Category Archives: Semiotics

Filters

Author:
Category:

ADVERTISING: CSP 3 – Score

Representation

This advert was from 1963 and is a reactionary representation of men and women in media due to the fact it is portraying the white male as the dominant figure, which contrasts the females who are portrayed through the eyes of the male gaze and give off a very submissive persona . This is stereotypical of the advertising industry as these representations were very much reflect the dominating ideology then as well as now. It shines a negative light on women as it creates this belief that they are often very dense and will do anything to please a man whilst shining a positive light on a mans favourable characteristics such as their ability to attract women and easily dominate them just by simply using a hair product – this point is seemingly very sexist. The only aspects of women that the advert show are those that are favourable to men: their bodies and their stereotypical submissive tendencies – illustrating the voyeuristic tendencies of the patriarchy. The advert highly sexualises women by using conventionally attractive women and exposing their bodies by dressing them in little to no clothing – which seems ironic as the product is to be used by men . It then positions them in such a way that they carrying him, as if they are his slaves, and are reaching for the man in hopes for his approval. The combination of the seductive image of the women and their positioning is used as a way to sell the product as it makes a man believe that by using the hair cream he will suddenly attract more women. The fact that the man is positioned higher than the women, sums up that the dominant ideology that men are superior to women is in fact a real thing (but not necessarily true), and that using this hair cream will maintain this sexist hierarchy.

In terms of representations that are less obvious, this can also be seen as a racist portrayal in the sense that not one black person is represented in the advertising of this product. Their lack of representation creates the misrepresentation that this product is not for black people which accurately illustrates societal views of black people at the time which will prevent them from buying the product. This is reiterated by the exotic setting which reflects upon colonialism when white people exploited and stole land from the black natives once again reinforcing the white supremacy ideology and that this product is not directed at them.

vvvAdditionally, this can be seen as a homophobic representation due to the strap line ‘get what you’ve always wanted’. This implies that by using this cream you will attract more women, due to the image of multiple women admiring the man, creates a misrepresentation that someone whose sexual orientation is not women will not get the same effect of the product. Therefore people of that collective identity will not be able to relate to the advert and therefore wont buy it.

In terms of identity, each person in the advert has formed a constructive identity based on the principles of what it is to be a man during the 1960s and what it is to be a woman. The man in the advert, conveys the stereotypical masculine persona, dominant, manly, powerful, because any other identity would have been rarely accepted at the time – he has constructed his identity based on what he was told was ‘right’ at the time. The same goes for the women, they have constructed the stereotypical feminine persona, submissive, beautiful, innocent, as ,at the time, they would have been told that the is all they were good for. You could also link this to the idea collective identity as the male creates his identity to fit in with other male, likewise with the females

Narrative

  1. Initially, he is an average man living an average life.
  2. He then buys Score hair cream
  3. After using the cream he finds himself bombarded with female attention

This narrative is used to sell the product as female validation is what their male target audience will seek.

CSP Game cover essay

ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS. 

The relationship between signifiers and signified in the two CSP games covers can be seen and analysed in multiple different ways. For example, feminist film expert, Laura Mulvey invented the concept of women being looked at in a very sexualised way by males in order to make them feel important and better about themselves, objectifying them. This is called the ‘Male Gaze’. For example, in ‘Tomb Raider’ the main thought as you look at the front cover is immediately the stereotype of women in a ‘man’s eyes’ in video games. This can be supported by the iconic signs such as the props Lara Croft is holding/has on her person, which symbolises her being strong, appearing more attractive to males. Another part of this to mention is the way Lara Croft has been portrayed with exaggerated body parts in order for the males to enjoy the game more, which of course is seen as reactionary. 

While Tomb Raider can be seen as a very negative representation of feminism and is reactionary for its audience, you could also argue that it is radical. For example, the very fact that it shows a woman having the ability to be strong, involved in action and have the practice in firearms, proves that women do not always have to be the ‘damsel in distress’ as several videos ‘Feminist Frequency’ have posted explaining. Most video games that include female characters usually have them kidnapped or something happen to them at the beginning of the story, so the main character (a male) can save them from the danger, subtly hinting that women cannot save themselves. The quote “This poor representation of Asian women perpetuates the stereotype that they are meek, submissive, sexual objects who exist purely for men’s entertainment” from the article ‘Levelling up Representation’ indicates in detail about not only women in general but women with specific ethnicities being sexualised and objectified for men’s entertainment. 

