All posts by Chloe Peddlebanks-wright

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Essay Preparation

I have produced an action warfare, assassin video game which represents an over sexualised, stereotypical female game character. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). In my game production there is a clear signification of femininity which can be identified by the way in which she is dressed and her feminine features such as her hair and body shape/curves.

Furthermore, my characters clothing and body aspects relates to the notion of ‘Visual Pleasure and Narrative Cinema’ by Laura Mulvey, for instance her exaggerated female features such as her breasts and lower half. This creates the sense that my dominant signifier has been made to be displayed for male desire/attraction and to be gazed at. For example, this corresponds to Laura Mulvey’s words, she is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999).

Additionally, I feel that my product is a negative representation of femininity as women are not a satisfactory object for men to desirable look at, as well I feel that women should not be sexualised and looked at in a way that men feel the need to be dominant and manly for the way women decide to dress. However, if I was to form this product again I would inhabit a range of signifiers that would connote a sexualised plus size woman or an ethnic feature or even an LGBTQ+ appearance to my dominant signifier. I would apply these changes because I feel that a stereotypical sexy women is white, slim, with model like features. This ‘view’ should not be aimed at the ‘perfect’ woman and I feel that plus women should have the same respect and appreciation as those who are more ‘model like’. As such I would be making a positive affect on gamers and players, to realise that realistically women won’t look like over sexualised video game characters and that women should be respected more for their decisions instead of being objectified.

Representation Diversity : Quotes

Quotes:

Levelling up article (games with representation) – “Sony’s most recent masterpiece showcases people from all walks of life in a way that seems natural and refreshing” – (The quote is expressing that big game companies are starting to actively produce games with different racial backgrounds with natural/realistic design.)

“The Call of Duty franchise is one of the most popular in the world, yet it treats Muslims, Arabs, and Middle Easterners as an interchangeable monolith.” – (Meaning that stereotypes still happen in modernised games such as Call of Duty. Specific ethnics are being stereotyped as terrorists or gang members.)

Why diversity matters article (diversity in games) – “PlayStation recently sponsored Pride London, providing a joyous, hugely colourful presence in the parade” – (The quote is about how playstation has started to ‘show’ their support for the diverse of the LGBTQ+ community.)

“The industry traditionally projects an image that is young, white, straight and male, but there is growing understanding” – (This is stating the traditional game design before people wanted change, and wanted an equal part in video games for different ethnics, beliefs and sexuality.)

Visual Pleasure and Narrative Cinema (The male gaze) – “In a world ordered by sexual imbalance, pleasure in looking has been split between active/male and passive/female” – (This quote is about the male gaze and how men actively fantasise/look at the female figure.)

“Women displayed as sexual object is the leit-motiff of erotic spectacle: from pin-ups to strip-tease from Ziegfeld to Busby Berkeley, she holds the look, plays to and signifies male desire” – (I think this quote is talking about how women are seen and looked at as if they were objects, just for mens sexual desire, gaze and gain.)

Feminist Frequency Site – “conjunction with other aspects of their design, to make them exude sexuality for the entertainment of the presumed straight male player.” – (This quote is about the way in which video games represent female characters body language in a sexualised manner, to appease the ‘male gaze’.)

“The sexualization of female characters is about designing them, dressing them or framing them in ways that are specifically intended to be sexually appealing to presumed male viewers or players.” – (The quote in the feminist site talks about female game characters wearing lingerie style armour instead of appropriate attire for the game type, and game makers can easily change this but refuse because of the male attraction to the specific game. It’d what draws men in, relating to the ‘male gaze’.)

Game Cover – Statement

Statement of Intent

In my game cover, I would like to aim for a similar type to the well-known game series and film, Assassins Creed. I hope to achieve a radical version of this game, by making an attractive and oversexualised young lady. This is because Assassins Creed mainly covers up their female characters and NPCS, and are similar to the male characters. The genders are equally dressed.

In my product I will have one dominant signifier who will be shown as an over oversexualised female, London assassin/agent in which she gets recruited by the FBI to go undercover. The index in this game are the two countries that are fighting in a world war, America and Japan. The icons in my game are the weapons that will be acquired by the player, to which these are a sign for war and violence.

The type of audience that would consume this genre of game, would be 18 years and older, as the game would consist of violence, gore, strong language and sexual innuendo. Additionally the company that would produce my product would be console companies, like Playstation or Xbox.

The male gaze: Representation

The Male Gaze

The male gaze is an objectification of and towards women. The ‘gaze’ is looked at as sexualising women and objectifying them and empowering men, to indicate that females feelings and thoughts are less important than women being ‘framed’ by male desire.

Laura Mulvey, is a feminist who explains that most films are designed to visually pleasure masculine ‘scopophilia’. Scopophilia is the sexual pleasure in looking. Her concept is described as a heterosexual, masculine gaze. She argues the disliking of women being sexualised by their body language and fashion in most movies, and how women are there to be a visual pleasure for men.

Key Language: DEFINITIONS

Semiotics:

  1. Sign – Something that expresses a form of communication.
  2. Code – A symbolic tool used to construct meaning in media products/forms.
  3. Convention – Accepted ways of using media codes.
  4. Dominant Signifier – Is the thing, item or code that we ‘read’.
  5. Anchorage – The words that go along with images to give them a specific meaning.

Ferdinand de Saussure:

  1. Signifier – Any material thing that signifies (e.g words on a page).
  2. Signified – The concept that a signifier refers to.

C S Pierce:

  1. Icon – Signs that represent the signified (e.g a picture).
  2. Index – Signs where the signifier is caused by the signified.
  3. Symbol – Signs that is understood as representing an object, idea or relationship.

Roland Barthes:

  1. Signification – Levels of meaning.
  2. Denotation – A literal meaning of a sign.
  3. Connotation – A secondary meaning for a sign.
  4. Myth – Stories that are shared and widely believed by the media.
  5. Ideology – Signs that support powerful structures.
  6. Radical – Something that goes against something that’s expected.
  7. Reactionary – Something that agrees with typical ideas.
  1. Paradigm – A collection of similar signs.
  2. Syntagm – The sequence which words have been put in to.

Evaluation of summer task

Statement of Intent

For my media summer work, I planned to design my work in the style of a modernised newspaper. The colour grey represents a modern style, but the font is in the style of an article. I feel that the font size could have been smaller, and the style could have been changed to something in the present day. Some of the photographs should have had a small caption underneath to explain to the reader what the pictures are.

I hoped to achieve an interview on my mum’s career in the police due to the amount of success she accomplished during her 20 years and continuing. I also decided to do my mum because she has qualifications that barley anyone has in England and in the Channel Islands.

The companies that I think would produce my product would be business that are involved with currency and fraud, along with any police branch to show off the sort of qualifications you can gain. I feel that the audience aimed at my article would be adults ages 20 and over, as younger pupils wouldn’t understand the strong language used.

I could have improved my summer task by making a drop cap to express the style that I was copying. As well as using a different app/document to have more options of effects and presentation. Furthermore, if I did the task again, I would make it into a stronger style of a newspaper.