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Essay Prep 2

Harry Styles

  • There is a sense that this brand is about celebrating what is already there and encouraging customers to be themselves.
  • Undoubtedly, the idea of this beauty line is to serve as an extension of Styles’ unique and much-revered aesthetic.
  • “It’s starting with nail polish because that was kind of the birth of what it was for,”
  • In July, the global beauty industry was valued at $511bn, with celebrity brands taking an increasingly significant share of the market. Fenty Beauty, the product line Rihanna launched in 2017, is now worth $2.8bn. 
  • However, he is adamant that his venture is more than a celebrity endorsement. “I don’t think that putting someone’s face on something sells a bad product,” Styles says in the interview.

Judith Butler

Judith Butler describes gender as “an identity instituted through a stylized repetition of acts.” In other words, it is something learnt through repeated performance, meaning that gender is not fixed and is more defined by the actions you make and and how you carry them out. This results in you finding the gender within yourself and allowing you to express this to others. This links to stereotypes people have for groups of people. For example boys are seen to be more serious and mature compared to girls. However, this is not always the case.

Representation of women in video games Essay

In this essay I will be discussing the representation of women in both the Metroid and Lara Croft game covers. I will argue that both radical and reactionary views are shown across the covers.

Metroid’s front cover presents a dominant signifier of a character in a space suit, from looking at the cover it is not known whether they are male or female – however from context we know that the character is a woman. This signifier can be seen as reactionary without context, where most people would assume the character in the spacesuit is a man. The Character is presented as big and broad, typically seen as masculine characteristics, and is holding a gun – something usually seen as reactionary for men. Due to not knowing the character’s gender, many people will see this and incorrectly assume the character is a man because it is radical seeing a female protagonist in a spacesuit with a gun. The addition of the gun on the spacesuit presents themes of violence and action, which again is seen as reactionary for male characters – further pushing the idea of the character being a man to players. However, knowing the context of the game, having a woman as the main protagonist and carrying a gun to save the day juxtaposes the stereotypes of men saving the day – and normally a “damsel in distress” – letting a woman take this mantle instead. This juxtaposition also avoids the “male gaze”, a term coined by Laura Mulvey which describes the sexualization of women in media to sell to men. The protagonist wearing a space suit and shown in the way she is, as big and broad, countertypes this as she is not sexualized in any way.

The front cover of Lara Croft also presents a dominant signifier of a female character, however it is clear that Lara is a woman from the cover. From a first glance, seeing Lara’s guns may seem radical and different from what people are used to, however it is quickly seen that this cover is not much different from others. For example, the position that Lara is in manages to accentuate both her breasts and her behind – and her clothes don’t help either – Lara is shown to be wearing a tight shirt and tight shorts. Both of these examples set an unrealistic example for women, that they should sexualize themselves to be seen as sexual objects. This matches with the male gaze, and Laura Mulvey’s views; “woman displayed as a sexual-object is the erotic spectacle”. Overall, whilst Lara’s guns show that she can be tough and fend for herself – contrasting typical views of women in video games, where they are normally “the damsel in distress” – the front cover of the game also feeds into the stereotype of sexualizing women in games. The quote “For every forward step however, there is often a reminder of how far is left to travel” from the article “diversity matters” perfectly describes how this front cover portrays Lara Croft. 

In conclusion, both the Metroid and Tomb Raider front covers juxtapose stereotypes of women in video games to differing degrees. Metroid shows Samus as strong and does not sexualize her, completely opposing what would be expected. Whereas Tomb Raider shows Lara as strong but still sexualizes her character. It is clear that there is a slow shift of how women in video games are portrayed, but games like Tomb Raider are slower to stop sexualizing women than Metroid. 

Analyse the relationship between signifiers and signified in the two csp games covers.

Analyse the relationship between signifiers and signified in the two csp games covers.

In this essay I am going to apply a semiotic analysis to both the Tomb Raider and Metroid video games covers. Semiotics is the study of signs. Signifiers are things or ideas that are trying to be invoked whereas signified is standing for something else.