Another way that further explains this is the concept of ‘Feminist, female, feminine’ introduced by Toril Moi, where the difference between the three is explained, and how there is ‘male’ and ‘manly’ but no equivalent for ‘feminist’. This instantly shows that males have always had a sense of authority and hierarchy over females, which can be seen in the game cover of Metroid. The cover presents a very strong, manly character in a suit that can be described as ‘only male characters wear’. At the very end of the game, the manly character reveals themselves to be female. This suggests how nobody knows until the end of the game, many people who play the game automatically assume it’s a male because of the appearance in the ’suit’ and that stereotypically, women don’t present themselves that way, once again showing that males have more authority over women. Once Samus (the character) reveals to be a female, it shows that you will never know what gender the character is. Would it decrease sales of the game if it was known from the start that Samus was a female? When she reveals herself, she is massively over sexualised wearing a tight blue suit and has her hair in a long ponytail. The juxtaposition between a very ‘manly’, strong character who ends up being, yet another over sexualised female is major and should not be allowed. 

In summary, I believe that the two game covers are reactionary for its audience, both males. For Tomb Raider, the character is female and extremely over sexualised, allowing customers to purchase the game more as they are attracted to the front cover. For Metroid, the character is male and is perceived as strong, again allowing the customers to buy it more as the male audience like the fact the character is strong and manly. Both are seen as reactionary and radical in their own ways and I personally think that they should do better and think about how they are perceiving women and how damaging that is. 

analysis of style models

Representations for:

Coca cola- it is a radical representation because there is male and female names which shows that males aren’t more dominant. It hasn’t used selective representation and goes against hegemony (dominance of one group over another). It shows how you can construct your own identity and the idea of fluidity of identity in such that there is a broad range of names.

Maybelline lipstick- The model is viewed in the male gaze due to the position she is in. It shows negative stereotypes which isn’t possible for all women to be like and a lipstick won’t change this your real identity. It is a way of showing the way (constructed identity) shapes us as people and for men seek voyeurism whilst seeing this ad giving ideas for what to buy a girl as a present.

Loreal lipstick- it is clear that the patriarchal society still poses the dominant ideology that men are more capable than women. Good audience positioning as there is a indexical meaning for there to be more positive stereotypes of women in higher job roles creating countertypes wanting hegemony (dominance of one gender) to be scrapped.

Sunscreen Advertising Images, Stock Photos & Vectors | Shutterstock
Your favourite moisturiser just got better | Moisture Surge 72-Hour  Hydrator | Clinique - YouTube
Finding Your Perfect Moisturiser with Estée Lauder | AD - Beauty Trends
1960s Makeup & Beauty Products

essay answer

ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS:

This essay is a semiotic analysis of both the Tomb Raider and Metroid video game covers. I will cover all semiotic language as well as various different media theorists and begin to follow ideas on representation of gender, diversity and the sexualisation of characters in game as well as discussing our patriarchal society and how it is portrayed in our video games. I believe and will argue that depending on gender as well as other factors, it generates a relationship between signifiers that creates a distinct intention and subtle foreshadow to marketing strategies and radical ideologies of women and their representation.

To explain this, when women are used in video game covers, they are usually used in a sexual way that is presumed to be used as a marketing strategy to generate more sales, specifically since that the target market, and the majority of players for video games are males, from pre-teen to adult. In other words, “The presumed straight male” stated by the Feminist Frequency site. Not only this, there is a large stigma regarding women and their capabilities, for example, when we take a look at the Metroid game cover, the dominant signifier is a female fictional character that is represented as strong and powerful, whereas when we look at the game cover of Tomb Raider, we see a female character with little clothing with sexual assets enlarged beyond normality to appeal to voyeuristic attitudes and visions. Although Lara Croft is clearly sexualised there is now a slightly instilled connotation of power in the sense that she is now a symbolic sign of radicalism as she is the main signifier of her own game, and shows some slight progression in generalised view’s of women represented in video games.

