Category Archives: Notes

Filters

Author:
Category:

CSP 3- Score (notes)

  • White male being treated like royalty by a group of white women after presumably using the hair product
  • The gun is being used as a signifier/symbol of the male autonomy.
  • The anchorage is the phrase “get what you’ve always wanted”
  • Women being attracted to you after using this hair product is being signified
  • Poor production quality (fake plants, cheap costume)
  • Studies show that if a celebrity appears in an advert it makes consumers believe that the product is more trendy and effective
  • The fact that he is above them is a representation of how men are sometimes seen as superior to women.
  • Male subject is portrayed as white and straight which is sometimes considered the normal orientation of men.
  • The female subjects are dressed in skimpy outfits which coheirs to Laura Mulvey’s theory on “The Male Gaze”

advertising: CSP 3 and 4

INTRODUCTION

As we close this first half term and move to the next, we can watch some more about Jean Kilbourne to help us engage with her enquiry into the values that are held and communicated about our society (particulary with regard to the representation of gender) from the advertising industry, this link.

We will also look at some Advertising from the 1950’s with an episode of Washes Whiter – this is the episode we looked at in class: https://www.youtube.com/watch?v=0WgprZ8j1fI and below is another episode that you should watch over the half term break.

Going forward, next half term we will look at ADVERTISING in more detail. We will look at 2 more exam case studies (called CSP’s – close study products). We will make some adverts for a cosmetic product. So in preparation please:

  • a cosmetic product that you want to promote, market and advertise
  • 3-5 print adverts that you want to use as style models for your own productions.

TASK 1: ANALYSIS OF STYLE MODELS

MAKE SURE YOU PROVIDE AN ANALYSIS OF 3-5 ADVERTISING STYLE MODELS (it is not the quantity but the quality of your analysis that is important)

– make sure you embed them in your blog as a GALLERY x 5 marks
1. Textual analysis (ie media language x 5 – what elements are in your research products)
2. Semiotic analysis (ie key terms x 5 around semiotics)
3. Representational analysis (key terms x 5 around representation)

REPRESENTATION

The male gaze is how women are objectified. The ‘male gaze’ is women looked at as sexual objects which make men feel empowered.

Laura Mulvey was a British film theorist who tackled the centrality of the male viewer and his pleasure. She called this ‘The Male Gaze’. She wrote ‘Visual Pleasure and Narrative Cinema’ which showed all her findings and opinions.

John Peter Berger was known for his ‘Ways of Seeing’ This highlighted ‘The Male Gaze’.

essay prep (not finished)

For my video game cover that I have created is avoids the stereotypes of women in video games. The game is aimed for teenagers who are 16+ because of mild fantasy violence, mild language and suggestive themes. In the game a young female named Alice was captured by a gang of criminals but she finds away to escape. The game is based about surviving in the wilderness. From exploring temples to diving into to the deepest seas to fairies helping you through the enchanted forests. The character wears something a bit revealing but isn’t sexualised like most games. My idea of the game was to do something radical where the female isn’t the damsel in distress in this game and holding weapons that mostly male characters are seen holding in video games because they are know to be stereotypically strong.

The reason why I chose to do a female character instead of a male character is because most females in media are represented sexually to give satisfaction to the heterosexual male player. Most games enlarge the females breasts and butt and position them in an awkward angle, wearing tight or short clothing, my game I didn’t enlarge the breasts or butt to sexualise the character.

I think this is a positive game representation because my character is a strong independent female character which I haven’t over sexualized her. The female representation in my game game perfectly fits in with feminine frequency and Toril Mois analysis between female, feminine and feminist categories.

key terms around representation

MALE GAZE – The male gaze is depicting women and the world, heterosexual perspective that presents and represents women as sexual objects for the pleasure of the heterosexual male viewer.

VOYEURISM – The practice of gaining sexual pleasure from watching others when they are naked or engaged in sexual activity.

PATRIACHY – a system of society or government in which men hold the power and women are largely excluded from it.

POSITIVE STEREOTYPE –  encourages a certain attitude on how we see things and how things are accepted

NEGATIVE STEREOTYPE –  encourages a certain attitude on how we see things and how things are not accepted.

COUNTER – TYPES – a representation that highlights the positive features of a person or group.

MISREPRESENTATION – False claims or ideas about how people are represented. This can give the wrong idea about someone.

SELECTIVE REPRESENTATION – When groups or people are selected to important positions and represent the majority.

DOMINATNT IDEOLOGY –  values and beliefs in a group or social majority.

CONSTRUCTED REALITY – the way we present ourselves to other people is shaped partly by our interactions with others, as well as by our life experiences.

HEGEMONY – Leadership or dominance, especially by one state or social group over others.

AUDEIENCE POSTIONING – Audience positioning refers to the techniques used by the creator of a text to try to get the audience to understand the ideology of the text.

NEGORIATED IDENTITY –  refers to the processes through which perceivers come to agreements regarding the identities that targets are to assume in the interaction.

COLLECITVE IDENTITY – refers to all the affective aspects deriving from belonging to certain groups with which adolescents identify themselves and which place them within certain social categories such as ethnicity, nationality, or gender.

FLUIDITY OF IDENTITY – Having a fluid identity means having the ability to change how you see yourself, the world, and your actions.

