Category Archives: Exam Prep
Filters
I produced a star wars action game and I created a dominant signifying image that was essentially a sexualised female. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). This can be identified in the size of her breasts and butt, which I made purposely to translate the normality of objectifying women, and that over exaggerated features are used heavily across this male dominated industry.
In addition, I also included clothing that was war-like but inappropriate for the situation she will be put in, in the game and which also highlighted her waist and breasts. This relates Laura Mulvey’s notion of the male gaze in that my main character is there to be objectified and looked at, in the words of Laura Mulvey he is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999). However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier, which is 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.
However, I don’t think this is a positive representation of femininity at all, as I personally believe that an over-aggressive (toxic) femininity is not healthy for women to aspire to. As such, if I was to create this product again, I would avoid the stereotypical representation of her breasts and bottom. And look to create a character that was more radical in representation. I did want to represent what this media form does to women in relation to sexualising them, but next time want to show a real gender equal representation. Perhaps inhabiting a range of signifiers that would connote a more masculine (ie less stereotypical female body) character. I could do this by re-sculpting my character in terms of their physical appearance, their clothing and their posture. As such, I would be sending out a much more positive message (for me) about femininity, one that used 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. As Keith Stuart notes ‘the power of video games [is] a reflective, empowering and emotional influence on the lives of players’. (Why diversity matters in the modern video games industry, Guardian, 18 July 2017)
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.
Essay prep
I produced an Indiana Jones’s type game and I created a dominant signifying image that was essentially masculine and stereotypical. Although the antagonist was not really a male character, even though it may appear as male. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). Only in my production there is a clear focus on masculinity. This can be identified in the typical stereotype of adventure games, where the main protagonist(the adventurer) is a man and has two sidekicks(one of which typically a woman).
Further to this I have exaggerated the muscular attributes of my character with expanded arms, legs and torso. I also included clothing that would be efficient for the story and confrontational, including an antagonist – signifying combat, aggression, conflict etc – and ancient clothing. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character is there to be objectified and looked at, in the words of Laura Mulvey he is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999). 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 masculinity.
However, I don’t think this is a positive representation of masculinity as I personally believe that an over-aggressive (toxic) masculinity is not healthy for males to aspire to. As such, if I was to create this product again, I would avoid the stereotypical representation of an over-muscular, over-physical man and look to create a character that was more radical in representation. Perhaps inhabiting a range of signifiers that would connote a more feminine (ie less masculine) character. I could do this by re-sculpting my character in terms of their physical appearance, their clothing, their posture and even their gender. Changing the protagonists gender to female would make the product radical but a game which has already explored this idea is the ‘Lara Croft’ game franchise, although it may sem like a positive representation initially the game art/cover oversexualises Lara which I think is the wrong approach to creating a radical game. As such, I would be sending out a much more positive message (for me) about masculinity, if I made a radical product, one that used 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. As Keith Stuart notes ‘the power of video games [is] a reflective, empowering and emotional influence on the lives of players’. (Why diversity matters in the modern video games industry, Guardian, 18 July 2017)
essay prep
I produced a games box cover inspired by Toy Story and I created a dominant signifying image that was essentially masculine although it was clearly a female character. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). Only in my production there is a clear focus on masculinity, as she is female but appears rather masculine and not feminine. This can be recognised in the attire my character is wearing. She is dressed in army combat clothes that are not tight fitting to her body as it would be reactionary for a female character who is a dominant signifier to be sexualised with exposed breasts and bum which is then revealed by tight fitting clothing.
Furthermore, when creating my character I did make her limbs and frame wider and more muscular rather than the stereotypical slender frame of a female, nonetheless I made sure not to over do the body shape as I didn’t want the focus of my character to be on her body as that takes away from the whole idea of the fact that she is female but is unexpectedly masculine so she is not sexualised. It is a negative that it takes for a female to dress and look masculine for her to not be sexualised. These features go against Laura Mulvey’s work on ‘The Male Gaze’ as my creation of the dominant signifier’s purpose is most certainly not for the male gaze and the sexualisation of the dominant signifier. This contrasts to Laura Mulvey’s
However, I believe that society is becoming
exam prep essay
For my games cover I made a masculine game that leans toward the male stereotype. This goes with Tori Mori‘s analysis of female, feminine and feminist with her representation of 1987 in my games cover I have a samurai which they are mainly male as it was forbidden to have female warriors as women were mainly seen as child bearers as this highlights the patriarchal society that has been implemented for century’s.