I believe that Lara Croft is a sexualised game due to the fact of Lara’s clothing whereas Metroid is not which suggests that games companies sexualise women to entice male players to buy the game. As such in this essay, I am going to make it clear that the male Gaze towards women is the reasoning as to why video games companies are becoming so successful.

In CSP 1 Tomb Raider the use of the male gaze shows connotations of voyeurism as Lara Croft is having her backside shown towards the front cover as well as her breasts being clearly visible to the purchaser. Not only that but Lara Croft is shown to be put into tight clothing and short shorts. This shows a misrepresentation of women as women don’t constantly wear skin-tight clothes and show off their bodies in a sexual way to men to fuel their need for voyeurism. In video games the fluidity of identity is stripped from women, and they are used as selective representations of what women are actually like and shows a negative stereotype towards what women are supposed to be like. Whereas men are given Hegemony over women and patriarchy takes course as games progress with men taking dominance over women.

In CSP 2 Metroid the use of Counter-Types is used to show the positives of the Metroid and how strong and powerful he is portrayed to be. In Metroid there is no collective identitys except from the fact that it is just a robot. There is no gender stereotypes and there is negotiated identity through the fact of the robot being a robot. Not the agreement of male and female its robot and robot. This eliminated the idea of the male gaze as there is no distinctive woman to look at. The thought of dominant ideology is also lost when looking at Metroid as there is no belief and morals to be shown due to the fact that of  the constructed reality Metroid has created.

There are very controversial ideas of both CSP 1 and CSP 2 due to the fact that the robot in Metroid is depicted as a male and is in a full suit of armour when fighting but Lara Croft in tomb raider has to fight in skimpy clothing which barely covers her. Males get all this praise where as females get objectified.  Laura Mulvey as specialist in the idea of the male gaze. Laura’s definition of the male gaze is “ women in the media are viewed from the eyes of a heterosexual man, and that these women are represented as passive objects of male desire” she also stated that “The Male Gaze suggests that the female viewer must experience the narrative secondarily, by identification with the male” Laura Mulvey works towards getting game companies to have equality for both male and female characters and to not just use the female as the damsel in distress for all situations. Laura has been to many events and has dedicated majority of her life to getting game companies to change their outlook on women.

The reason as to why Laura’s work isn’t changing the future isn’t because she’s wrong in any way shape or form or that her theory is incorrect but the buyers and audience for these games continue to buy the same types of games. Its either women in little clothing showing off their bodies whilst fighting or women in need of the males help to come save her. The damsel in distress theory for games has always worked. Mario, for example Mario has to go to a castle and save princess p-each from the evil turtle thing and that’s the games basic outline. Of course, throughout the game there is challenges and fights to be won in order to make it to the castle but it’s still the same ideology that the women will always need saving from the bad and the Hero that comes to save her is a male.

To conclude CPS 1 Lara Croft is in fact a sexualised game which promotes the idea of women distinguished as objects and only there for the males to look at. Whereas CPS 2 Metroid is the idea of a woman as it’s been recently distinguished that Metroid is in fact female but the fact of the Metroid being covered up and having many masculine traits makes it more believable for her to be a male. But Metroid has had this female fully covered up and not seen as an object or just there for men to look at which gives off the idea to audiences that that this is a non-sexualised game and can be played by all. I believe there is no relationship or similarity between the 2 CPS’ signifiers and signified as they are two completely different and separate games.

CSP Game cover essay

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

The relationship between signifiers and signified in the two CSP games covers can be seen and analysed in multiple different ways. For example, feminist film expert, Laura Mulvey invented the concept of women being looked at in a very sexualised way by males in order to make them feel important and better about themselves, objectifying them. This is called the ‘Male Gaze’. For example, in ‘Tomb Raider’ the main thought as you look at the front cover is immediately the stereotype of women in a ‘man’s eyes’ in video games. This can be supported by the iconic signs such as the props Lara Croft is holding/has on her person, which symbolises her being strong, appearing more attractive to males. Another part of this to mention is the way Lara Croft has been portrayed with exaggerated body parts in order for the males to enjoy the game more, which of course is seen as reactionary. 

