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CSP Essay – Xavier potter

In this essay, I am going to apply a semiotic analysis to both the Tomb Raider and Metroid video game covers and discuss them in detail. I will argue that the Tomb Raider game cover is both derogatory and unrealistic, and does not represent femininity in a positive or productive light for both the gaming community and the wider world. On the other hand, I will make it clear that the Metroid game cover could be described in a different, more positive way which may present a more productive representation of the dominant signifier in comparison.

Firstly, the Tomb Raider games cover could be said to give a negative and sexualised representation of femininity. One reason for this is the fact that the dominant signifier, Lara Croft, is shown to have massively exaggerated bodily features, which would never be found in the real world. This reactionary design choice gives connotations of voyeurism and ties into Laura Mulvey’s concept of “The Male Gaze” which is a masculine, heterosexual viewpoint from the stereotypical straight male. It portrays women as “objects” used for sexual pleasure and was first applied by John Berger in a documentary-style analysis named “Ways of Seeing” in 1972. This representation of the character reinforces the idea of the objectification of women, and it makes impressions on the wider gaming community who may begin to treat this viewpoint as the common standard. Because of this, the sexualisation of women may have a chance of becoming the dominant ideology if this manner of representation keeps up, which in my opinion is a bad thing as I don’t see the sexualisation of women as a particularly positive idea. This design choice links to a quote from the article “Why diversity matters in the modern video games industry” – “If you do not see yourself on Netflix, on Instagram, in games, in forums, where are you?” (The Guardian). This implies that “otherworldly” characters with too good to be true bodies are becoming increasingly relevant as society is progressing and their influence across the world is rapidly increasing as well, particularly because of the rise in use of the internet and social media platforms.

In addition, the Tomb Raider games cover may not present femininity in a positive light in other ways. For example, the dominant signifier is holding multiple guns which are in full view for anyone to see. The fact that the game only has an age rating of 12 (assuming the age ratings are even followed or taken remotely seriously at all) means that the stereotypical young male video game players, a rather impressionable demographic, are fully exposed to the usage of guns. This may create a constructed reality in that the players may form mental beliefs about how society should interact based on what they have experienced in the game as they mature as people, and their fluidity of identity develops. This representation of society may not entirely be one shown in a particularly good light, because in my opinion, a confrontational, aggressive and provocative mindset which promotes violence is not one that people should aspire to have.

Furthermore, the Metroid game cover could be said to be presenting femininity in a more positive, productive way. At first glance, this may not appear obvious because the iconic sign of the main character is dressed in a suit which does not clearly show that they are male or female. Because of this, the audience positioning may mean that most of the consumers of the product instantly assume the character to be male, because of the myth that males should be more involved in violent or physical activities, particularly in video games. Upon researching about Metroid, I found that the character in the suit, Samus, is in fact female, which may come as a surprise to many. This idea is a positive countertype to present a radical and challenging representation which could help gamers to adopt a new ways of thinking about gender representation, with more positive role models for young people to aspire to. This also opposes the long-standing conventional concept of the “damsel in distress” and presents an alternative viewpoint to the quote “There is pleasure in being looked at” from Laura Mulvey’s academic paper.

On the other hand, one could argue that the Tomb Raider game cover is a radical, positive take on femininity. One reason for this is the idea that Lara Croft, the main character of the game, is female, which goes against the stereotypical idea that women play the role of “damsels in distress” for male characters to save as described by Anita Sarkeesian of Feminist Frequency. This could have the effect of empowering girls because Lara Croft looks strong, powerful and adventurous on the cover, and this shows that women are more than capable of defending themselves and do not depend on men to do these jobs for them. The quote “As a girl growing up playing games I was always like, why do I have to play as a boy?” (The Guardian) ties into this in that men are commonly seen as the more dominant and powerful figureheads in society, and this hegemony has rapidly spread into video games too, which is a key reason as to why this aspect of the game cover stands out to me.

However, the Metroid game cover could be presenting femininity in a negative light. One reason for this is the fact that the dominant signifier (who is in fact female) is dressing up in a way which does not make her gender very apparent. This may imply that females need to “dress up” to seem as powerful or capable as males. An idea which may tie into this is the audience positioning, and from a business perspective the intent to make the character not immediately depict a female may be to attract more sales, as video games have progressed to the point where males taking on critical roles as opposed to females has become the modern standard, and gamers may not be always willing to break the mold and buy radical products. This is a negative representation in my opinion because it shows that there is still a long way to go before true equality between male and female roles in society can be reached, and the world still remains rather patriarchal in this aspect.

