up upon) could be men being good at sport and women being caring, whereas negative examples (looked down upon) could be most Muslims being thought of as terrorists when in fact that is not the case.
Counter-typesSomething that goes against the traditional stereotypes of people
MisrepresentationFalse claims or ideas about how people are represented. This can give the wrong idea about someone.
Selective representationWhen groups or people are selected to important positions and represent the majority.
Dominant ideologyIdeas or beliefs accepted by the majority of society.
Constructed realityThe process of people developing ideas and beliefs about themselves
HegemonyDominance or leadership of one specific group.
Audience positioningHow a certain type of audience might react to certain ideas or values.

David Gauntlett

Fluidity of identityIdentity changing through time, for example maturing when getting older.
Constructed identityThe process of developing beliefs and ideas of ones self.
Negotiated identityThe negotiation of changing your identity (eg. changing into your uniform for work) you negotiate your identity.
Collective identityThe idea of fitting into certain groups, whether its through, age, gender or hobby.

key terms

Male Gaze – Ways of seeing through the eyes of a straight male and sexualising women.

Voyeurism – Gaining sexual pleasure from others naked and having sexy time.

Patriarchy – A belief that males are superior.

Positive and negative stereotypes – The socially accepted and the ones that are frowned upon.

Counter-types – idea that counter acts on a traditional stereotypes.

Misrepresentation – False claims on how people are represented.

Selective representation – When certain people or stereotypes are selected to feature in important positions more than others.

Dominant ideology – ideas and beliefs shared by the public and society.

Constructed reality – People in society creating mental beliefs about each other.

Hegemony – Dominance and leadership over others.

Audience positioning – How an audience might react to ideas or concepts.

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Fluidity of identity

Constructed identity

Negotiated identity

Collective identity

key terms: representation

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.

Voyeurism –  an interest in observing unsuspecting people while they undress, are naked, or engage in sexual activities.

Patriarchy-Society in which men are dominant and hold power and women don’t.

Positive and negative stereotypes- encourages a certain attitude on how we see things and how things are accepted on not accepted.

Counter-types- a positive stereotype and emphasizes the positive features about a person.

Misrepresentation – The action or offence of giving a false or misleading account of the nature of something.

Selective representation- when groups of people/ things are represented/highlighted more then others.

Dominant ideology- values and beliefs in a group or social majority.

Constructed reality- the way we present ourselves to other people is shaped partly by our interactions with others, as well as by our life experiences.

Hegemony – Leadership or dominance, especially by one state or social group over others.

Audience positioning-Audience positioning refers to the techniques used by the creator of a text to try to get the audience to understand the ideology of the text.

Constructed reality – The term social construction of reality refers to the theory that the way we present ourselves to other people is shaped partly by our interactions with others, as well as by our life experiences.

Negotiated identity–  refers to the processes through which perceivers come to agreements regarding the identities that targets are to assume in the interaction.

Collective identity– refers to all the affective aspects deriving from belonging to certain groups with which adolescents identify themselves and which place them within certain social categories such as ethnicity, nationality, or gender.

Fluidity of identity– Having a fluid identity means having the ability to change how you see yourself, the world, and your actions.

Constructed identity– individuals’ sense of belonging to a group.

Key Terms Representation

  1. Male Gaze – 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.
  2. Voyeurism – Gaining an interest in observing in sexual activities.
  3. Patriarchy – Men are the primary authority figures and hold their authority over woman and children.
  4. Positive and negative stereotypes – The positive stereotypes are related to the number of negative consequences for their emotional state.
  5. Counter-types – Highlights the positive features of the person of the group.
  6. Misrepresentation – Something that was misunderstood of their idea.
  7. Selective representation – Showing the main events of your presentation and not chosen only the important parts.
  8. Dominant ideology – Beliefs about gender roles and the economy.
  9. Constructed reality – Not to believe everything in media and reality.
  10. Hegemony – The power that media holds to the global dominance.
  11. Audience positioning – Where they construct places for the audience to encode the meanings.
  12. Fluidity of identity – To create identity of society and create specific ideas.
  13. Constructed identity – Having the ability to change how you see yourself or the world.
  14. Negotiated identity – To come to an agreement to target the audience in the interaction.
  15. Collective identity – Sense of belonging to a group.

Key Terms: Representation

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.

Voyeurism – the practice of gaining sexual pleasure from watching others when they are naked or engaged in sexual activity.

Patriarchy – a system of society or government in which men hold the power and women are largely excluded from it.

Positive and negative stereotypes – a positive stereotype refers to a subjectively favourable belief held about a social group. A negative stereotype refers to a subjectively unfavourable belief held about a social group.

Counter-types – a positive stereotype that emphasizes the positive features of a person. An example of a counter-type is that all religious people are kind.

Misrepresentation – the action of interpreting something wrongly.

Selective representation – selective representation is when some groups of people are represented more in government than others.

Dominant Ideology – the term dominant ideology denotes the attitudes, beliefs, values, and morals shared by the majority of the people in a given society.

Constructed reality – the identity which we create for ourselves.

Hegemony – leadership or dominance, especially by one state or social group over others.

Audience position – the stance of the audience to a specific piece of media.

key terms – representation

Male GazeThe idea of how men look at women and sexualise and objectify them.
Voyeurismthe interest in getting sexual pleasure from watching/engaging in sexual activity and nudity
PatriarchySocial system which states men take power and gain social privilege.
Positive and negative stereotypesthe traits and characteristics that link to certain social classes. (good and bad)
Counter-types a positive stereotype and emphasizes the positive features about a person or thing.
Misrepresentationsomething that misrepresents an object, idea, fact or person.
Selective representationonly presenting some ideas and fats but not all. selecting the good bits to put out but ignoring and leaving out all the bad.
Dominant ideology the attitudes, beliefs, values, and morals shared by the majority of the people in a given society
Constructed realityThat we construct and create our own reality and what we do affects the reality we’ve constructed.
Hegemonyleadership or dominance, especially by one state or social group over others
Audience positioningthe relationships between the audience and the text, how an audience receives, reads and responds to a text
Fluidity of identityhaving the ability to change how you see yourself, the world, and your actions.
Constructed identity conventional models of the person as a bounded or monadic individual with a fixed or essential identity
Negotiated identity the processes through which people reach agreements regarding “who is who” in their relationships
Collective identityall the cognitive and affective aspects deriving from belonging to certain groups with which adolescents identify themselves and which place them within certain social categories such as ethnicity, nationality, or gender