I intend to create a video games box inlay product for a dance video game, the title will be ‘Dance, Dance, Dance’. I intend to create two versions of the same product, one that is reactionary and one that is radical in representation. The main image and dominant signifier for will be of a character which I will create using Adobe Fuse. In the reactionary product, the stereotypical version, the dominant signifier will be of a female dancer, she will wear tight, exposing and revealing dance wear alongside enhancement of her physical features to ‘show off’ her body and engage the Male Gaze. This type of image is often seen on video games covers due to the societal norm of providing visual pleasure for straight men through media consumption.
Contrastingly, in the radical product, the counter type, the dancer will be a male character to counteract the social stereotype that dance is a typically ‘feminine’ activity which should only be carried out by women. He will wear comfortable, loose clothing such as jogging bottoms and a t-shirt. The character will portray a more realistic body type and a less enhanced image for people playing the game to look up to.
I will base my game cover on my style model, the ‘Just Dance’ video game series, as my idea is influenced by it. In the product, I will include typical textual features such as the game developer, the age rating, a title for the game series and particular game edition. I will also feature a paradigm of signs that revolve around dancing and music. On the back cover, I will include the legal notices and disclaimers that are expected on a video games cover, a blurb explaining the game, a website link and developer address, and also a storyboard of the different scenes included in the game play.
I want my product to represent ways in which women’s bodies and personalities are often over-sexualised in the general media, society, and in this case the digital game industry. I intend to prove that women do not need to provide pleasure for the male gaze whilst being represented as strong and independent in video games.
A mainstream company such as Nintendo, PlayStation or XBOX would make my product. The audience of my product would be children around age 9-13, ‘The Mainstreamer’, or anyone enjoys to dance