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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”

Pithy Quotes

Leveling up:

The most-active gameplaying demographic is African American teenagers.

For a time, some of the only places where Black characters could be found was in sports games.

Diversity Matters:

Playstation recently sponsored Pride London, providing a joyous, hugely colourful presence in the parade.

Xbox got a new feature in settings called co-pilot. It lets console owners map a game’s controls on to two separate joypads, so two people have access at the same time.

Laura Mulvey:

She falls in love with the main male protagonist and becomes his property losing her outward glamourous characteristics.

Once he actually confronts her his erotic drive is to break her down and force her to tell by persistent cross questioning.

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.

Quotes

Levelling up

  1. The first video game featuring a Black person was Heavyweight Champ, an arcade fighting game released by SEGA in 1976, then remade in 1987, and re-released again in the early ’90s. 
  2. As technology advanced, Black and other characters of color became more prevalent, even if most often confined to the fighting genre. And stereotypes were not limited to African Americans; Latinx characters have often been portrayed as gangbangers and drug dealers, as seen in the Grand Theft Auto franchise, with ridiculous, cliched gang names like “The Cholos” and “The Cubans,” voiced in exaggerated, stereotypical Hispanic accents.

Why diversity matters

  1. The industry traditionally projects an image that is young, white, straight and male, but there is growing understanding that – if only for the sake of releasing more interesting products – this has to change.
  2. “We decided that we’d like to do more for our LGBTQ gaming community and Pride in London seemed like a great start for that – after all, we are based in central Soho. We quickly came together with the UK team who had separately been working on plans for Pride. From there, it just started to move forward …”

Laura Mulvey’s ‘Visual pleasure and Narrative cinema’

  1. A male movie star’s glamorous characteristics are thus not those of the erotic object of the gaze, but those of the more perfect, more complete more powerful ego conceived in the original moment of recognition in front go the mirror.
  2. She is isolated, glamorous, on display, sexualised. But as the narrative progresses she falls in love with the main male protagonist and becomes his property, losing her outward glamorous characteristics, her generalised sexuality, her show-girl connotations; her eroticism is subjected to the male star alone. By means of identification of him, through participation in his power, the spectator can indirectly possess her too.

Feminist Frequency

  1. As a trope the damsel in distress is a plot device in which a female character is placed in a perilous situation from which she cannot escape on her own and must be rescued by a male character, usually providing a core incentive or motivation for the protagonist’s quest.
  2. Disposability – When an objectified person is treated as “something designed for or capable of being thrown away after being used or used up” – a component of objectification theory.

Statement of intent

My games cover will largely be targeted at a male audience in the age bracket of ages 16 and above, it will be made by a large company with loads of funding to assure that the game is well made, I can also use this factor to include better reviews on the game. The game will be based off of several different survival horror games with supernatural elements. Weapons will also be included such as high end counter-insurgency gear, as the game will take place in a top secret government facility. The front cover will include the main character who will be an African American man who is dressed in full military uniform.

I will also include different hints to the theme of the game being supernatural by using common elements used in other forms of media such as thick fog or glowing eyes peering through said fog. These will hopefully help to catch the eyes of potential customers. On the back of the games cover I will include all of the relevant information such as age ratings and safety warnings, I will also include a brief description of the game, some reviews from popular game review company’s and some sneak peek photos of the game.

Pithy quotes

Diversity Quotes –

“You can use it to help people with disabilities, or people who are just less experienced at games. While playing, instead of taking the controller away from them.”

“We have a very diverse staff, including a big number of LGBTQ people who went through the same challenges that many of our LGBTQ fans are going through right now,”

Levelling Up Quotes –

“Over time, representation has become more frequent, and more importantly, more authentic within the realm of video games.”

“The International Game Developers Association found that 81% of developers identified as White/Caucasian and 2% identified as Black/African-American/African/Afro-Caribbean.”

Laura Mulvey Quotes –

“She falls in love with the main male protagonist and becomes his property losing her outward glamourous characteristics.”