To conclude, both the Tomb Raider and Metroid game covers give representations of femininity which can be interpreted in many opposing ways. The Tomb Raider cover could provide a negative representation of femininity because of the blatant sexualisation of the main character, which satisfies stereotypical young, male video game players. The Metroid game cover could give a similar negative representation in that the main character is not shown in a manner that depicts her true gender identity (female). This may be because of the myth that females are not as capable of accomplishing bold feats as males, and so consequently the hegemony of men is reinforced. Alternatively, you could say that the Tomb Raider game cover presents femininity in a positive manner because of the fact that the female character of Lara Croft is shown to be the main protagonist of the game. This shows us that females are capable of much more than merely existing to be looked at, and being saved for dramatic effect. One could also think that the Metroid Games Cover presents a positive take on femininity because of the fact that the character who is dressed in combat gear with clear intent on carrying out strenuous activities is female. This indicates that the games cover is a radical portrayal of females which shows that they are indeed capable of fending for themselves, and it counteracts the popular concept of the “damsel in distress”. Taken together, I believe that all of the arguments presented in this essay have reasonable strength, however personally I believe that the Tomb Raider games cover has more of a negative representation of femininity, particularly because of the way that it conveys connotations and ideas of sexualisation and violence which are becoming ever prevalent in modern society. On the other hand, I think that the Metroid game cover shows an alternate, positive perspective on femininity, in that the main female character is shown as powerful, independent and confident, which is a positive countertype to present a radical and challenging representation which could help gamers to adopt new ways of thinking about gender representation. This could lead to people challenging the dominant ideology of males being more powerful and influential in society than females for themselves, which (for me) is an idea that has the potential to be very beneficial in the growth and development of society in the future.

Key Terms: Representation

Male gaze – Looking at things through the eyes of a straight male, which can lead to sexualising and objectifying women.

Voyeurism – Gaining sexual pleasure from watching others when they are naked or engaged in sexual activity.

Patriarchy – The belief that males are superior: a society dominated by men.

Positive and negative stereotypes – The positive, socially accepted and negative, frowned upon aspects of different stereotypes. Positive examples could be men being good at sport and women being caring, whereas negative examples could be most Muslims being thought of as terrorists when in fact that is absolutely not the case.

Counter-types – An idea that challenges a traditional stereotype, for example a princess saving a prince.

Misrepresentation – False claims or ideas about how certain people of things that are not made by the people themselves. This can give others the wrong impressions and ideas about people.

Selective representation – When certain groups or types of people are selected to feature in important positions more than others, for example when women weren’t allowed to vote at certain points in history.

Dominant ideology – Ideas, beliefs and opinions shared by the majority of people in society.

Constructed reality – When people interacting in society create mental beliefs about each other, and these concepts become somewhat reality out of habit.

Hegemony – Dominance or leadership of one specific group of people over others.

Audience positioning – How a designated audience might react to certain ideas, values or concepts.

David Gauntlett

Fluidity of identity – The concept of identity changing because of time, for example maturity or change of circumstances.

Constructed identity – The process of people developing ideas and beliefs about themselves.

Negotiated identity – The process of people fidning out “who is who” in society.

Collective identity – The idea of fitting into certain categories or groups, perhaps based on interests, gender or age.

Essay Prep – Games Cover Evaluation

For my games cover I produced a football game, and my dominant signifying image was quite masculine. This fits with the trend created in Toril Moi’s analysis of the differences between female, feminine and feminist categories of representation, released in 1987. The only difference is that my cover has a particular focus on masculinity. This is shown in the general posture of my character, being bold and confident, along with the sports-related clothing showing professionalism. I also exaggerated muscular features, such as the arms, torso and legs, which may come across provocative to some.

My character reverses the concept and idea of “The Male Gaze” by Laura Mulvey because of the fact that the dominant signifier is not one which would usually be sexualised by the stereotypical straight male video game player. However, you could say that the character is still there to be looked at and objectified, following a quote from the article “Why diversity matters in the modern video games industry” – “If you do not see yourself on Netflix, on Instagram, in games, in forums, where are you?” (The Guardian). This implies that “otherworldly” characters with too good to be true bodies are becoming increasingly relevant as time is progressing and their influence across the world is rapidly increasing as well, particularly because of the rise in use of social media platforms.

