ESSAY PREP

I produced an open world multiplayer PVP game in which I attempted to use females on the cover which I warped to fit stereotypical body standards to try and target a specific audience using specific stereotypes. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation seeing as the model is female, has feminine features and is a feminist stereotype. The main reason I chose to present these radical representations of women is to copy how “The industry traditionally projects to an image that is young, white, straight and male”, a point which is made in The Guardians article on Why diversity matters in the modern video games industry.

My character also falls in line with the typical representation of the male gaze, which refers to the sexualized interpretation of the gaze in a way that sexualizes/objectifies women and empowers men. In terms of the male gaze, women are often positioned as the object of a generally straight male desire- which is exactly what John Berger mentions in his book Ways of Seeing.

CSP Essay

In this essay, I am going to apply a semiotic analysis to both the Lara Croft Tomb Raider and Metroid video games covers. I am going to argue how both of the covers represent the modern day portrayal of women in the media today, which is a sexualisation of female form, by analysing the reactionary layout and design and other similar pieces of imagery. I will also go over the contents of both games themselves, how they back up some theories of how women are used as objects and how they go even further with the sexualisation of women.

I’ll start off with Metroid, as Samus Aran (the playable character in the series) is actually a woman underneath her armour, most people would expect the character to be male as the game series is based off of a character who defends the galaxy from creatures known as ‘Space Pirates’. This is a major countertype example of the damsel in distress. During the storyline of various Metroid titles, more revealing clothing is available for unlock by multiple methods, including game completion, achievements and playtime. This is clearly trying to appeal to the reactionary gaming audience, being maturing teenage males. A radical part of Metroid is that Samus Aran is pictured as a muscular woman who stands 6′ 3″ tall and weighing in at about 90kg. This stature and weight would generally be associated with men over women. On the Prime 2: Echoes cover, Samus’ body is covered up by the orange battle armour. The image it portrays is completely different to what is ‘hidden’ underneath. The character is also pictured with a large cannon replacing her right hand and the description on the back side of the cover opens with, “Become the bounty hunter behind the visor once more!” This would direct most people in the direction of thinking Metroid is a male protagonist.

Continuing from this, the Lara Croft games cover is quite different, but represents the same concept. To start, she is stood at an angle where both her breasts and backside are visible, when they are on opposite sides of her body. This is the most obvious sign of sexualisation as there are not many angles from which both sides of her body would be visible, so somebody clearly designed and planned this beforehand. Some may see this representation as negative as a few of her most notable body parts (the ones mentioned previously in particular) have been extensively exaggerated. Even the way the light falls over her makes her curves look more pronounced than the games cover title image, arguably the most important piece of the cover. The decision to make this image the front cover has been made in order to create a reactionary response from the target audience, and links in with Laura Mulvey’s study of the ‘Male Gaze’ which is a stereotypical viewpoint for the heterosexual young male. She believes that women are used as objects of pleasure for the mainly male gaming audience. This was first written about in “Ways of Seeing” by John Berger. The fact that so many games now use these image portrayals of woman in this possibly negative way show the further audience that this is the standard design and layout for the covers of these games. This visual example also becomes what many women (especially younger) aspire to look like. Some even obsess with looking this way, finding it the only way for others to find them attractive, as it is so heavily used in many forms of media, extending far from some video games covers. The negative view continues over to femininity as Lara, the dominant signifier of this CSP, is pictured holding two handguns, with a third in her right weapon holster. This exposes users as young as the recommended age, 12, to the active and semi-constant use of weaponry in both games, which many parents and others alike will not see as healthy viewing material for their children.

Furthermore, I believe that the representation of women and the ‘Male Gaze’ are shown in an overall more positive way in the Metroid cover image than the Lara Croft Tomb Raider cover image. This is because there is some evidence of an effort to cover up the once again over-exaggerated body of the character. The armour she wears also creates a reactionary response within the audience as they are led to believe that Metroid is a male character, from what is displayed in the iconic sign. Neither of these CSPs support the ‘damsel in distress’ theory that I mentioned previously. This theory is described as how the female character in numerous storylines is more often than not the one who needs rescuing or saving from a typical antagonist by the male hero, more info is available about this theory on the Feminist Frequency website. These images and game contents are trying to point people in the direction of knowing that women are very able to defend themselves against themselves and others. This may not always be the case however. Once again the excessive sexualisation and violent nature of these video games may not have a positive impact on the audience outside the target. They don’t know what the cover actually represents, all they can see is obscene imagery and portrayal of women and the guns she is holding, convincing them that this is all the game resolves around.

