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essay answer

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

This essay is a semiotic analysis of both the Tomb Raider and Metroid video game covers. I will cover all semiotic language as well as various different media theorists and begin to follow ideas on representation of gender, diversity and the sexualisation of characters in game as well as discussing our patriarchal society and how it is portrayed in our video games. I believe and will argue that depending on gender as well as other factors, it generates a relationship between signifiers that creates a distinct intention and subtle foreshadow to marketing strategies and radical ideologies of women and their representation.

To explain this, when women are used in video game covers, they are usually used in a sexual way that is presumed to be used as a marketing strategy to generate more sales, specifically since that the target market, and the majority of players for video games are males, from pre-teen to adult. In other words, “The presumed straight male” stated by the Feminist Frequency site. Not only this, there is a large stigma regarding women and their capabilities, for example, when we take a look at the Metroid game cover, the dominant signifier is a female fictional character that is represented as strong and powerful, whereas when we look at the game cover of Tomb Raider, we see a female character with little clothing with sexual assets enlarged beyond normality to appeal to voyeuristic attitudes and visions. Although Lara Croft is clearly sexualised there is now a slightly instilled connotation of power in the sense that she is now a symbolic sign of radicalism as she is the main signifier of her own game, and shows some slight progression in generalised view’s of women represented in video games.

Moreover, Metroid is an even clearer sense of this radicalism as she doesn’t show any assets to be enlarged or taken advantage of for marketing, there seems to be less selective representation of her character. However, when Samus (Metroid main signifier) is out of her suit, she is massively over sexualised with a skin tight suit and this constructed reality of voyeuristic ideas being appealed to for the straight male market once more. From this, we see clearly that maybe social structures and dominant ideologies haven’t changed after all. It seems as though we cannot have a female character in video games unless it contains a collective identity across these games where these characters are being sexualised massively. It doesn’t matter if the sexualisation is subtle or obvious, if we want equality for all ethnicity, religion, race, gender as well as other ideas and views we need to create a hegemony where everyone is being fairly interpreted.

I mentioned that the Metroid character is fictional, this is obviously correct, but it still holds a higher connotation and meaning, we constantly see in media that males are held in a higher formality where they are seen to be strong, independent and have an obligation to take care of women. Like mentioned in the feminist frequency website, there is a common use of the “damsel in distress” theme where the female is almost used as an object, just a prize to be won at the end of the game, like commonly seen in the Mario Brothers’ games. This is relevant as although the character is female, its identity is hidden and doesn’t show any signal of feminine characteristics and is almost represented as a male type of character, moreover, to explain this, for a female to be used in video games and their covers, for them to be an appealing strong character for male players, her femininity needs to be hidden and the character needs to be shown as this overly-powerful character. The issue with this is it creates no individuality and doesn’t appose the current social attitudes and structures, it doesn’t create a conversation on how all genders, race and beliefs should be involved in games – making it all the same isn’t the solution.

In conclusion, there is a common misrepresentation of females in video games, but there is also more than that, race and religions all being misused or not being involved at all. But to serve my main point, this use and abuse of the male gaze theory, theorized by Laura Mulvey, clearly shows the minds of the game creators hasn’t changed in recent times and the marketing strategies target voyeuristic attitudes to increase sales.

reactionary game cover

  • I have changed the entire colour scheme of the game
  • Changed fonts to curly serif fonts and changed their colours to a general representation associated with reactionary female characters
  • Changed the ‘in game’ snapshots to ideologist-ic beauty products and hair related products
  • Changed the main signifier to a massively over-sexualised main signifier appealing to reactionary ideas

representation – diversity quotes

Levelling up article: LEVELING UP REPRESENTATION: DEPICTIONS OF PEOPLE OF COLOR IN VIDEO GAMES

  • Most game companies create games that do not involve diverse characters, this is an issue because it creates an un-comfortability for these players who are a massive amount of the market’s players. “With the high percentage of teens of colour playing games, representation is incredibly important but has — at least historically — been lacking.”
  • The “most-active gameplaying demographic is African American teenagers”
  • “Despite many video game companies being based in East Asia, most games feature white protagonists.”

 why diversity matters article:

  •  “PlayStation recently sponsored Pride London” (PlayStation is starting to show a support for the LGBTQIA+ community)
  • “The industry traditionally projects an image that is young, white, straight and male, but there is growing understanding” (This shows that there is beginning to be a greater diversity in video games for different ethnic groups, 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”
  • “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”