Moreover, Metroid is an even clearer sense of this radicalism as she doesn’t show any assets to be enlarged or taken advantage of for marketing, there seems to be less selective representation of her character. However, when Samus (Metroid main signifier) is out of her suit, she is massively over sexualised with a skin tight suit and this constructed reality of voyeuristic ideas being appealed to for the straight male market once more. From this, we see clearly that maybe social structures and dominant ideologies haven’t changed after all. It seems as though we cannot have a female character in video games unless it contains a collective identity across these games where these characters are being sexualised massively. It doesn’t matter if the sexualisation is subtle or obvious, if we want equality for all ethnicity, religion, race, gender as well as other ideas and views we need to create a hegemony where everyone is being fairly interpreted.

I mentioned that the Metroid character is fictional, this is obviously correct, but it still holds a higher connotation and meaning, we constantly see in media that males are held in a higher formality where they are seen to be strong, independent and have an obligation to take care of women. Like mentioned in the feminist frequency website, there is a common use of the “damsel in distress” theme where the female is almost used as an object, just a prize to be won at the end of the game, like commonly seen in the Mario Brothers’ games. This is relevant as although the character is female, its identity is hidden and doesn’t show any signal of feminine characteristics and is almost represented as a male type of character, moreover, to explain this, for a female to be used in video games and their covers, for them to be an appealing strong character for male players, her femininity needs to be hidden and the character needs to be shown as this overly-powerful character. The issue with this is it creates no individuality and doesn’t appose the current social attitudes and structures, it doesn’t create a conversation on how all genders, race and beliefs should be involved in games – making it all the same isn’t the solution.

In conclusion, there is a common misrepresentation of females in video games, but there is also more than that, race and religions all being misused or not being involved at all. But to serve my main point, this use and abuse of the male gaze theory, theorized by Laura Mulvey, clearly shows the minds of the game creators hasn’t changed in recent times and the marketing strategies target voyeuristic attitudes to increase sales.

reactionary game cover

  • I have changed the entire colour scheme of the game
  • Changed fonts to curly serif fonts and changed their colours to a general representation associated with reactionary female characters
  • Changed the ‘in game’ snapshots to ideologist-ic beauty products and hair related products
  • Changed the main signifier to a massively over-sexualised main signifier appealing to reactionary ideas

ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS

Answer the following question:

ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS (as set out on this post).

This is a A level question from Paper 1 (Media One) 2020 – you can find this paper and the answer booklet by following the link on the top menu of this block. Essentially this is a 500-1000 word Semiotic analysis of two real media products You must try to include ALL of the semiotic media language that you have defined in the previous task.

Use as much of the preparatory written work that you have already completed. Think of it as a ‘cut and paste’ exercise (a bit like your Game covers) where you can construct your essay from the fragments that you have already produced.

In this essay, I am going to apply a semiotic analysis to both the Tomb Raider and Metroid video game covers. I will argue that the over-sexualisation of Lara Croft on the front cover of Tomb Raider is problematic and disrespectful to women. On the other hand, I believe that the front cover of the game Metroid Prime 2 presents its protagonist (Samus Aran) in a fairly progressive manner because her femininity is not overly pronounced in the same way that Lara Croft’s is on the front cover of Tomb Raider.

Looking specifically at Tomb Raider, the main character (and the games dominant signifier), Lara Croft has been designed in a which appeals to the sexual appetite of young, straight, male gamers. This is evident due to a number of factors (an anchorage). Firstly, she has been given a petite frame. Typically, a petite frame naturally has smaller breasts, however, Lara’s breasts have been enhanced (made larger), to make her more sexually appealing. Her skin is golden and smooth, with no cellulite or stretch marks. Her eyes, lips, and nose are all made to look stereotypically attractive, and her face shape is sharp. On the games front cover, her pose is contorted so that both her breasts and bum are visible. And, her clothing is extremely overly sexualised and impractical. Instead of wearing clothes that fit her role in the game she is wearing tight, revealing clothes that emphasise her sexuality and femininity, rather than her power and resilience. She also lacks any bruises or mud on her skin, and her hair isn’t greasy, wet, or out of place despite the fact that she is in damp, stormy conditions for the majority of the day. Also, her body seems to be bizarrely designed given her occupation. Power is a big part of her role in the game, and yet the game developers have chosen to give her a delicate, feminine frame, devoid of any masculine features such as muscles. Physically, she conforms to almost every female body standard, and this is problematic for many reasons. There is already pressure on women to live up to the rigid bodily standards set to them by modern media, which consists of big breasts, clear and hairless skin, curvy yet petite frame, strong jawline with a diamond face shape, long and thick hair, full lips, big rounded eyes, classical makeup, and small nose. Females are also expected to be cautious and carry themselves with a specialised elegance, therefore, they are not expected to have any bruises, scratches, or general imperfections. So, by designing the main female protagonist of a game marketed to malleable teenage boys as perfect (lacking any features which deviate from those aforementioned beauty standards) the game becomes part of the problem regarding the body image crisis. Now, the young men who play Tomb Raider are more likely to question why the (real) women in their lives don’t look like the perfectly crafted Lara Croft. 

