Category Archives: Representation

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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’.

8 QUOTES

“A 2015 study showed that 83% of non-Hispanic Black teenagers play video games, compared to 71% of Caucasian teenagers, with 69% of Hispanic teens not too far behind. With the high percentage of teens of color playing games, representation is incredibly important but has — at least historically — been lacking.”- Levelling up representation

“This poor representation of Asian women perpetuates the stereotype that they are meek, submissive, sexual objects who exist purely for men’s entertainment.” -levelling up representation

“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.” – why diversity matters

“The industry has been improving its depiction of non-white, non-male characters for several years, but in the last three E3 events, there has been a real sense of momentum, belief and priority – as if this isn’t just something to pay lip service to – it actually matters from a creative and commercial standpoint.” -why diversity matters

key terms definitions

  1. Male gaze- the perspective of a notionally typical heterosexual man considered as embodied in the audience or intended audience for films and other visual media, characterized by a tendency to objectify or sexualize women.
  2. Voyeurism-the practice of gaining sexual pleasure from watching others when they are naked or engaged in sexual activity.
  3. Patriarchy- male dominated society
  4. Positive and negative stereotypes-a positive stereotype refers to a subjectively favourable belief held about a social group.postulated that because negative stereotypes represent negative expectations about the out-group
  5. Counter-types– is a positive stereotype and emphasizes the positive features about a person
  6. Misrepresentation-the action or offence of giving a false or misleading account of the nature of something.
  7. Selective representation-when some groups of people are represented more in government than others.
  8. Dominant ideology-the ideas, attitudes, values, beliefs, and culture of the ruling class in a society; usually also the function of these in validating the status quo.
  9. Constructed reality– That we construct and create our own reality and what we do affects the reality we’ve constructed
  10. Hegemony-leadership or dominance, especially by one state or social group over others
  11. Audience positioning– 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
  1. Fluidity of identity-having the ability to change how you see yourself, the world, and your actions
  2. Constructed identity-process in which humans develop a clear and unique view of themselves and of their identity
  3. Negotiated identity– identity negotiation refers to the processes through which people reach agreements regarding “who is who” in their relationships
  4. Collective identity-the shared definition of a group that derives from its members’ common interests, experiences, and solidarities then place them within certain social categories such as ethnicity, nationality, or gender

8 quotes

“It sets a dangerous precedent when game developers don’t do their research.”

“a link between violent video games and real-world violence.” 

“”young, white, straight male”

” they can be accepted anywhere- in both the gaming world- and that gaming.”

“displayed for the gaze and enjoyment of men”

“sexual satisfaction can come from watching in an active controlling sense”

“only solutions to kill the damsel to protect her”

” make them exude sexuality for the entertainment of the presumed straight male player.” 

ESSAY PREP

I produced an open world multiplayer PVP game in which I attempted to use females on the cover which I warped to fit stereotypical body standards to try and target a specific audience using specific stereotypes. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation seeing as the model is female, has feminine features and is a feminist stereotype. The main reason I chose to present these radical representations of women is to copy how “The industry traditionally projects to an image that is young, white, straight and male”, a point which is made in The Guardians article on Why diversity matters in the modern video games industry.

My character also falls in line with the typical representation of the male gaze, which refers to the sexualized interpretation of the gaze in a way that sexualizes/objectifies women and empowers men. In terms of the male gaze, women are often positioned as the object of a generally straight male desire- which is exactly what John Berger mentions in his book Ways of Seeing.

representation – diversity quotes

Levelling up article: LEVELING UP REPRESENTATION: DEPICTIONS OF PEOPLE OF COLOR IN VIDEO GAMES

  • Most game companies create games that do not involve diverse characters, this is an issue because it creates an un-comfortability for these players who are a massive amount of the market’s players. “With the high percentage of teens of colour playing games, representation is incredibly important but has — at least historically — been lacking.”
  • The “most-active gameplaying demographic is African American teenagers”
  • “Despite many video game companies being based in East Asia, most games feature white protagonists.”

 why diversity matters article:

  •  “PlayStation recently sponsored Pride London” (PlayStation is starting to show a support for the LGBTQIA+ community)
  • “The industry traditionally projects an image that is young, white, straight and male, but there is growing understanding” (This shows that there is beginning to be a greater diversity in video games for different ethnic groups, beliefs and sexuality)

Visual Pleasure and Narrative Cinema (The male gaze):

  • “In a world ordered by sexual imbalance, pleasure in looking has been split between active/male and passive/female”
  • “Women displayed as sexual object is the leit-motiff of erotic spectacle: from pin-ups to strip-tease from Ziegfeld to Busby Berkeley, she holds the look, plays to and signifies male desire”

Feminist Frequency Site:

  • “The sexualization of female characters is about designing them, dressing them or framing them in ways that are specifically intended to be sexually appealing to presumed male viewers or players.”
  • “conjunction with other aspects of their design, to make them exude sexuality for the entertainment of the presumed straight male player.”

REPRESENTATION – KEY DEFINITIONS

  1. Male gaze – The objectification of woman for the pleasing of a male eye.
  2. Voyeurism – Watching and gaining interest by watching undressed, naked individuals.
  3. Patriarchy – A male dominated society.
  4. Positive and negative stereotypes – A group of people stick by an idea to receive positive or negative feedback.
  5. Counter-types – An opposite view to a stereotype.
  6. Misrepresentation – People giving misleading or wrong information to put off other people or teams.
  7. Selective representation – Only showing specific bits of events and media.
  8. Dominant ideology – This is the ideas, attitudes, values, beliefs and culture of the dominant/ruling society.
  9. Constructed reality – Advertisement that views media as reality.
  10. Hegemony – The leadership or dominance by a state or social group.
  11. Audience positioning – Explaining the idea behind the text to the audience.
  1. Fluidity of identity – To be able to change how you see yourself and the world around you.
  2. Constructed identity – Your identity which is formed by you and others opinions of you.
  3. Negotiated identity – Having a constructed discussion on other peoples identity.
  4. Collective identity – A common, shared identity .

Essay prep

I produced a game based off the maze runner series and I created a female character as the dominant signifier as it is not stereotypical for a female character to be in such a game and be seen in a strong and independent matter.

Further to this I have exaggerated the feminine attributes of my character with her slightly shorter and thinner build. I also included clothing which completely covers her as a way of skipping the stereotypical idea that women in video games have to wear revealing clothes. In the words of Laura Mulvey, “displayed for the gaze and enjoyment of men” this is how in the video games industry many female characters are made to look at. however my character does not fit the male gaze as she is completely covered.

however in society it is woman for women to be used as a reason for the main character to progress in the game, but the female is the main character inh my game. So in this sense my product is a radical representation of females in video games.

however I believe that this is a positive representation of femininity as the dominant signifier outlines a more realistic idea of females and is not oversexualising them in any way. as such this is showing a more positive outline of femininity and gender representation. the character also gives a more realistic role model to look up to as it is a more ‘normal’ image of a female character who hasn’t been oversexualised or victimised.

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.