Feminist Frequency Site:

  • “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.”
  • “conjunction with other aspects of their design, to make them exude sexuality for the entertainment of the presumed straight male player.”

key definitions – representation

  1. Male gaze – The male gaze is an objectification of and towards women by men.
  2. Voyeurism – An interest in observing people while they are engaging in sexual activities such as getting undressed or naked.
  3. Patriarchy – A society in which men are in charge and women are excluded from the power.
  4. Positive and negative stereotypes – When a group of people are widely fixed to a particular idea of a person or thing and receive negative or positive feedback from said stereotype.
  5. Counter-types – An opposite view to a stereotype.
  6. Misrepresentation – Giving misleading information and/or facts made by a party to affect others.
  7. Selective representation – Only showing parts of some events or conflicts, usually for ones benefit.
  8. Dominant ideology – This is the ideas, attitudes, values, beliefs and culture of the dominant/ruling society (the majority).
  9. Constructed reality -A way of advertising that allows media to be seen as a reality, a false reality.
  10. Hegemony – The leadership or dominance by a state or social group.
  11. Audience positioning – The techniques used to apply the understanding of the ideology of the text to the audience.
  1. Fluidity of identity – The ability to change how to see/view the world, yourself and actions.
  2. Constructed identity – The development of ideas and beliefs for ones self, a manufactured perception.
  3. Negotiated identity – Agreements, discussion and a negotiation of a persons identity with another persons.
  4. Collective identity – The idea of an identification which is shared between groups and individuals.

essay prep

My game cover has a female in the front cover and follows an idea of a mighty non-sexualised character. I produced a battlefield warfare game where I created a dominant signifying image that was essentially feminine although it didn’t follow idealistic and reactionary view of women not being empowered or being a soldier in war, in this game cover a female is shown to a be leader and is appropriately empowered. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987)This can be identified in the posture that I created for my main character, it is a unorthodox, almost silly pose, which when I tested it on my target audience they recognized as “a different and intriguing pose!”. Moreover this quote reinforces my view on it being used to tackle common visionary views and bring forth new ideas and a game cover that is unique. As well as bringing different perceptions of women in video games and challenging our generations male gaze, objectification and overall derogatory views and use of women in this market and others…

Further to this, I have exaggerated the dystopian attributes of my character with an armored helmet, legs and torso with tough leather to emphasize the dystopian setting. I also included clothing that was war-like and confrontational, including a large satchel – signifying combat, aggression, conflict etc – and once again, a war-like as well as an almost knight-like helmet, once more showing the dystopian ideas I am trying to portray. This character is shown to be brave and can effectively use her surroundings. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character has no one to be objectified and looked at. However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier, which is not the case for my character. Nevertheless, I believe that it is generally accepted in society that masculinity is seen as much more aggressive, confrontational and violent than femininity. So in this sense my product is a reactionary representation of femininity in an almost typical masculine way. To explain this, my female character shows a stereotypical masculine type notion in most video games, meaning the use of a female in a non-sexualised way, is a strong tool used to tackle these routine and repeated negative stereotypes and instead illustrates counter-types where the female is not misrepresented as a weak character incapable of a leading story line and is instead a strong and adept leader worthy of being the main character. In conclusion my character is not a typical character with toxic masculinity and shows and leads males to a more healthy view on society.

game cover – satement of Intent

My game cover is targeted at mainly the male gender, ages upwards of 16 years but will have its code of the 18 pegi rating. It will be a large title, a triple A game manufactured by a large company with a large budget, such as Rockstar games, who made popular and highly sold titles such as the Grand Theft Auto series. The game will be based off of the popular game franchise “Battlefield” where there will be military weapons, vehicles and characters. The dominant signifier will be the Sargent military character in the front cover, she will be holding a weapon of some sorts, most likely a gun as well as some other equipment perhaps. I will be making a female character who will be represented, signified and symbolic of someone who is strong and independent. This will hold a radical reactionary view to target commonplace views of women’s representation in video games, such mentioned in the feminist frequency site where the “damsel in distress” ideas are common in many video games.

There will be a sign of animal warfare in this cover, such as a dog being used in combat, this also reaches into radical ideas and moral issues. There will be a paradigm relating to wars and battlefields and a code of equality/ uniformity. There will be a sign of an explosion where its denotation is to create excitement and fear, draw the eyes of a potential customer. There will be images that should ensure that it is stuck with its age range, sensitive and perhaps offence imaging such as warfare.