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USES AND GRATIFICATIONS

RESEARCH PRODUCT 1 (EOS Lip Balm)RESEARCH PRODUCT 2 (Vogue Lip Stick)MY PRODUCT (Vaseline)
UNDERSTANDING SELFUnderstanding how lip balms can help and keep your lips moisturised, prevent your lips being dry. Understanding that anyone can wear makeup regardless of gender, sexuality, race etc. LGBTQ+ representation could allow you to accept your own identity because it is being supported by influential brands.
ENJOYMENTAllows you to try different products, getting new products from shop can be satisfying and enjoyable. You may get enjoyment from using makeup as it is a medium of self expression. The advert will include lots of colour and a representation of the pride campaign – can be enjoyable
ESCAPISMYou may have an interest in using skincare/beauty which helps you to escape from reality.Escapism from lack of self expression in real lifeBeing represented in media allows you to escape from lack of representation in reality.
KNOWLEDGE ABOUT THE WORLDN/AGlobal stereotype that only women can use makeup N/A
SELF CONFIDENCE, SELF ESTEEMModel is confident in her skin. Confidence = better self esteem, keeps you happy. Implying that using product gives you confidenceModel is confident whilst wearing makeup. Makeup could mask his true lack of confidenceBeing comfortable and seeing your identity representation can bring about more self confidence and higher self esteem
STRENGTHEN CONNECTIONS WITH FAMILY AND/OR FRIENDSModel is confident meaning that she can build stronger relationships with friends. N/AN/A

AUDIENCE

  • After World War 2, the use of mass media increased. In the 1940’s and 50’s, mainstream media took off. TV’s were widely used, this kick started research into the way in which audiences are influenced.
  • The ‘Hypodermic Needle Theory’ = The passive consumption of audiences. When audiences are being ‘injected’ with media, they are ‘knocked into submission’ and go along with the messages the media promote.
  • Harold Laswell = Wrote a novel called ‘Propaganda Technique in The World War’ in 1927 following his own experience serving in WWI. He later created a linear model of communication. Theory work around the effect of media communication and consumption trace back to him.
  • ‘Two Step Flow of Communication’ = Encapsulates the idea that media messages are not directly ‘injected’ into the mass audience, they are ‘injected’ into the ‘important’ people, or ‘opinion leaders’, who then promote this message to the masses.
  • Shannon and Weaver = 1949, Adapted Laswell’s theory and created the ‘Transmission model of Communication
  • Paul Lazarfeld = Believed that the linear communication model was too simple and did not factor in the different ways in which media messages could be communicated.
  • Uses and Gratifications (Active Selection) – Elihu Katz posed the question of ‘what does media do to people?’. Research into this started with McQuail and Blumler.
Two-Step Flow Communication Model | Study.com
Two Step Flow of Communication

Psychographic Profiles (Used to distinguish the different types of audiences and product customers):

The Explorer – motivated by the need for discovery.

The Resigned– motivated by survival needs.

The Aspirer – motivated by esteem/status needs.

The Mainstreamer – motivated by belonging needs.

The Reformer – motivated by enlightenment needs.

The Succeeder – motivated by the need for control.

The Struggler – motivated by escapism needs.

PRODUCTION – ADVERT STYLE MODELS

Style Model Textual Analysis Semiotic AnalysisRepresentational Analysis
1.– Branding (Brand name and logo)
– Images of products
– Main image
– Trademark
– Additional information in smaller font
– Brand slogan
– Campaign slogan ‘curious cat’
– Dominant signifier of a woman using the product
-Anchorage, the brand slogan (‘evolution of smooth’) sets out the products purpose
– Iconic sign – Lip balm product
– Indexical sign – The bracelet the woman wears is the same pattern as the product
– Paradigm of signs that revolve around the product being promoted
– Reactionary representation – Women are often the face of skincare/beauty advertisements
– Stereotypical representation – The woman on the advert is of an idealistic beauty standard. The brand has selectively represented her to promote sales
– The audience is positioned to believe the statements the brand is making because they are viewing them as factual truth.
– The beauty of the woman could appeal to the male gaze.
– ‘Get noticed’ – Implies that the only reason for using the product is for gaining romantic attention, rather than it benefitting your lips.
2.– Main image of man using product being promoted
-Image and name of product
-Name of campaign (‘The Show’)
– Background image of a curtain
– Name of celebrity to increase sales.
– Magazine title
– Dominant signifier of the man using the product
– Iconic sign – Lipstick product
– Indexical Sign – The man is wearing other makeup products
– Symbolic sign – The red lipstick shade links to the colour of the curtains. The shade has connotations of luxury.
– Radical representation : Men who wear makeup, or take care over their appearance are not often represented in the media, more specifically adverts for makeup products
– Countertypical representation : Goes against the societal norm and counteracts the idea that only women should wear makeup
– The audience are positioned to accept and celebrate this representation
– Could be seen as a representation of the LGBTQ+ community
– Counteracts the hegemony that females hold in the beauty industry.
3.– Image of the product being promoted
– Brand name and logo
– Brand tag line/slogan
– Hard lines to section off the different sections of the advertisement ‘without it. A kiss is just a kiss’
– Additional smaller text
– Dominant signifier of the two people about to kiss on the top left corner
– Iconic sign – Chapstick/image of the product
– Iconic sign – Image of lips on the packaging. Linking to the message of the advert
– Anchorage – Smaller text relates to the purpose of the product
– Symbolic sign – Red pattern as background links to love and romance

