Countertype Game Cover

-Changed Title, blurb and anything else with the old name included
-Changed the colour scheme
-Added images to the background to emphasise the radical aspect.
-Changed the protagonist design
-Changed 2 screengrabs to math the the new character design
-Added the antagonist to the background, behind the3 protagonist.

PRODUCTION – GAMES COVER

– I changed my dominant signifier, main character from a overly sexualised female whose body was accentuated and exaggerated to a male character with a more ‘realistic’ body type which has some feminine attributes. This character displays a radical representation which goes against the type of character the player would expect to be featured, a counter type

– The male character is wearing baggy clothing and is not particularly attractive, I didn’t want to display his figure or body type or focus on his appearance, rather his purpose in the game. This contrasts to my first design in which the female character wore tight, exposing clothing alongside excessive make up to appeal to the ‘Male Gaze’

– The male character juxtaposes the stereotypical dancer, or character you would picture on the cover of a dance game.

– I changed my colour scheme from a purple and pink scheme to a blue scheme. The blue colour links to the societal stereotype that blue has connotations of masculinity. This also juxtaposes the stereotypical femininity associated with dance in general.

SEMIOTICS ESSAY ANSWER

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

In this essay I am going to compare the two CSP front covers of Metroid and Tomb Raider using semiotic analysis. I am arguing that both games present their main character to be objectified due to them being female, however both games explore this in different ways. Metroid displayed their character as a masculine strong character which implies that females are less superior than males and Tomb Raider displays their female main character to be oversexualised with poses and body parts.

In the Metroid front game cover the main character “Metroid” is displayed to be a large shouldered, large armed masculine character, however the person controlling the metroid suit is a actually a female character, called Samus, that is unfairly made to be masculine which implies that men are stronger and better at defending themselves than women are, it also implies that the male suit is to defend Samus because she cannot defend herself. In addition to this the character specifically is meant to meet the reactionary belief of what a strong, independent character should be, this is shown to be a male character. The idea of a woman being a main character of a large title video game is a big thing and it gives a good view on the company releasing the game, however there are other ways to go around it to avoid the reactionary, negative stereotype of women being oversexualised. ‘For every forward step however, there is often a reminder of how far is left to travel‘(From an article called “Diversity matters”) – This shows that no matter how much effort or help that a company can put in, there is always more to go, or more to do before people are happy.

Within the Tomb Raider front cover, the character Lara Croft is the dominant signifier and is displayed to be looked at by men. This is called the Male Gaze which is the idea that men look at women as sexual objects. The character Lara Croft can be seen in tight, short cut, shorts that show off the characters behind which fits the presumed straight males voyeurism. Furthermore the character is positioned in a pose that turns her in a way to be able to show off both the characters breasts and back end, this further shows the idea of the Male Gaze displayed within video games and how the character is oversexualised to gain more male attention and achieve more sales. ‘Woman displayed as a sexual-object is the erotic spectacle’ – displays how woman are treated unfairly within the media from Luara Mulvey, this fits with Tomb Raider as the main character is displayed to be looked at.

As well as that, the character Lara Croft is shown to be a strong, independent woman who can fight and defend herself. However Lara Croft can be seen to be in a strappy crop top and a small pair of shorts which specifically show off her curves which are unrealistically curvy and creates an unrealistic expectation for females from the male view which goes along with the idea of a patriarchal society. As Well as this, in other games male characters have full suits of armour that defends the character and doesn’t show off specific parts of the character but when it comes to a woman they don’t need armour and mostly all of their body is shown off. This further displays how the idea of the male gaze is dominant in the video games industry.

In conclusion, both characters from Tomb Raider and Metroid are unfairly treated because of their gender. We can see Samus being represented as the opposite of her gender to display the idea that she cannot defend herself, therefore she needs to be protected by a big suit of armour that looks masiculine on the outside and we can see Lara Croft being oversexualised to fit the male gaze and identify her as a sexual object for the presumed straight male sales and attraction. 