CONSTRUCTED IDENTITY – individuals’ sense of belonging to a group.

representation – key terms

Male gaze – refers to the way in which women are typically presented in media often through the eyes of the straight male.

Voyeurism – specifies a conduct of someone who is engrossed in prying on the personal affairs and lifestyles of other individuals.

Patriarchy – male dominated society.

Positive stereotypes – subjectively favourable belief held about a social group.

Negative stereotypes – subjectively unfavourable belief held about a social group.

Counter-types – a representation that highlights the positive features of a person or group.

Misrepresentation – to represent something incorrectly or improperly often due to a sense of prejudice.

Selective representation – to only show/represent part of an event, ideology, topic, individual where the representation is often chosen based on importance, proximity to home and viewer preference.

Dominant ideology – values, beliefs and morals shared by the social majority, which frames how most of the population act.

Constructed reality – selection of events or issues to be covered and also the the decision making of how they are defined and interpreted – when media reality begins to impose itself onto real life.

Hegemony – the dominance of certain aspects of life and thought by the penetration of a dominant culture and its values into social life – a crucial shaper of culture, values and society.

Audience positioning – relationships between the audience and the text, how an audience receives, reads and responds to a text.

Fluidity of identity – an identity that has the potential to be changed and shaped frequently in many directions.

This is often due to different representations of men and women in media and as a result people find themselves adapting and changing their identity’s in order to reciprocate said representations they are exposed to.

Constructed identity – an identity that has been built upon experiences, relationships and connections. A persons identity will differ depending on:

  • where they’ve been brought up
  • how they have been brought up
  • who they have been brought up with
  • their financial state and/or social class
  • a persons faith
  • life experience

The list if different influences is endless and each factor can also be affected by one another.

Negotiated identity – the process of which people reach an agreement of their identity and well as their relationships with other people’s identities – once the agreement is established, people are expected to remain faithful to their identity.

This establishes what people can expect from one another and therefore reinforces the inter-relations that holds relationships together.

Collective identity – cognitive and affective attained from belonging to certain groups (ethnic, gender, class, sexual orientation ect…) creating a sense of belonging to that group for the individual.

It seems that if someone begins to reciprocate certain practices of a group, such as they way they dress, their mannerisms etc, they will become part of that persons own individual identity and will develop a sense of belonging within that group. This can sometimes take over other aspects of a persons individual identity.

REPRESENTATION

REPRESENTATION THEORIES (QUOTES TO INCLUDE IN ESSAY)

‘Levelling up representation : Depictions of people of colour in a video game.’ :

–  “the portrayals of Muslim/Arab/Middle Eastern people, who are often relegated to the role of terrorist.”

– “Despite many video game companies being based in East Asia, most games feature white protagonists.”

‘Why diversity matters in the modern video games industry’ :

– “The industry traditionally projects an image that is young, white, straight and male”

-“What often gets lost in the exhausting, furious online discourse around representation is real-world experience”

‘Visual Pleasure and Narrative Cinema.’ :

-“The alternative cinema provides a space for cinema to be born which is both radical in a political and aesthetic sense”

– “The cinema offers a number of possible pleasures. One is scopophilia”

Feminist Frequency website :

– “Adventures in which women work to save men in peril are extremely rare”

15 definitions

  1. Male gaze-  encourages the sexual politics of the gaze and suggests a sexualised way of looking that empowers men and objectifies women.
  2. Voyeurism – invasive of people’s private lives.
  3. Patriarchy- a society controlled by men.
  4. Positive and negative stereotypes- encourages a certain attitude on how we see things and how things are accepted on not accepted.
  5. Counter-types- representation that highlights the positive features of a person or group..
  6. Misrepresentation- false or misleading account of the nature of something.
  7. Selective representation- when groups of people/ things are represented/highlighted more then others.
  8. Dominant ideology-  The ideas, attitudes, values, beliefs, and culture of the ruling class in a society.
  9. Constructed reality- the way we present ourselves to other people is shaped partly by our interactions with others, as well as by our life experiences.
  10. Hegemony- leadership or dominance, especially by one state or social group over others.
  11. Audience positioning- the relationships between the audience and the text, how an audience receives, reads and responds to a text.

Identity:

  1. Fluidity of identity- having the ability to change how you see yourself, the world, and your actions.
  2. Constructed identity- the way that we construct our own identities through experiences, emotions, connections, and rejections. They constantly change.
  3. Negotiated identity-
  4. Collective identity- the shared definition of a group that derives from its members’ common interests, experiences, and solidarities.

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.

Representation

How women are sexualised in video games, it largely remains unclear whether sexualized video games can have an impact on attitudes toward women. Often game designers change the camera angles to sexualise the female characters body shape and extenuate their walk to show off their purposefully widened hips. They also advertise the game covers with the female characters contorted in ways which can show off their whole body, they do this to appeal to men which entices them to buy the game. Laura was the women who came up with the idea about the male gaze as they were many issues with gender in film and other media. She is a feminist and says that films are made in the view of a heterosexual men trying to sexualise a woman by camera angles, zoom-ins or other strategies. John Berger devised the theory called “Ways of seeing” suggesting that the way woman are seen by men and the way they are taught to see themselves is wrong and creates a bad relationship between the two genders.