In conclusion, I believe that neither CSPs present women in a good way. This is because of how their bodies are used as pleasure for the targeted audience, more so with the Lara Croft example. The Metroid cover does make some effort to cover up Samus’ body with the classic Metroid armour, as well as to cover up some of the contents of the game itself. Both games covers prove Laura Mulvey’s theory of the Male Gaze true. The use of these images can also bee seen as disempowerment. This can easily be improved by games cover designers creating countertypes of the covers. This would flip the negative effect they give on its head, making it positive. People in the further audience may then be more inclined to buy the products, increasing sales and revenue. Some other developers might take the same idea on board and follow along, the currently ‘over-the-top’ sexual exaggeration and representation of women overall may be improved over time.

Semiotics Essay

In this essay I am going to analyse and evaluate the relationship between the two CSP game covers(Tomb Raider and Metroid). To do this I’m going to apply my knowledge and understanding of semiotics to aid my arguments and counterpoints.

I will be arguing the point that the over-sexualisation of women which can be seen to be directed to Lara Croft, the main protagonist in Tomb Raider, is exploited by game companies to appeal to their target demographic of straight males. Furthermore I will further explore this idea of the male gaze by using other examples from articles and feminist influences and point of views. I will go onto the game ‘Metroid’ and elaborate on the radical approach the game creators took with the narrative, this approach being the fact that the game left it open whether or not the main protagonist was female or male. The game did this by not revealing who was under the armour, that armour being seen as something that would be worn as a male, but that would be expected from the stereotypical and reactionary gaming demographic. For each of the CSP’s I will display a counterpoint to each of my original arguments.

On the Tomb Raider front cover the dominant signifier is clearly represented as the main protagonist Lara Croft, this means she is going to act as the focal point to the consumer. So of course, to appeal to the large majority of the gaming demographic, the game companies oversexualised Lara Croft, this can be seen with the posture used which emphasises her body. This iconic sign on the denotation of the cover creates a code, to the most likely straight male consumer, a code which implies to that consumer what the game is about. It could be said that the game companies, at least in some instances, rely on the male gaze

exam essay

In my essay am going to apply semiotic analysis to both Metroid and Tomb raider. I am arguing that the Tomb Raider is suggestive and that it objectifies the character the character development of the man character shows unrealistic view of woman and unrealistic quality’s of woman and it represents woman in a sexual manner which I feel is sexist and the way that the unrealistic qualities of the characters proportions to the physically impossible waistline to the over suggested breast and but sizes which makes a suggestive statement. this is reactionary by the way of the dominant ideology of the male gaze by Toi mulberry. This can be argued that the games cover is reactionary due to the main character being female as well as holding a gun and going into tombs and fighting evil a different view on the damsel in distress the main protagonist is a male saving a girl who has been kidnapped. although I acknowledge that that is a very good point although the clothes that the protagonist is wearing is near next to nothing some booty shorts and a grey shirt with a gun belt were this is seriously exaggerated in order to show off the feminine qualities of the character this also backs up my point that the games cover is trying to procure a theme on young males that if women are not slim or don’t have such big feminine qualities they are not beautiful making woman insecure about how they look. i argue this is the male fantasy of woman and how they wat to be which i see as sexist by saying girls are ugly if they do not meet a beauty standard that of the character. On the other hand the Metroid games cover is a radical games cover promoting woman as strong in a non-sexual way by giving an armour set that is not suggestive that doesn’t show of any groves or skin this is far from voyeurism. the Metroid character is a female and when she is out of the metal suit protected by she’s a blond haired woman in a blue skin-tight latex suit that shows off her womanly features but not to the extent where the beauty standard is hard to copy and imitate I also believe giving the character a suit and allowing the character enter the army is empowering to woman treating males and females equally where as voyeurism is highlighted in tomb raider. the tomb raider has themes that run into many other games where the main character is heavily suggested with physically impossible anatomy and the womanly features are greatly exaggerated creating a theme that is woven into todays games this can spring off onto young adults causing them to put girls down and make them feel less than what they are worth. where as in Metroid the character makes the young adults feel a idolisation within woman who look similar to the character boosting those females confidence within themselves. there was a post where a man said he dated his child hood games character look alike in real life this is a result of suggestive games brainwashing men to date or to find their childhood sweet heart from a game and find a real life equivalent of their sweet heart. the main pull in tomb raider is what feminist frequency call the “damsel in distress” the main character is trying to save the world from a cult who plan on destroying the world. where the “damsel” is the people of the world. The oversexualisation has spilled over into games company’s such as blizzard Activision where they are being sued for 18million dollars for unequal pay as well as sexual harassment where as the company’s net worth is 876 Million dollars and 2.8 billion dollars in revenue. you could also argue the character Samus could also be depicted in a male heterosexual way by the costume design she wears. the way that gauntlet describes fluidity of identity as a everchanging develpment of man things that we class as identity we can corolate this to the games cover as everygames cover has a different identity