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


IN THIS ESSAY I AM GOING TO APPLY A SEMIOTIC ANALYSIS TO BOTH THE TOMB RAIDER AND METROID VIDEO GAME COVERS. THIS WILL INCLUDE THE ANALYSIS OF THE SYMBOLIC AND REPRESENTATION OF THE GAMES COVERS.

I will argue that the games cover of Metroid and Tomb Raider have different effects towards the gaming community. For example on the cover of Metroid, gamers who have never seen the game will presume that the robotic character is male underneath the suit, however the character is a girl. On the games cover of Tomb Raider viewers can easily tell that the character is a girl and that she is over-sexualised.

On my games cover (Widow), you can easily identify that my character is male due to the appearance and the ‘male like clothing’. In my production there is a clear focus on masculinity which is presented through the character having a muscular body type and being ‘buff’. The clothes used on my character heavily signify about: war, action and aggression which is a typical masculine stereotype. Also, on the back over the cover my character can be seen holding a large sword which also signifies, aggression and fighting. In some ways this links to this quote, “As a girl growing up playing games I was always like, why do I have to play as a boy?” because of the typical masculine stereotype which is thought that “men are natural leaders and woman are natural nurturers” which is presented in many other video games such as Super Mario through the use of the ‘danzel in distress’ , being Princess Peach.

Nevertheless I believe, it has always been expected that men are more aggressive and dangerous than woman who are believed to be ‘innocent’ and safe to be around, which I don’t believe is 100% true.

If you haven’t played the game Metroid you would expect from the games cover that the main character is male due to the stereotype of men being the main protagonist and the fact that they are wearing a robotic, fighting suit. However the main protagonist is a female who is very sexualised when the robotic suit is removed, with her wearing skin tight clothing to easily reveal her butt and her body. This links to a study found by MartinaAngelica which states “Boys believe female characters are treated too often as sex objects” which I strongly agree with. This shows that even men believe that woman in video games are over-sexualised and think that woman should be less sexualised by games companies using clothing on woman to be less tight and less revealing.  Summed up, Metroids front cover for the video game can radical as it goes against the patriarchal society.

In the game Tomb Raider (Lara Croft) the main protagonist is clearly visible as a woman but is very over-sexualised even on the main cover of the game with ‘Lara Croft’ wearing skin tight, tiny shorts to reveal her body. “Since Lara Croft blew up gaming culture in 1996 with the first instalment of Tomb Raider, her character has been so predominantly defined by her sex appeal.” As shown in this quote it is clear many viewers believe that Lara Croft is defined and judged through her body and looks that are made from pixels.

This is a gif of the evolution of Tomb Raider

In conclusion I believe game designers and companies need to re-evaluate the way woman and male characters are made in video games to prevent woman being sexualised by hetero-sexual men.

advertising: CSP 3 and 4

INTRODUCTION

As we close this first half term and move to the next, we can watch some more about Jean Kilbourne to help us engage with her enquiry into the values that are held and communicated about our society (particulary with regard to the representation of gender) from the advertising industry, this link.

We will also look at some Advertising from the 1950’s with an episode of Washes Whiter – this is the episode we looked at in class: https://www.youtube.com/watch?v=0WgprZ8j1fI and below is another episode that you should watch over the half term break.

Going forward, next half term we will look at ADVERTISING in more detail. We will look at 2 more exam case studies (called CSP’s – close study products). We will make some adverts for a cosmetic product. So in preparation please:

  • a cosmetic product that you want to promote, market and advertise
  • 3-5 print adverts that you want to use as style models for your own productions.

TASK 1: ANALYSIS OF STYLE MODELS

MAKE SURE YOU PROVIDE AN ANALYSIS OF 3-5 ADVERTISING STYLE MODELS (it is not the quantity but the quality of your analysis that is important)

– make sure you embed them in your blog as a GALLERY x 5 marks
1. Textual analysis (ie media language x 5 – what elements are in your research products)
2. Semiotic analysis (ie key terms x 5 around semiotics)
3. Representational analysis (key terms x 5 around representation)