While Tomb Raider can be seen as a very negative representation of feminism and is reactionary for its audience, you could also argue that it is radical. For example, the very fact that it shows a woman having the ability to be strong, involved in action and have the practice in firearms, proves that women do not always have to be the ‘damsel in distress’ as several videos ‘Feminist Frequency’ have posted explaining. Most video games that include female characters usually have them kidnapped or something happen to them at the beginning of the story, so the main character (a male) can save them from the danger, subtly hinting that women cannot save themselves. The quote “This poor representation of Asian women perpetuates the stereotype that they are meek, submissive, sexual objects who exist purely for men’s entertainment” from the article ‘Levelling up Representation’ indicates in detail about not only women in general but women with specific ethnicities being sexualised and objectified for men’s entertainment. 

Another way that further explains this is the concept of ‘Feminist, female, feminine’ introduced by Toril Moi, where the difference between the three is explained, and how there is ‘male’ and ‘manly’ but no equivalent for ‘feminist’. This instantly shows that males have always had a sense of authority and hierarchy over females, which can be seen in the game cover of Metroid. The cover presents a very strong, manly character in a suit that can be described as ‘only male characters wear’. At the very end of the game, the manly character reveals themselves to be female. This suggests how nobody knows until the end of the game, many people who play the game automatically assume it’s a male because of the appearance in the ’suit’ and that stereotypically, women don’t present themselves that way, once again showing that males have more authority over women. Once Samus (the character) reveals to be a female, it shows that you will never know what gender the character is. Would it decrease sales of the game if it was known from the start that Samus was a female? When she reveals herself, she is massively over sexualised wearing a tight blue suit and has her hair in a long ponytail. The juxtaposition between a very ‘manly’, strong character who ends up being, yet another over sexualised female is major and should not be allowed. 

In summary, I believe that the two game covers are reactionary for its audience, both males. For Tomb Raider, the character is female and extremely over sexualised, allowing customers to purchase the game more as they are attracted to the front cover. For Metroid, the character is male and is perceived as strong, again allowing the customers to buy it more as the male audience like the fact the character is strong and manly. Both are seen as reactionary and radical in their own ways and I personally think that they should do better and think about how they are perceiving women and how damaging that is. 

semiotic analysis on tomb raider and metroid

Semiotic analysis on Tomb Raider and Metroid

In this essay I am going to apply semiotic analysis to both Tomb Raider and Metroid games covers. I will argue that a representation of Tomb Raider presenting Lara Croft as a sexualised character of whom is created to please the male eye. From the first Tomb Raider game released in 1996, Lara has been designed with an appealing body type of which consists of a slim body type equipped with minimal clothing, an unrealistic choice of wardrobe for an occasion as adventurous as the one Lara embarks on. It is argued Lara is created to receive approval from the ‘male gaze’ an idea Laura Mulvey theorized, of which she describes ‘woman as visually positioned as an “object” of heterosexual male desire’. Using a female as a main character can be seen as an impression of female empowerment, due to the rumour that games in the study with male-only playable characters were said to have sold better than the ones that included women. In addition to this Tomb Raider has only been seen to use a female character known as ‘Lara Croft’.  As much as a positive light can be shown with Lara being female, the minimised clothing and creation for the male gaze dominates the feminist aspects of Lara Croft. Her unrealistic body type, designed by men, was announced to have been created ‘accidentally’ however ironically fits the beauty standard of the male gaze. In addition, the age rating of this game can be frowned upon. An age rating of 12, despite the use of weaponries creates a violent, approved aesthetic, almost suggesting the actions are realistic. 