Continually, I think Laura Mulvey’s ‘Male Gaze Theory’ applies here. Lara Croft seems to have been created by straight men, for straight men. She seems to exist in the game as an object to be looked at, which is deeply wrong. By choosing to present Lara in this way, the game developers of Tomb Raider are essentially reducing Lara’s value as a character to her sexual appeal, rather than her personality and skills as a tomb raider. This sends a rather worrying message to young fans of the game: women exist to be viewed by men.

In addition to this, I question why it is that female protagonist’s in video games have to exude sexuality in order to generate sales. Male characters in video games are frequently shown as powerful, courageous, funny, or goofy. Whereas female characters seem to (for the most part) only be shown in one way… sexualised. 

One video game where this isn’t a factor is Metroid Prime 2, which presents its female protagonist (Samus Aran) in a fairly progressive manner. Looking at the index of the front cover. Her big, imposing appearance is stereotypically masculine and portrays dominance. Her armour shows her role in the game. And her gun (a phallic symbol) shows a vital component of her personality (she is violent and dangerous). All of these features deviate from how women are conventionally portrayed in video games, and instead signify that Samus Aran is a male or gender-neutral character. Looking at negatives… there aren’t many, however, It could be argued that the game developers have accentuated her curves to establish her as a female character. But considering that (before I researched the game) I presumed Samus was a male character (for the reasons stated above)… I don’t think this argument holds weight.  

Unfortunately, it seems as though the more sexualised women are in video games, the more the game sells. According to Wikipedia, Metroid Prime 2 sold just over 800,000 copies, whereas the Tomb Raider games have sold upwards of 84 million copies. I think it’s interesting to look into why this is. Are young men more likely to buy video games that present their female protagonist in a sexually appealing way? Or do they just buy the best game? I think it depends. But, there is no doubt that there is a systemic problem concerning how women are presented In video games.

Moving my focus back to Tomb Raider, there is one glaring positive concerning its portrayal of women… it avoids using its main female character as a ‘damsel in distress’. In fact, Lara Croft’s storyline is closer to the type of storyline you’d see a masculine protagonist have. She fights and discovers in a similar way to Indiana Jones. For this reason, you could argue that Tomb Raider actually has an overall positive message for young women… but, I’m not convinced. I think the concept of using a female protagonist in a discovery game is a good one, however, the execution just seems off. It feels as though the decision to have a female protagonist was driven more by voyeurism than positive representation, which (to put it lightly) is disappointing. 

In conclusion, I feel that the way women are represented in the two games I studied differs fairly drastically. Tomb Raider portrays its female protagonist in a fairly reactionary way, whereas Metroid Prime 2 portrays its main female character radically. 

SEMIOTICS ESSAY ANSWER

ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS:

In this essay I am going to compare the two CSP front covers of Metroid and Tomb Raider using semiotic analysis. I am arguing that both games present their main character to be objectified due to them being female, however both games explore this in different ways. Metroid displayed their character as a masculine strong character which implies that females are less superior than males and Tomb Raider displays their female main character to be oversexualised with poses and body parts.

In the Metroid front game cover the main character “Metroid” is displayed to be a large shouldered, large armed masculine character, however the person controlling the metroid suit is a actually a female character, called Samus, that is unfairly made to be masculine which implies that men are stronger and better at defending themselves than women are, it also implies that the male suit is to defend Samus because she cannot defend herself. In addition to this the character specifically is meant to meet the reactionary belief of what a strong, independent character should be, this is shown to be a male character. The idea of a woman being a main character of a large title video game is a big thing and it gives a good view on the company releasing the game, however there are other ways to go around it to avoid the reactionary, negative stereotype of women being oversexualised. ‘For every forward step however, there is often a reminder of how far is left to travel‘(From an article called “Diversity matters”) – This shows that no matter how much effort or help that a company can put in, there is always more to go, or more to do before people are happy.