– The product is over-sexualised and portrayed in a way only revolving around romance and love
-Stereotypical representation which implies that men only find women attractive when they use beauty products.
– Reactionary
– The inclusion of the definition of a ‘kiss’ reinforces the fact that the product is for the pleasure of the male
4.– Main image of a man using lip balm product
– Background : Gradient of yellow and orange
– Dominant signifier is of an ‘attractive’ man using a lip balm
– No anchorage
– Iconic sign of the lip balm stick
– Countertype – This representation goes against the social stereotype which encapsulates the idea that to be masculine and ‘manly’ you must neglect self care and care for appearance, as it is seen as a much more feminine trait to hold.
5.– Main image
– Brand logo and brand graphics
– Image of product being advertised
– Brands slogan/ tag line
– Iconic sign of the product
– Dominant signifier of the lower half of a woman’s face. Focused in on her lips which links to the products purpose
– Anchorage – Rhetorical question to directly communicate with the customer.
– Reactionary representation – Women are most likely to be featured in a beauty campaign because it fits with the social stereotype of the type of consumer who would use the product.
– Through the use of comparison of the product being advertised against other similar products, the audience is positioned to believe that this product is most beneficial.

CSP – TOMB RAIDER AND METROID (ESSAY)

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

The relationship between signifiers and signifieds in the CSP game covers: Tomb Raider and Metroid can be interpreted in differing ways and can be supported by differing evidence, ideologies, and theories. For example, Ferdinand Saussure’s theory states that “signs of language are arbitrary”, meaning that there is a clear link between a symbol’s physical appearance and the deeper connotation, or meaning we take and express from it. In both video game productions, Saussure’s theories are displayed through the representation of gender. Furthermore, I will interpret the stereotype’s today’s society associates with gender, expression of sexuality, race and ethnicity.

In this essay, I will argue that Tomb Raider is both a reactionary and a negative representation of femininity, I believe that the cover presents a damaging and unrealistic portrayal of the female body and female identity, in general, to the gaming community, also children and teenagers who are influenced by modern media, and the games they interact with.

On the other hand, I will argue that Metroid is a radical and relatively more positive representation of femininity, and masculinity. I believe that the game displays a refreshing and counter typical portrayal of female identity which is often lacking in the majority of game productions. However, the representational ‘norm’ of females still manages to feature. 

The ‘Tomb Raider’ cover design includes a dominant signifier, main image of a female character (Lara Croft), her appearance is over sexualised and exaggerated through the character having emphasised physical features as well as tight and exposing clothing which accentuate her ‘perfect body’. Her skin is flawless, with excessive makeup and her hair perfectly styled, creating a totally unrealistic figure for players to look up to. It is evident that this character has been constructed to appeal to and satisfy the ‘Male Gaze’. The ‘Male Gaze’; a feminist, theoretical ideology that was formed by Laura Mulvey, a British film critic, within her essay ‘Visual Pleasure and Narrative Cinema’. The theory encapsulates the idea that female characters, or feminine characters, in visual arts and literature are often presented as sexual objects for heterosexual male gratification. The presentation of this character also echoes the theory of voyeurism which is the act of gaining sexual pleasure from watching others present themselves in a sexual nature. Lara Croft’s representation links to Mulvey’s notion that “The cinema offers a number of possible pleasures. One is Scopophilia.” In this case, video games take the place of the Cinema, however, the idea remains un-changed. The way in which the dominant signifier is idealised and how her expression of sexuality is exaggerated displays the way in which the video game industry use women as an object that are desired and created solely for the male player to ‘enjoy’. The cover also includes a paradigm of signifiers relating to adventure, action and violence. These iconic signs such as: a gun that the main character holds, a backpack and a rope counteract the social stereotype of femininity as they have connotations of a more masculine personality. 

On the other hand, this production could be interpreted as a counter-type as it, seemingly, goes against the stereotypical ‘Damsel in distress’ device that is featured heavily in many games, even the most successful: Mario series uses this plot device to make out that women are somewhat weaker or less capable than their male counterpart. Anita Sarkeesian of ‘Feminist Frequency’, an online blog that comments on the representation of women in popular culture, expressed the theory that female, cartoon, video game characters are portrayed as the hyper-sexualised ‘damsel in distress’, who is dependent on the strength of the male hero to be saved from difficulty. Sarkeesian said that “Adventures in which women work to save men in peril are extremely rare” – so – this is archaic, systemic presentation is never seen with a role reversal. This misogynistic, dominant ideology is clearly influenced and ingrained by the patriarchy in society. Rising feminist attitudes have sparked change and development however the selective representation seen in video game production demonstrates the way in which the industry views women. I believe that the societal view on femininity counteracts with how society sees feminism as a celebrated, powerful and political movement showing strength. The symbolic signifier of the black background on the CSP could symbolise a danger, a quest or a difficulty the character has to face and the symbolic signifier or the gold beams of light could signify victory that the character will achieve on her own, or the slightly more masculine representation of her could manipulate the player and denote that she will play the expected role of the Damsel in distress after all.

Additionally, the Metroid cover contains a dominant signifier, main image of a female character (Samus Aran) disguised as a robotic figure (Metroid) which has many links to science fiction, robotics and combat. These signifiers are accompanied by indexical signifiers such as mathematics related coding, numbers and scientific diagrams and shapes, creating a myth that displays links to action, suspense, a quest or challenge which may feature in the game, symbolising the characters hegemony. The symbolic signifier of a white, smoke-like effect behind the dominant signifier could connote to a sense of power and independence the character has, on her own, regardless of her ‘Metroid’ alter-ego. The Metroid character is commonly most associated with more masculine connotations and would stereotypically be depicted by a male. Evidently, this character counteracts this stereotypical representation, demonstrating a radical presentation. The media industry rarely displays counter-types in a positive light. Specifically in gaming, counter-types don’t reflect the real world, this reflects this quote – “what often gets lost in the exhausting, furious online discourse around representation is real-world experience” – from Guardian 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. Diversity within the virtual gaming world is often scarce. A quote from the same article sourced from the Guardian; “The industry traditionally projects an image that is young, white, straight and male”. Even though “A 2015 study showed that 83% of non-Hispanic Black teenagers play video games”, players of minority group’s struggle to find a projection of themselves in the games they chose to play. Not only does the industry lack realistic representation of women, it also lacks diversity and inclusion of people of colour. However, at the end of the game, Samus Aran is revealed wearing a blue body suit, in which, her body is majorly exaggerated and enhanced. Presenting an idealistic and non-realistic body type. This refreshing presentation is snatched away and the game, like so many others, fall into the archaic ways of appealing to the Male Gaze as a sales strategy.   To summarise, both ‘Tomb Raider’ and ‘Metroid’ include signifiers relating to power, strength and masculinity which are juxtaposed by the use of two female, feminine characters. Even though these characters create a strong, independent figure for players to aspire to, the political occupation of their bodies represents the characters as sexual objects for male pleasure which is not a positive aspiration.

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.

REPRESENTATION

REPRESENTATION THEORIES (QUOTES TO INCLUDE IN ESSAY)

‘Levelling up representation : Depictions of people of colour in a video game.’ :

–  “the portrayals of Muslim/Arab/Middle Eastern people, who are often relegated to the role of terrorist.”

– “Despite many video game companies being based in East Asia, most games feature white protagonists.”

‘Why diversity matters in the modern video games industry’ :

– “The industry traditionally projects an image that is young, white, straight and male”

-“What often gets lost in the exhausting, furious online discourse around representation is real-world experience”

‘Visual Pleasure and Narrative Cinema.’ :

-“The alternative cinema provides a space for cinema to be born which is both radical in a political and aesthetic sense”

– “The cinema offers a number of possible pleasures. One is scopophilia”

Feminist Frequency website :

– “Adventures in which women work to save men in peril are extremely rare”

REPRESENTATION – KEY LANGUAGE

Representation :

Male GazeFeminist ideology that women are objectified and represented as sexual beings in visual media for the satisfaction of the heterosexual male viewer.
VoyeurismGaining sexual pleasure from watching others engaging in sexual activity.
PatriarchySociety dominated by male power.
Positive and negative stereotypesA positive stereotype is a favourable attribute or belief around a certain social group. A negative stereotype is a non-favourable belief regarding a social group.
Counter-typesA representation that counteracts or contrasts to the ‘social norm’ or stereotype.
MisrepresentationGiving out or presenting false information about someone or something. Representing someone in a way that goes against their identity.
Selective representationDeciding what to share/ only representing certain events.
Dominant ideologyThe belief’s, morals and idea’s shared by the majority of people in society.
Constructed realityThe way people present themselves is constructed by our life experiences and our interactions with others. Also, the way in which the media presents something as reality.
HegemonyLeadership and dominance.
Audience positioningThe way in which a media text is constructed to manipulate the audiences point of view.

Identity :

Fluidity of identityThe idea that identity is always changing and developing.
Constructed identityThe idea that identity is something that is personally contructed.
Negotiated identityThe ‘middle ground’, where personal identity meets constructed identity to meet personal expectation and others.
Collective identityThe different identity groups in society.

PRODUCTION – GAMES COVER (SOI)

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