CSP Essay – Xavier potter

In this essay, I am going to apply a semiotic analysis to both the Tomb Raider and Metroid video game covers and discuss them in detail. I will argue that the Tomb Raider game cover is both derogatory and unrealistic, and does not represent femininity in a positive or productive light for both the gaming community and the wider world. On the other hand, I will make it clear that the Metroid game cover could be described in a different, more positive way which may present a more productive representation of the dominant signifier in comparison.

Firstly, the Tomb Raider games cover could be said to give a negative and sexualised representation of femininity. One reason for this is the fact that the dominant signifier, Lara Croft, is shown to have massively exaggerated bodily features, which would never be found in the real world. This reactionary design choice gives connotations of voyeurism and ties into Laura Mulvey’s concept of “The Male Gaze” which is a masculine, heterosexual viewpoint from the stereotypical straight male. It portrays women as “objects” used for sexual pleasure and was first applied by John Berger in a documentary-style analysis named “Ways of Seeing” in 1972. This representation of the character reinforces the idea of the objectification of women, and it makes impressions on the wider gaming community who may begin to treat this viewpoint as the common standard. Because of this, the sexualisation of women may have a chance of becoming the dominant ideology if this manner of representation keeps up, which in my opinion is a bad thing as I don’t see the sexualisation of women as a particularly positive idea. This design choice links to 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 society is progressing and their influence across the world is rapidly increasing as well, particularly because of the rise in use of the internet and social media platforms.

In addition, the Tomb Raider games cover may not present femininity in a positive light in other ways. For example, the dominant signifier is holding multiple guns which are in full view for anyone to see. The fact that the game only has an age rating of 12 (assuming the age ratings are even followed or taken remotely seriously at all) means that the stereotypical young male video game players, a rather impressionable demographic, are fully exposed to the usage of guns. This may create a constructed reality in that the players may form mental beliefs about how society should interact based on what they have experienced in the game as they mature as people, and their fluidity of identity develops. This representation of society may not entirely be one shown in a particularly good light, because in my opinion, a confrontational, aggressive and provocative mindset which promotes violence is not one that people should aspire to have.

Furthermore, the Metroid game cover could be said to be presenting femininity in a more positive, productive way. At first glance, this may not appear obvious because the iconic sign of the main character is dressed in a suit which does not clearly show that they are male or female. Because of this, the audience positioning may mean that most of the consumers of the product instantly assume the character to be male, because of the myth that males should be more involved in violent or physical activities, particularly in video games. Upon researching about Metroid, I found that the character in the suit, Samus, is in fact female, which may come as a surprise to many. This idea is 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. This also opposes the long-standing conventional concept of the “damsel in distress” and presents an alternative viewpoint to the quote “There is pleasure in being looked at” from Laura Mulvey’s academic paper.

On the other hand, one could argue that the Tomb Raider game cover is a radical, positive take on femininity. One reason for this is the idea that Lara Croft, the main character of the game, is female, which goes against the stereotypical idea that women play the role of “damsels in distress” for male characters to save as described by Anita Sarkeesian of Feminist Frequency. This could have the effect of empowering girls because Lara Croft looks strong, powerful and adventurous on the cover, and this shows that women are more than capable of defending themselves and do not depend on men to do these jobs for them. The quote “As a girl growing up playing games I was always like, why do I have to play as a boy?” (The Guardian) ties into this in that men are commonly seen as the more dominant and powerful figureheads in society, and this hegemony has rapidly spread into video games too, which is a key reason as to why this aspect of the game cover stands out to me.

However, the Metroid game cover could be presenting femininity in a negative light. One reason for this is the fact that the dominant signifier (who is in fact female) is dressing up in a way which does not make her gender very apparent. This may imply that females need to “dress up” to seem as powerful or capable as males. An idea which may tie into this is the audience positioning, and from a business perspective the intent to make the character not immediately depict a female may be to attract more sales, as video games have progressed to the point where males taking on critical roles as opposed to females has become the modern standard, and gamers may not be always willing to break the mold and buy radical products. This is a negative representation in my opinion because it shows that there is still a long way to go before true equality between male and female roles in society can be reached, and the world still remains rather patriarchal in this aspect.