This considered, I think that masculinity is more commonly seen as more confrontational, aggressive and violent than femininity so in this regard my product could be considered a reactionary representation of masculinity, fitting in with what most people in society would consider everyday views.

On the other hand, this representation of masculinity may not entirely be one shown in a particularly positive light. I think this because in my opinion, a confrontational, aggressive and provocative mindset is not one that males should aspire to have. Because of this, if I were to recreate this product, I would replace the dominant signifying character of a male with one of a female, with features which do not fit the idea of “The Male Gaze” in that the character would not be sexualised by their design. I would do this by re-sculpting my character, using less revealing clothes, more realistic body features and a more regular posture. I think this would paint femininity in a much more positive light, providing a countertype and challenging everyday beliefs about females.

This ties into the broad argument of whether women’s football is a “true sport” and if it is entertaining to watch as male football. I think that both genders can and should play football as much as each other, but the vast majority of football games available focus on male football, so consequently this idea of a game cover would be radical. By changing my dominant signifying character, I think that a far less negative representation of football as a whole would be presented. This links to a quote from an article being “As a girl growing up playing games I was always like, why do I have to play as a boy?” (The Guardian) in that it would promote equality and provide younger people with more role models to look up to, particularly girls, as more elite female footballers would be recognizable in the game.

Quotes From Articles

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”

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”

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”

Games Cover

Statement of Intent – I am going to make a games cover based around FIFA, because the argument around male and female football being similar principles is quite interesting to me. I am going to do two covers, both based around football, however one version of the cover will be reactionary featuring mostly male characters wearing usual, comfortable sportswear typical of that worn in a football match, however the other one will feature female characters, and so it will be radical to what the stereotypical audience, a young, male player, of a football game would commonly expect for a front cover of these kinds of games.

I am going to base my covers on the standard cover of FIFA 22 which has conveniently been released this month, with a similar layout using elements such as an age rating, company logos, graphical elements such as lines, and indexical symbols to relate to what the product is offering. However, I am going to use different background images, but use the same icons and signs that the normal one does.

I want my product to represent the fact that women are perfectly capable of playing sport and making it entertaining without having to bear the “male gaze” in mind, particularly in the game industry. I intend to prove that women to not need to satisfy the male gaze while being depicted as strong and independent in video games.

The type of product I am going to make would usually be published by a games company such as EA and would be for an audience of fairly young male players.

Representation

Video game characters are presented in many different ways, however there could be a link between female characters and sexualisation in comparison to male characters, who could be said to be presented in “normal” ways.

Examples of female sexualisation include differences in female animations, camera angles and clothing. The purpose of this may be to satisfy the stereotypical straight male player who would usually be interested in these types of games.

This could link to an idea dubbed “The Male Gaze” which is a masculine, heterosexual viewpoint of the stereotypical straight male which portrays women as “objects” used for sexual pleasure. It was first applied by John Berger in a documentary-style analysis named “Ways of Seeing” in 1972. It showed how women were represented in art and advertising.

The concept was further applied by Laura Mulvey when she critiqued traditional representations of women in film, which solidified the term further.

Key Terminology (Semiotics)

C.S Pierce

Icon – Something that physically resembles a thing or an idea.

Index – Something that has a direct relation to a thing or idea.

Symbol – Something that society decides should have a link to something else, no actual relation.

Roland Barthes

Signification – The representation and conveying of meaning.

Denotation – A a fixed, objective and literal interpretation of a thing or idea.

Connotation – An abstract interpretation of a term, creating commonly understood associations with things.

Myth – Ideas which are commonly believed and spread by people, which are often untrue or only partly true.

Ideology – Systems of ideas which often form the basis of how society should function.

Radical – Something which challenges stereotypical ideas and is out of the ordinary.

Reactionary – Something which is expected, follows and confirms usual stereotypes and is easy to relate to.

Semiotics

Sign – Something which stands for something else.

Code – Something used to construct meaning in media forms.

Convention – The commonly accepted way of doing something.

Dominant Signifier – The main thing which stands in for something else.

Anchorage – Words which go with images to convey meaning or context.

Ferdinand de Saussure

Signifier – The real and literal existence of an object or feeling.

Signified – The mental link to a concept formed by human society.

Paradigm – A collection of similar signs.

Syntagym – A sequence of signs, with the idea of one sign linking and connecting to another in a certain order.