Second to this Metroid’s main character Samus, disguised as a space defeater, is also female. In contrast with Tomb Raider’s Lara Croft is clothed in a large, protective suit of which defines no gender. In playing Metroid you are tasked with defeating the opposition without the male input. The ‘damsel in distress’ is the hero instead. Despite the empowerment Metroid brings, male players have been seen to dismiss this and complain. In the release of the game players were led to believe that the hero was a man – the game’s accompanying booklet referred to Samus as a “he”. However, those who completed the game were shocked to discover Samus revealing herself to be a woman. In 1986, to see a character be revealed to be a woman there had been minor female gaming characters before. Despite this movement of female empowerment for the gaming industry, the game could not escape criticism. When ending the game, the player is seen to be rewarded with the sight of Samus’s body dressed in red underwear. The creators of Metroid decided for an almost ‘nude’ viewing of the character, of which could have been easily avoidable. Those who question the game creator’s choice for this, ask ‘why dress her in that?’. Metroid could be suggested as radical representation as we assume that the use of the sexualised female body was used as a visual for the male gamer. A symbolic signifier of a smoky background suggests the empowerment and heroic display Samus withholds, allowing for a positive view of the creators of Metroid.

In conclusion both Metroid and Tomb raider can be seen to be of a radical representation due to the female protagonists of whom defeat and overcome challenges, the typical male main character would conduct. Both however contain visuals of the female body in a sexual way to please the assumed male, straight player. 

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

In this essay, you will be knowledgeable of the application of semiotic analysis to both, the Tomb Raider and Metroid video games cover.  

Tomb Raider, a popular video game from the 2000s, a representation of the theory of the ‘male gaze’ theorised by Laura Mulvey – suggests a more radical representation. Whereas Metroid, also a popular video game from the 2000s, presents a more reactionary representation of a typical male protagonist. The male gaze is the act of depicting women and the world, from a straight (heterosexual) male perspective, sexualising women for the pleasure of the heterosexual male viewer. Within the gaming community, I strongly believe this idea does not represent Tomb Raiders positively or either productively. Due to the suggestion of negative natures. On the other hand, this may further entice more gamers to participate in Tomb Raiders, challenging Tomb Raider to a successful market strategy.  

The front cover of the video game, Tomb Raider, exhibits a female character Lara Croft, who can also be known as the dominant signifier. In which, she is manifested to be a sexual object for the suggested straight male viewer. This can be argued by the emphasis on the definition of the female characters bum and figure, she is also presented as flawless, with a lot of makeup and her hair looking completely perfect, creating an unrealistic and fantasy figure for players to look up to. This character is also given a defined hip-sway as such within the actual game suggesting a male pleasure being given which can be defined as the ‘male gaze’ – indicating that she conforms to all society’s gender expectations of women. Additionally, she can also be defined as a reactionary character implicating that her character strongly follows the negative stereotype of the idea that the woman’s body can be viewed as an object. This is mentioned, in Laura Mulvey’s academic paper where it is suggested women believe ‘there is pleasure in being looked at,’ this is suggested to us by the certain way she is positioned on the front inlay product of the game.  

On the other hand, Lara Croft can also be portrayed as a radical character. This is said because she is presented as the main character for the game – this is unusual as it opposes the stereotype that men are superior to women and that women are less important. Therefore, cannot be the main characters of a targeted male video game. This production could also be interpreted as a counter type as it – seemingly, going against the stereotypical ‘damsel in distress’ idea that is commonly featured in a lot of video games. The ‘damsel in distress’ was theorised by Anita Sarkeesian of ‘Feminist Frequency.’ She owns an online blog that comments on the representation of women in popular culture where she expresses that female, cartoon, video game characters are portrayed as the hyper-sexualised ‘damsel in distress,’ suggesting that they may rely on the character of the hero, who is typically male, to save them from a situation where they may be in danger or need help.   

