CSP 3- Score (notes)

  • White male being treated like royalty by a group of white women after presumably using the hair product
  • The gun is being used as a signifier/symbol of the male autonomy.
  • The anchorage is the phrase “get what you’ve always wanted”
  • Women being attracted to you after using this hair product is being signified
  • Poor production quality (fake plants, cheap costume)
  • Studies show that if a celebrity appears in an advert it makes consumers believe that the product is more trendy and effective
  • The fact that he is above them is a representation of how men are sometimes seen as superior to women.
  • Male subject is portrayed as white and straight which is sometimes considered the normal orientation of men.
  • The female subjects are dressed in skimpy outfits which coheirs to Laura Mulvey’s theory on “The Male Gaze”

media essay- Lara Croft tomb Raider and Metroid.

In this essay I will be discussing the reactionary representation of the video games, Tomb Raider and Metroid. I wish to apply a semiotic analysis to both games and thereby present the study of signs and their impact on how we consume the games, characters and their actions.  

In ‘Lara Croft- Tomb Raider’, the dominant signifier, Lara Croft’s image on the front cover directly determines the way the audience will interoperate her. Her reactionary body shape communicates a highly sexualized design to appeal to straight men, who statistically are most likely to play games that include a sexualized female lead. The implication of voyeurism in games including exposed and venerable female characters, rockets product sales. Laura Mulvey said “The ‘male gaze’ is something that sexualizes women by empowering men and objectifying women. It could be argued that Lara Croft defies these stereotypes by embracing the main hero in this storyline but the use of her tight, radical outfit accentuating her thin figure could further empower men in believing they can dominate and overpower a female physically, furthermore, advancing the ideal of negative misogyny. Ferdinand De Saussure’s ideology is still portrayed in today’s world with the idea of the signifier, being the object itself and signified, being the meaning of the object, relates with her depiction of the guns she holds, which is Linking previously to the topic of the dominant signifier herself, contradicting the radical proposition of women being inferior and venerable, as she’s positioned holding guns ‘ready for attack’, Which is not conventionally the image a women would withhold in a game that involves dangerous situations without a male to come and save her. She is not in the usual ‘damsel in distress’ circumstance, she is the ‘hero’. Linking to the ideology of Propp’s theory. The fact she is the main signifier to a male dominated played game is radical as it goes against the patriarchal society, but equally argues that she is used in a dismissive and sexist manner in order to make the game more enjoyable to straight men.  

In addition, from the patriarchal depiction that Lara croft implies, the age rating of this game, which is 12, can be discussed in a range of opinions. The unrealistic rendition of the character holding and using guns regularly implies a violent aesthetic to the game, which means that the young video game players who are an impressionable demographic, are exposed to the usage of guns, which could harm these susceptible youth gamers. The reality of depicting a female in this way which is radical and sexualized additionally progresses a stereotypical and unconventional picture in young players minds giving them a damaging and sexist image of a women.  

Metroid translates a positive depiction of femininity. The first interpretation of Metroid the cover is generally stereotypically targeted towards boys, but under further research the dominant signifier appears as a female, which positively reveals that the game makers are promoting a non-gender specific target audience. 

   The Metroid cover contains a dominant signifier, main image of a female character who is Samus Aran disguised as a robotic figure Metroid, links to themes of science fiction, robotics and combat. The symbolic signifier of the white, smoke-like effect paired with Metroid, the dominant signifier, connotes an aesthetic of independence the character has on her own. The Metroid character is commonly most associated with more masculine themes and would stereotypically be depicted as a male. Evidently, this character counteracts this stereotypical representation, demonstrating a radical presentation. Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation in 1987 as the build of the protagonist appears muscular and broad which are characteristics which have been collectively recognized as masculine. The subject of Countertypes not reflecting the real world, this reflects the quote – “what often gets lost in the exhausting, furious online discourse around representation is real-world experience” from an article: ‘Why diversity matters in the modern video games industry’. Along with representation of gender, the concept can relate to a lack of representation of different identities such as someone’s race, sexuality, ethnicity and personal background.  The industry’s lack of realistic representation of women, it also lacks diversity. However, at the end of the game, Samus Aran is revealed to be wearing a blue body suit, in which her body is majorly exaggerated and enhanced, linking to the radical representation of Lara croft, furthermore, representing the sexualization of women in the video game industry.  Presenting an idealistic and non-realistic body type. This refreshing presentation of a women with an alter ego of this male dominated and stereotypical robot is snatched away and the game, linking into the archaic ways of appealing to the Male Gaze as a sales strategy.   

To conclude the summaries of both ‘Lara Croft, Tomb Raider’ and ‘Metroid’ both include signifiers relating to power, strength, misogyny and masculinity which are juxtaposed using two female characters. Even though these characters create a strong, independent figure for Younger female players to aspire to, the radical representations of their bodies represents the characters as sexual objects for male pleasure which is not a positive aspiration.The common utilization of women in media being included as profit-makers, according to Jean Kilbourne on her observations of women in advertising does not ‘directly cause violence against women but they normalize a dangerous attitude’ which births the problems of gender discrimination- Quote from her TED X conversation. The overall image of females and their body in media specifically the video game Industry is negative and needs to be improved due to the unrealistic portrayal of the female body, which negatively encourages and teachers young impressionable girls what their body should look like, and how they should present themselves to please Men.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       

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

In this essay, you will be knowledgeable of the application of semiotic analysis to both, the Tomb Raider and Metroid video games cover.  

Tomb Raider, a popular video game from the 2000s, a representation of the theory of the ‘male gaze’ theorised by Laura Mulvey – suggests a more radical representation. Whereas Metroid, also a popular video game from the 2000s, presents a more reactionary representation of a typical male protagonist. The male gaze is the act of depicting women and the world, from a straight (heterosexual) male perspective, sexualising women for the pleasure of the heterosexual male viewer. Within the gaming community, I strongly believe this idea does not represent Tomb Raiders positively or either productively. Due to the suggestion of negative natures. On the other hand, this may further entice more gamers to participate in Tomb Raiders, challenging Tomb Raider to a successful market strategy.  

The front cover of the video game, Tomb Raider, exhibits a female character Lara Croft, who can also be known as the dominant signifier. In which, she is manifested to be a sexual object for the suggested straight male viewer. This can be argued by the emphasis on the definition of the female characters bum and figure, she is also presented as flawless, with a lot of makeup and her hair looking completely perfect, creating an unrealistic and fantasy figure for players to look up to. This character is also given a defined hip-sway as such within the actual game suggesting a male pleasure being given which can be defined as the ‘male gaze’ – indicating that she conforms to all society’s gender expectations of women. Additionally, she can also be defined as a reactionary character implicating that her character strongly follows the negative stereotype of the idea that the woman’s body can be viewed as an object. This is mentioned, in Laura Mulvey’s academic paper where it is suggested women believe ‘there is pleasure in being looked at,’ this is suggested to us by the certain way she is positioned on the front inlay product of the game.  

On the other hand, Lara Croft can also be portrayed as a radical character. This is said because she is presented as the main character for the game – this is unusual as it opposes the stereotype that men are superior to women and that women are less important. Therefore, cannot be the main characters of a targeted male video game. This production could also be interpreted as a counter type as it – seemingly, going against the stereotypical ‘damsel in distress’ idea that is commonly featured in a lot of video games. The ‘damsel in distress’ was theorised by Anita Sarkeesian of ‘Feminist Frequency.’ She owns an online blog that comments on the representation of women in popular culture where she expresses that female, cartoon, video game characters are portrayed as the hyper-sexualised ‘damsel in distress,’ suggesting that they may rely on the character of the hero, who is typically male, to save them from a situation where they may be in danger or need help.   

In contrast, the Metroid cover contains a dominant signifier, suggesting the main image of a male character but the gender is not explicitly confirmed on the front cover. Within the actual game, it is discovered that this character is discovered to be a female character named Samus Aran, who is disguised as a robotic figure and has many links to science fiction. These signifiers are accompanied by indexical signifiers. These indexical signifiers can be identified as mathematics-related coding, numbers and scientific diagrams and shapes, creating a myth that displays links to action or suspense which can symbolise the hegemony of the character. This can also contrast to the analysis, created by Toril Moi, of the distinction between female, feminine, feminist categories of representation, which was created in 1987, as the figure of the protagonist appears broad and somewhat muscular which can be characteristics that have been collectively recognised as masculine over the years, this can create a reactionary representation of men because the cover is suggested to display a stereotypical masculine hero who can be thought of as powerful and dominant which supports the stereotype that the purpose of the male gender within video games is to save the female character who can be described as the ‘damsel in distress. Whereas, in reality, the cover of the game presents a female character as the main character so therefore opposes the stereotype that the male gender is typically better suited to the ‘hero’ character.  Within the cover we can see the indexical sign of the gun attached to the robot’s outfit which can also imply that it has connotations of combat and violence which therefore portrays the signifier as brave and fearless. This can also juxtapose Anita Sarkeesian’s, from Feminist Frequency, idea that women are usually or often the selling point of video games. She suggests that designers ‘make women exude sexuality for the entertainment of the presumed straight male player’ which is opposed in Metroid, this is because Metroid displays how it is easy to exceed sales using a masculine looking character, who is revealed to be a woman, rather than using a sexualised image of a woman to do so.  

However, at the end of the game, Samus Aran is revealed to be a woman whilst wearing a tight body suit, where her body and figure is majorly defined, so therefore, once again suggesting a non-realistic body type which can be defined as the ‘male gaze’ similarly to Tomb Raider. This also suggests that Metroid could be suggested as radical representation as we assume that the use of the sexualised female body was used as a selling point. 

To conclude, both the ‘Tomb Raider’ and ‘Metroid’ covers include signifiers relating to power and masculinity which are juxtaposed by the use of two female characters. They are both represented in an equivalent way due to the female protagonists, this is assumed as they can both be argued that they suggest a radical representation due to their bravery and independence as well as their female body’s being sexualised to please and entertain the assumed straight male viewer. However, Metroid can be argued to be less radical due to the assumption of the main character being a male on the front cover because of its build and muscular appearance.