“Once he actually confronts her his erotic drive is to break her down and force her to tell by persistent cross questioning.”

representation

Task 1:

As part of our investigation into representation, can you make notes on THE MALE GAZE – in particular make notes on Laura Mulvey and John Berger (who wrote the book Ways of Seeing). There are also links on this Feminist Frequency post

Use the following categories: Exam Prep, Representation, Notes

WIDER READING

LEVELING UP REPRESENTATION: DEPICTIONS OF PEOPLE OF COLOR IN VIDEO GAMES

Why diversity matters in the modern video games industry

Games Industry Sexual harassment case

Task 2

On the same post as your previous representation post (ie task 1 above, Laura Mulvey, Male gaze etc – or you can make a new post if you wish, if so categorise it as REPRESENTATION, EXAM PREP). Can you copy and paste 8 ‘pithy’ quotes ie something you could use in an exam essay.

semiotics definitions

Sign- An object, quality, or event whose presence or occurrence indicates the probable presence or occurrence of something else.

Code-A system of words, letters, figures, or symbols used to represent others.

Convention-A way in which something is usually done.

Anchorage-Used to describe how the combination of elements within a sign fit together and fix the meaning.

Signifier- Any material thing that signifies

Signified-The meaning / idea expressed by a sign, as distinct from the physical form in which it is expressed.

Icon- The definition of an icon is a graphic representation of something, a person or thing that is symbolic or is a noted figure.

Index-An indicator or measure of something.

Symbol-A thing that represents or stands for something else. 

Signification-The representation or conveying of meaning.

Denotation-The literal or primary meaning of a word, in contrast to the feelings or ideas that the word suggests.

Connotation-The literal or primary meaning of a word, contrasting the feelings/ideas that the word suggests.

Myth-A widely held but false belief or idea.

Ideology- The science of ideas; the study of their origin and

Paradigm-A collection of signs that are related.

STATEMENT OF INTENT FOR GAME COVER

I’m aiming for my game cover to be directed towards teens and adults above the age of sixteen, I’m doing this by making a similar game cover to the well know Call Of Duty franchise with soldiers in the front and a battleground behind, however when I go to my radical cover, I’m going to have oversexualised males and females on the cover which goes against the typical fighting games. As well as this I’m going to specifically focus my characters so that it is Caucasian Male.

I would utilise dominant signifiers with weapons (assault rifles) which is an icon and a sign for war, As well as this I would have a dark background that focuses the attention to the main character, who is the main embodiment of the game and what it is about. As well as this an index sign to refer to the companies that “produce” the game, I’m going to use the typical game makers logos to fit the cover properly.

I’m including weapons and vehicles that correspond with the idea of war. I’m going to dress my character in the typical navy green, camo soldier costume and include pictures of nature and an American flag around the cover, this is to set the scene and idea behind the game where you are fighting within a safari and within the home county of America

I would want my game to be made and produced by the large company Activision. The reason why is because the followers of Activision are normally the type that play war games and fit within the bracket of players that I would like to target my game too. My game is typically targeted to people above the age of 16.

CSP TOMb raider & metroid

TOMB RAIDER FC

The front cover uses Lara Croft as an iconic sign to show buyers who the main protagonist of the game is – Lara as a sign can be seen as radical as she is shown holding guns, something not typically seen everyday. The title is also a symbolic sign presenting an idea of the atmosphere of the game and shows the name of the main character – Lara Croft – and which edition of the game it is, it does a good job of presenting a lot of information with a small amount of text. Furthermore on the front cover there is the symbolic sign of the age rating – this symbol tells buyers that only people aged 12 and above are allowed to play the game. In addition, the iconic sign of the xbox symbol represents which system the game is played on – and that it wont be played on any others.

TOMB RAIDER BC

The back cover uses an iconic sign of an Egyptian relic to further help show the atmosphere of the game to buyers, and draw in those interested in the subject. Furthermore there is another symbolic age rating sign – reminding buyers only people aged 12 and up can play the game.

METROID FC

The front cover uses the iconic sign of the main character – Samus Aran – in a space suit to present immediately what the game will contain and be about. The front cover also uses the title as an indexical sign to help further this as it has a futuristic design connoting that the game will be set in the future, which also tells buyers what the game is called. In addition it also has the Gamecube sign, telling buyers that the game can only be played on gamecube. Furthermore, this cover also has the symbolic age rating sign – also reminding buyers that only people 12 and over can play the game. There is also an indexical sign of the nintendo logo, showing that nintendo is the company who published the game. Finally there are 2 PAL symbols on the front cover – showing that the game can only be played in PAL regions and will not work elsewhere.