In contrast, the Metroid cover contains a dominant signifier, suggesting the main image of a male character but the gender is not explicitly confirmed on the front cover. Within the actual game, it is discovered that this character is discovered to be a female character named Samus Aran, who is disguised as a robotic figure and has many links to science fiction. These signifiers are accompanied by indexical signifiers. These indexical signifiers can be identified as mathematics-related coding, numbers and scientific diagrams and shapes, creating a myth that displays links to action or suspense which can symbolise the hegemony of the character. This can also contrast to the analysis, created by Toril Moi, of the distinction between female, feminine, feminist categories of representation, which was created in 1987, as the figure of the protagonist appears broad and somewhat muscular which can be characteristics that have been collectively recognised as masculine over the years, this can create a reactionary representation of men because the cover is suggested to display a stereotypical masculine hero who can be thought of as powerful and dominant which supports the stereotype that the purpose of the male gender within video games is to save the female character who can be described as the ‘damsel in distress. Whereas, in reality, the cover of the game presents a female character as the main character so therefore opposes the stereotype that the male gender is typically better suited to the ‘hero’ character.  Within the cover we can see the indexical sign of the gun attached to the robot’s outfit which can also imply that it has connotations of combat and violence which therefore portrays the signifier as brave and fearless. This can also juxtapose Anita Sarkeesian’s, from Feminist Frequency, idea that women are usually or often the selling point of video games. She suggests that designers ‘make women exude sexuality for the entertainment of the presumed straight male player’ which is opposed in Metroid, this is because Metroid displays how it is easy to exceed sales using a masculine looking character, who is revealed to be a woman, rather than using a sexualised image of a woman to do so.  

However, at the end of the game, Samus Aran is revealed to be a woman whilst wearing a tight body suit, where her body and figure is majorly defined, so therefore, once again suggesting a non-realistic body type which can be defined as the ‘male gaze’ similarly to Tomb Raider. This also suggests that Metroid could be suggested as radical representation as we assume that the use of the sexualised female body was used as a selling point. 

To conclude, both the ‘Tomb Raider’ and ‘Metroid’ covers include signifiers relating to power and masculinity which are juxtaposed by the use of two female characters. They are both represented in an equivalent way due to the female protagonists, this is assumed as they can both be argued that they suggest a radical representation due to their bravery and independence as well as their female body’s being sexualised to please and entertain the assumed straight male viewer. However, Metroid can be argued to be less radical due to the assumption of the main character being a male on the front cover because of its build and muscular appearance. 

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.

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

In this essay I am going to apply a semiotic analysis to both the Tomb Raider and the  Metroid video games covers. I will argue that Tomb Raider portrays a radical representation of female protagonists whereas Metroid presents a more reactionary representation of a typical male protagonist. 

The cover of Tomb Raider provides a dominant signifying image of the main protagonist Lara Croft who is presented as feminine. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987) and is highlighted by the characters long hair and soft features which have been culturally identified as womanly characteristics. Despite being represented as feminine, the mise-en-scene yields a radical representation of women due to the guns being used as indexical signs which connote to danger and therefore contradicts the typical ideology that women are weak and pathetic – instead, Croft is portrayed as a brave and daring protagonist. Her rebellious persona is reinforced through the plot line of the game where she must undergo a dangerous journey independently which juxtaposes Anita Sarkeesian’s idea of the ‘damsel in distress’ (Feminist Frequency). The trope highlights the stereotypical plot line where by typically there is  a female character (the ‘damsel in distress’) which ‘must be saved by a male character’ as ‘motivation for the protagonists quest’ which is not the case in Tomb Raider. This creates a positive representation of women as, contradictory to most games, Croft does not rely on the help of a male character to complete her quest and therefore creates a beneficial influence on the gaming community as it encourages them to have a more open mind in terms of the way in which women should be presented compared to how they typically are presented.

Whilst this representation may feel liberating for female audiences, in terms of her physical appearance and the sexual nature of the way in which she is presented, can also be seen as degrading in the sense that her sexual image is being used to attract a more dominant, profitable male audience. The paradigm of small, tight clothing, provocative stance and seductive facial expression which make up her objectified persona, reflects upon Laura Mulvey’s notion on the male gaze in that the dominant signifier is designed in such a way that she appears sexualised – in the words of Mulvey, she is a character whose “appearance [is] coded for [a] strong visual and erotic impact” (“Visual and Other Pleasures”, 1989) in order to feed the voyeuristic tendencies of the video game industry. By dressing Lara Croft in small clothing and using her body as a selling point, video game designers are criticising the counter-type of bringing a female protagonist into a male-dominated industry as it takes away from the practical, liberating aspect of her character well as her purpose in the game. In that sense, you could argue that this is a reactionary representation of women as this is a common image used in media in order to generate sales