furthermore my games cover has a samurai with a katana and wakizashi typically known to be used in the Edo period when japan was in a 250 year civil war. this highlights violence, blood, gore. this can be associated with Laura Mulvey’s notion of the male gaze my character is there to be seen and objectified. Although, the notion of the male gaze is quite distinct due to that it relates to the sexualisation of the dominant signifier, which is not the way i want my character to be seen as.
however, I feel that masculinity today is wider know but associated with violence and confrontational as where femininity is not the same. I think my product is a reactionary representation of masculinity
In my opinion this is a negative representation of masculinity as I personally think masculinity in an aggressive term is un-healthy and something young males should aim towards. If I was to do this again I think I would base it off of the Onna-musha they were female samurai who fought alongside the samurai in feudal japan. therefore skipping out on the overarching stereotype of the male masculinity and embracing equality of male and females
essay prep
I produced a Zombies vs Soldiers game, in which I created a main zombie character who is seen as dominant therefore recognising a masculine representation although the character was not necessarily male. This corresponds to Toril Moi’s analysis of the difference between female, feminine and feminist forms of representation (1987). However in my creation you can recognise masculinity through the defined features on the face and body, which according to my target audience is seen as almost “man-like”.
In addition to this I have created a soldier who is a male; this is very stereotypical because for as long as we know men have been expected to be the ones that serve their country and go off to fight and protect while women are expected to stay home and look after the children. I also included clothing that was war-like and confrontational, this signifies battle, hostility, conflict etc – and a war-like helmet. In some ways this can contrast Laura Mulvey’s notion of the male gaze in that the soldier character is there to be objectified and looked at, in the words of Laura Mulvey he is a character whose “appearance is coded for strong visual impact”. Nevertheless, the male gaze is quite prominent as it associates the sexualisation of the character, which is not the instance for my character.
Essay prep
I produced a police detective game and I created a dominant signifying image that was essentially masculine. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). Only in my production there is a clear focus on masculinity. This can be identified in the physique that I created for my main character, it was bug muscles in the arms, chest and legs which when I tested it on my target audience they recognised as “the standard for male body types!”.
Further to this I have exaggerated the muscular attributes of my character with clothes that fit perfectly, which is also clothing that was police-like and confrontational. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character is there to be objectified and looked at, in the words of Laura Mulvey he is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999). 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 masculinity.
However, I think this is a positive representation of masculinity as I personally believe that an over-aggressive (toxic) masculinity is not healthy for males to aspire to, which mine is not. As such, if I was to create this product again, I would avoid the stereotypical representation of an over-muscular, over-physical detective and look to create a character that was more radical in representation, maybe a female or eben non-binary person. Perhaps inhabiting a range of signifiers that would connote a more feminine (ie less masculine) character. I could do this by re-sculpting my character in terms of their physical appearance, their clothing and their posture. As such, I would be sending out a much more positive message (for me) about masculinity, ‘maleness’ one that used 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. As Keith Stuart notes ‘the power of video games [is] a reflective, empowering and emotional influence on the lives of players’. (Why diversity matters in the modern video games industry, Guardian, 18 July 2017)
cover essay
I have produced a games cover called ‘Snowboarder x-treme’, which revolves around playing against your friends to reach the end of the snowboard race. This was influenced by a Snowboard Video game I used to play as a kid. This is stereotypically a masculine game as it is a type of sport, and to make this more reactionary, I had a female character on the front, who I exaggerated her features to further accentuate the masculinity of the game. Toril Moi’s research on the distinction between female, feminine, feminist categories can be seen on my cover with the female character in a ‘sexualised’ outfit with exaggerated features.
essay prep
I produced a school based game which incorporates violence. My main character is a women in power who has control. I labelled her as this as it is not stereotypical as she’s not presented as a ‘damsel in destress’
Further to this I have enlarged her breasts and singed in her waist leading to more attention on the buttocks which is the stereotypical idea of a women’s body. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character is there to be objectified and looked at, in the words of Laura Mulvey she is a character “establishing ways of looking and spectacle”. However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier.