8 quotes

“It sets a dangerous precedent when game developers don’t do their research.”

“a link between violent video games and real-world violence.” 

“”young, white, straight male”

” they can be accepted anywhere- in both the gaming world- and that gaming.”

“displayed for the gaze and enjoyment of men”

“sexual satisfaction can come from watching in an active controlling sense”

“only solutions to kill the damsel to protect her”

” make them exude sexuality for the entertainment of the presumed straight male player.” 

media forms


MEDIA FORMS
CHARACTERISTICSEXAMPLE
1Televisionrepetitive
informative
common
This Morning
2Advertisingpromotional
targeted
consistent
Billboard
3Radionot visual
wide spread
simple
Radio 1
4Filmimmersive
formal
differential
Avatar
5Social Mediavery common
interactive
free
Instagram
6Newspapercompletely visual
specific to the area
generic
Daily Mail
7Magazinediverse
no set format
attractive
National Geographic
8Music videoaudio and video
intertextual referencing
genre specific
Daily Duppy
9Video Gamesentertainment
for profit
immersive
FIFA

Representation quotes

Feminist Frequency website

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

“The Damsel in Distress predates the invention of video games by several thousand years”

Levelling up article 

“If you do not see yourself on Netflix, on Instagram, in games, in forums, where are you?”

“As a girl growing up playing games I was always like, why do I have to play as a boy?”

Laura Mulvey’s academic paper

“There is pleasure in being looked at”

“The cinema has structures of fascination strong enough to allow temporary loss of ego while simultaneously reinforcing the ego”

Diversity Matters article

“Most games feature white protagonists”

“Persons who genuinely see themselves as good people end up justifying turning a blind eye to overt racism and violence”

Exam prep

What Is the Male Gaze?


The male gaze describes a way of portraying and looking at women that empowers men while sexualizing and diminishing women. While biologically, from early adolescence on, we are driven to look at and evaluate each other as potential mates, the male gaze twists this natural urge, turning the women into passive items to possess and use as props.

Laura Mulvey-

British feminist film theorist Laura Mulvey described the concept of the “male gaze” in her 1973 essay “Visual Pleasure and Narrative Cinema,” which was published in 1975 in the film theory magazine Screen.4 In the article, Mulvey, who is a professor of film and media studies at Birkbeck, University of London, explained the way that mainstream media objectifies women, showing the female body through a heterosexual male lens as a passive non-actor secondary to the active male characters.

john berger-

John Peter Berger was an English art critic, novelist, painter and poet. His novel G. won the 1972 Booker Prize, and his essay on art criticism Ways of Seeing, written as an accompaniment to the BBC series of the same name, is often used as a university text. He lived in France for over fifty years.

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