In contrast, the front cover of Metroid provides a dominant signifying image of a robotic figure , presumably the main character, and is presented as masculine however, is not explicitly said to be male. This contrasts to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987) as the build of the protagonist appears muscular and broad which are characteristics which have been collectively recognised as masculine. This creates a reactionary representation of men as the cover displays a stereotypical masculine hero which is  presented as powerful and dominant in order to fit their common purpose of ‘saving the world’. This is reinforced by the white glow surrounding the protagonist which is a symbolic sign  representative of their integrity and selflessness – typical personality characteristics a hero would posses. The indexical sign of the gun attached to the robots suit also implies this as it has connotations of combat and violence and therefore portrays the signifier  brave and fearless. This juxtaposes Anita Sarkeesian’s, from Feminist Frequency,  idea that women are more than often the selling point of video games – she states that designers ‘make them [women] exude sexuality for the entertainment of the presumed straight male player’ which is not the case for Metroid. Instead, Metroid displays how it is easy to exceeded sales using a perfectly masculine character rather than utilising the objectified image of a woman to do so.

However, according to my schematic knowledge on the game Metroid, beneath the masculine armour is a female protagonist which is not evident from the front cover. Therefore you could argue that Metroid creates a radical representation of women in that it once again contradict the ‘damsel in distress’ trope theorises by Anita Sarkeesian as discussed earlier as Samus is portrayed as the hero rather than the victim. However, and more importantly, it once again uses the image of a sexualised women to generate a wider, typically male, audience. Similar to Lara croft from Tomb Raider, the objectification of the dominant signifier corresponds with Laura Mulvey’s theory of the male gaze which attracts ‘obsessive voyeurs and peeping toms whose only sexual satisfaction can come from watching, in an active controlling sense, an objectified other.’ (Visual and Other Pleasures (1989)). This highlights the common utilisation of women in media as profit-makers whilst  according to Jean Kilbourne on her observations of women in advertising does not ‘directly cause violence against women but they [it] normalise[es] a dangerous attitude’ (for TEDx) which is when problems begin to arise.

To conclude, both Metroid and Tomb Raider portray two rather similar representations of female protagonists in the sense that they are both presented as radical due to their bravery and independence as well as also both being sexualised to meet the wants of the typical straight male audience. However, the small difference is that this representation is a lot less obvious with regards to the Metroid front cover compared to the Tomb Raider front cover due to the main character being portrayed as a masculine figure at first glance.

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.

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

Answer the following question:

ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS (as set out on this post).

This is a A level question from Paper 1 (Media One) 2020 – you can find this paper and the answer booklet by following the link on the top menu of this block. Essentially this is a 500-1000 word Semiotic analysis of two real media products You must try to include ALL of the semiotic media language that you have defined in the previous task.

Use as much of the preparatory written work that you have already completed. Think of it as a ‘cut and paste’ exercise (a bit like your Game covers) where you can construct your essay from the fragments that you have already produced.

In this essay, I am going to apply a semiotic analysis to both the Tomb Raider and Metroid video game covers. I will argue that the over-sexualisation of Lara Croft on the front cover of Tomb Raider is problematic and disrespectful to women. On the other hand, I believe that the front cover of the game Metroid Prime 2 presents its protagonist (Samus Aran) in a fairly progressive manner because her femininity is not overly pronounced in the same way that Lara Croft’s is on the front cover of Tomb Raider.

Looking specifically at Tomb Raider, the main character (and the games dominant signifier), Lara Croft has been designed in a which appeals to the sexual appetite of young, straight, male gamers. This is evident due to a number of factors (an anchorage). Firstly, she has been given a petite frame. Typically, a petite frame naturally has smaller breasts, however, Lara’s breasts have been enhanced (made larger), to make her more sexually appealing. Her skin is golden and smooth, with no cellulite or stretch marks. Her eyes, lips, and nose are all made to look stereotypically attractive, and her face shape is sharp. On the games front cover, her pose is contorted so that both her breasts and bum are visible. And, her clothing is extremely overly sexualised and impractical. Instead of wearing clothes that fit her role in the game she is wearing tight, revealing clothes that emphasise her sexuality and femininity, rather than her power and resilience. She also lacks any bruises or mud on her skin, and her hair isn’t greasy, wet, or out of place despite the fact that she is in damp, stormy conditions for the majority of the day. Also, her body seems to be bizarrely designed given her occupation. Power is a big part of her role in the game, and yet the game developers have chosen to give her a delicate, feminine frame, devoid of any masculine features such as muscles. Physically, she conforms to almost every female body standard, and this is problematic for many reasons. There is already pressure on women to live up to the rigid bodily standards set to them by modern media, which consists of big breasts, clear and hairless skin, curvy yet petite frame, strong jawline with a diamond face shape, long and thick hair, full lips, big rounded eyes, classical makeup, and small nose. Females are also expected to be cautious and carry themselves with a specialised elegance, therefore, they are not expected to have any bruises, scratches, or general imperfections. So, by designing the main female protagonist of a game marketed to malleable teenage boys as perfect (lacking any features which deviate from those aforementioned beauty standards) the game becomes part of the problem regarding the body image crisis. Now, the young men who play Tomb Raider are more likely to question why the (real) women in their lives don’t look like the perfectly crafted Lara Croft. 

Continually, I think Laura Mulvey’s ‘Male Gaze Theory’ applies here. Lara Croft seems to have been created by straight men, for straight men. She seems to exist in the game as an object to be looked at, which is deeply wrong. By choosing to present Lara in this way, the game developers of Tomb Raider are essentially reducing Lara’s value as a character to her sexual appeal, rather than her personality and skills as a tomb raider. This sends a rather worrying message to young fans of the game: women exist to be viewed by men.

In addition to this, I question why it is that female protagonist’s in video games have to exude sexuality in order to generate sales. Male characters in video games are frequently shown as powerful, courageous, funny, or goofy. Whereas female characters seem to (for the most part) only be shown in one way… sexualised. 

One video game where this isn’t a factor is Metroid Prime 2, which presents its female protagonist (Samus Aran) in a fairly progressive manner. Looking at the index of the front cover. Her big, imposing appearance is stereotypically masculine and portrays dominance. Her armour shows her role in the game. And her gun (a phallic symbol) shows a vital component of her personality (she is violent and dangerous). All of these features deviate from how women are conventionally portrayed in video games, and instead signify that Samus Aran is a male or gender-neutral character. Looking at negatives… there aren’t many, however, It could be argued that the game developers have accentuated her curves to establish her as a female character. But considering that (before I researched the game) I presumed Samus was a male character (for the reasons stated above)… I don’t think this argument holds weight.  

Unfortunately, it seems as though the more sexualised women are in video games, the more the game sells. According to Wikipedia, Metroid Prime 2 sold just over 800,000 copies, whereas the Tomb Raider games have sold upwards of 84 million copies. I think it’s interesting to look into why this is. Are young men more likely to buy video games that present their female protagonist in a sexually appealing way? Or do they just buy the best game? I think it depends. But, there is no doubt that there is a systemic problem concerning how women are presented In video games.

Moving my focus back to Tomb Raider, there is one glaring positive concerning its portrayal of women… it avoids using its main female character as a ‘damsel in distress’. In fact, Lara Croft’s storyline is closer to the type of storyline you’d see a masculine protagonist have. She fights and discovers in a similar way to Indiana Jones. For this reason, you could argue that Tomb Raider actually has an overall positive message for young women… but, I’m not convinced. I think the concept of using a female protagonist in a discovery game is a good one, however, the execution just seems off. It feels as though the decision to have a female protagonist was driven more by voyeurism than positive representation, which (to put it lightly) is disappointing. 

In conclusion, I feel that the way women are represented in the two games I studied differs fairly drastically. Tomb Raider portrays its female protagonist in a fairly reactionary way, whereas Metroid Prime 2 portrays its main female character radically.