To conclude, both the Tomb Raider and Metroid game covers give representations of femininity which can be interpreted in many opposing ways. The Tomb Raider cover could provide a negative representation of femininity because of the blatant sexualisation of the main character, which satisfies stereotypical young, male video game players. The Metroid game cover could give a similar negative representation in that the main character is not shown in a manner that depicts her true gender identity (female). This may be because of the myth that females are not as capable of accomplishing bold feats as males, and so consequently the hegemony of men is reinforced. Alternatively, you could say that the Tomb Raider game cover presents femininity in a positive manner because of the fact that the female character of Lara Croft is shown to be the main protagonist of the game. This shows us that females are capable of much more than merely existing to be looked at, and being saved for dramatic effect. One could also think that the Metroid Games Cover presents a positive take on femininity because of the fact that the character who is dressed in combat gear with clear intent on carrying out strenuous activities is female. This indicates that the games cover is a radical portrayal of females which shows that they are indeed capable of fending for themselves, and it counteracts the popular concept of the “damsel in distress”. Taken together, I believe that all of the arguments presented in this essay have reasonable strength, however personally I believe that the Tomb Raider games cover has more of a negative representation of femininity, particularly because of the way that it conveys connotations and ideas of sexualisation and violence which are becoming ever prevalent in modern society. On the other hand, I think that the Metroid game cover shows an alternate, positive perspective on femininity, in that the main female character is shown as powerful, independent and confident, which is a positive countertype to present a radical and challenging representation which could help gamers to adopt new ways of thinking about gender representation. This could lead to people challenging the dominant ideology of males being more powerful and influential in society than females for themselves, which (for me) is an idea that has the potential to be very beneficial in the growth and development of society in the future.

representation – diversity quotes

Levelling up article: LEVELING UP REPRESENTATION: DEPICTIONS OF PEOPLE OF COLOR IN VIDEO GAMES

  • Most game companies create games that do not involve diverse characters, this is an issue because it creates an un-comfortability for these players who are a massive amount of the market’s players. “With the high percentage of teens of colour playing games, representation is incredibly important but has — at least historically — been lacking.”
  • The “most-active gameplaying demographic is African American teenagers”
  • “Despite many video game companies being based in East Asia, most games feature white protagonists.”

 why diversity matters article:

  •  “PlayStation recently sponsored Pride London” (PlayStation is starting to show a support for the LGBTQIA+ community)
  • “The industry traditionally projects an image that is young, white, straight and male, but there is growing understanding” (This shows that there is beginning to be a greater diversity in video games for different ethnic groups, 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”
  • “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”

Feminist Frequency Site:

  • “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.”
  • “conjunction with other aspects of their design, to make them exude sexuality for the entertainment of the presumed straight male player.”

pithy quotes

levelling up representation –  “Regarding Asian women, they are often sexualized in “fan service” games, which are characterized by their portrayal of (Asian) women in a hypersexualized manner, placing great focus on revealing clothes, large exposed breasts, and barely-there underwear that is flashed at every given opportunity.”

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

Laura Mulvey – “peeping toms, whose only sexual satisfaction can come from watching, in an active controlling sense, an objectified other”

Laura Mulvey – “in a world ordered by sexual imbalance, pleasure in looking has been split between active/male and passive/female”

Feminist Frequency Site – “conjunction with other aspects of their design, to make them exude sexuality for the entertainment of the presumed straight male player.” 

Feminist Frequency site – “The gruesome death of women for shock value is especially prevalent in modern gaming”

REPRESENTATION – KEY DEFINITIONS

  1. Male gaze – The objectification of woman for the pleasing of a male eye.
  2. Voyeurism – Watching and gaining interest by watching undressed, naked individuals.
  3. Patriarchy – A male dominated society.
  4. Positive and negative stereotypes – A group of people stick by an idea to receive positive or negative feedback.
  5. Counter-types – An opposite view to a stereotype.
  6. Misrepresentation – People giving misleading or wrong information to put off other people or teams.
  7. Selective representation – Only showing specific bits of events and media.
  8. Dominant ideology – This is the ideas, attitudes, values, beliefs and culture of the dominant/ruling society.
  9. Constructed reality – Advertisement that views media as reality.
  10. Hegemony – The leadership or dominance by a state or social group.
  11. Audience positioning – Explaining the idea behind the text to the audience.
  1. Fluidity of identity – To be able to change how you see yourself and the world around you.
  2. Constructed identity – Your identity which is formed by you and others opinions of you.
  3. Negotiated identity – Having a constructed discussion on other peoples identity.
  4. Collective identity – A common, shared identity .