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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.

videoGame production

My video game cover is inspired by the movie Cat Woman and is mainly targeted at teenage girls, mainly 12+ due to mild violence, who girls who are interested in the DC comics and films. In the game the Joker comes to Gotham City to cause chaos and with Batman out on a vital mission, Selina Kyle must fight his wrath solo. In one version she will be represented in a radical manner as she will be dressed in smaller, tighter clothing as if she is being portrayed through the eyes of the straight male. Whereas, in the second version, Selena will be presented in a more reactionary way due to dressing in a more modest and practical way.

Representation – the male gaze

The male gaze refers to the way in which women are typically presented in media often through the eyes of the straight male. The women being portrayed are more than often presented as sexual objects for the pleasure of male viewers. For example, in video games, A women’s sexual image is always seen as the most dominant aspect of her character as a pose to her actual purpose in contrast to men who’s bravery and selflessness are always the most important aspect of their character.

Born in 1941, Laura Mulvey is a feminist film maker and theorist from Britain who is commonly known for her work on the ‘Male Gaze’. She wrote the essay in 1975 which highlighted the misogynistic way women are presented throughout media – often through the eyes of the straight male in order to please the straight male.

John Berger, an English art critic born in 1926, was known for his television series and essay on art criticism called ‘Ways of Seeing’ which won the Booker prize in 1972. In the essay, he illustrates the issues with how women are presented in media and how they are overly objectified specifically for the pleasure of the straight man.

LEVELLING UP REPRESENTATION: DEPICTIONS OF PEOPLE OF COLOUR IN VIDEO GAMES-“2015 study… higher percentage of teens of colour playing games , representation is extremely important but… has been lacking”
-“regarding asian women, they are often sexualised… placing great focus on revealing clothes, large exposed breasts, and barely there underwear.”
WHY DIVERSITY MATTERS IN THE MODERN VIDEO GAMES INDUSTRY– “Play Station recently sponsored Pride London, providing a joyous, hugely colourful presence in the parade”
– “Xbox got a new feature in settings called co-pilot”
VISUAL PLEASURE AND NARRATIVE CINEMA – ACADEMIC PAPER BY LAURA MULVEY–  “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”
– “Once he actually confronts her his erotic drive is to break her down and force her to tell by persistent cross questioning”
FEMINIST FREQUENCY– “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.”
– “we explore the Women as Background Decoration trope…These sexually objectified female bodies are designed to function as environmental texture while titillating presumed straight male players.”

statement of intent video game cover:

Statement of intent.

I am gong to make an inlay sheet for a new video game. My video game is based around a female character, based on the star wars movies. I will have two representations of her, one being reactionary and sexualised by wearing revealing clothing and quoting stereotypical ”blonde” comments. The other being a strong and non gender conforming. A realistic picture of what a female fighting ‘bad guys’ with appropriate and realistic outfit would look. This representation of this character would be smart and quick thinking like a male character would be defined in a video game. I want to focus on the characters being no different other than their actual gender.

I want incorporate both reactionary and radical aspects. The female characters will be dressed as closely as possible to what a male would wear which is radical since females are stereotypically dressed in much tighter clothing which is contrasting to males. The character dressed in Tighter clothes will be reactionary since it is stereotypical for a female to dressed in. This will make her look like the ‘damsel in distress’. I will use a Paradigm, lots of signs that have a connection. Such as Tie fighters, The Millennium Falcon, and well known settings in the movies, on the print product.

I would like my final print product of my cover to be eye-catching and interesting. (a lot to look at), but neat at the same time. I want it to immediately communicate star wars and the aesthetic of fighters, star ships and well known characters, i.e.: Darth Vader, obi-wan Kenobi and Padme.

My age rating will be 15+, in order to be able to show the reactionary outfit of one of my characters as her breasts and bottom will be exposed slightly to promote the ideals of media sexualising and why is it obviously wrong. This would be inappropriate for anyone younger. The language of my radical character would be intelligent and intuitive which younger audiences wouldn’t understand.

Statement of intention

My intention of my game I will create a female character who isn’t objectified like most games. It will be set in the jungle where she runs away from a group of criminals .The cover will be a girl dressed with camouflage bottoms and a black top with survival gear. In the background there will add a jungle setting and the main character right in the centre with her pet tiger who she befriends along her travel/hiding. The games aim is survival from running away from the group of men.

Representation

The Male Gaze is the idea that men objectify and sexualise women. They depict them in ways that portray them as sexual objects.

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’.