Within the Tomb Raider front cover, the character Lara Croft is the dominant signifier and is displayed to be looked at by men. This is called the Male Gaze which is the idea that men look at women as sexual objects. The character Lara Croft can be seen in tight, short cut, shorts that show off the characters behind which fits the presumed straight males voyeurism. Furthermore the character is positioned in a pose that turns her in a way to be able to show off both the characters breasts and back end, this further shows the idea of the Male Gaze displayed within video games and how the character is oversexualised to gain more male attention and achieve more sales. ‘Woman displayed as a sexual-object is the erotic spectacle’ – displays how woman are treated unfairly within the media from Luara Mulvey, this fits with Tomb Raider as the main character is displayed to be looked at.

As well as that, the character Lara Croft is shown to be a strong, independent woman who can fight and defend herself. However Lara Croft can be seen to be in a strappy crop top and a small pair of shorts which specifically show off her curves which are unrealistically curvy and creates an unrealistic expectation for females from the male view which goes along with the idea of a patriarchal society. As Well as this, in other games male characters have full suits of armour that defends the character and doesn’t show off specific parts of the character but when it comes to a woman they don’t need armour and mostly all of their body is shown off. This further displays how the idea of the male gaze is dominant in the video games industry.

In conclusion, both characters from Tomb Raider and Metroid are unfairly treated because of their gender. We can see Samus being represented as the opposite of her gender to display the idea that she cannot defend herself, therefore she needs to be protected by a big suit of armour that looks masiculine on the outside and we can see Lara Croft being oversexualised to fit the male gaze and identify her as a sexual object for the presumed straight male sales and attraction. 

Semiotics Essay Answer

Analyse the relationship between signifiers and signified in the two CSP game covers.

In this essay I will be analysing two close study products (CSP) game covers such as Tomb Raider and Metroid to discuss the relation of oversexualised female characters in video games, versus how women are treated and viewed in society. 

For example, in the front cover of the well-known video game, Tomb Raider, Lara Croft, the dominant signifier is presented as a sexualised adventurer who is put into dangerous situations regardless of the non-appropriate type of clothing in which she has been designed as. I feel that most games involve sexualising the female characters to attract attention for the presumed average straight masculine player, as well as giving the company and game a significant amount of income and recognition. This can be proven by Samus Aran, the dominant signifier in Metroid being displayed in a manly suit of armour, which demonstrates that women need to be visible in a masculine manner to be able to survive, due to men being seen as the stronger and protective gender. This is a reactionary attitude. Although, behind the vigorous depiction, Samus is presented in a tight clinging blue body suit to show her feminine features such as her curves and other feminine aspects. This can become a dominant view for men to expect women to have larger features, providing more pressure on the presumed average female.

The representation of women in this form can impact men’s visual representation and mental representation of women in society by leading an effect on males to treat and view women as an object. Women are typically viewed as the weaker gender and have a higher percentage of rape or any sexual abuse or harassment in society. The explanation for this could be how men have seen women in video games and even pornography to deliver the belief that women should be treated and seen as what males have experienced on a screen, more of a pleasurable desire and expectation. 

Furthermore, the objectification of women is also known as the ‘male gaze’, which has been incorporated by Laura Mulvey in her ‘Visual Pleasure and Narrative Cinema’ notion. The male gaze is the act of depicting women and the world through visual arts and literature from a masculine perspective which represents women as sexual objects to pleasure any heterosexual male viewer. This relates to Tomb Raider and Metroid in which both women have specifically been designed to obtain the attraction and attention of the opposite gender.

Additionally, other theories on the ‘male gaze’ are from Sigmund Freud and Jacques Lacan which interpretate ‘scopophilia’, meaning the pleasure of looking. This is similar to the ‘male gaze’ however the contextual meaning of ‘scopophilia’ proposes the wish for pleasurable looking through a cinematic experience in which someone is considered aesthetically pleasing. The significance of ‘scopophilia’ can be revealed on the front cover of Tomb Raider by the way the camera angle has been set out, for instance the angle of the camera appears to show Laura Crofts behind whereas most dominant male video games, suppress the characters rear end.

In conclusion, I believe society as a whole needs to re-evaluate how designers and companies present women on a daily basis in cinemas, video games and more, to prevent the idea of women being identified as a sexual object to heterosexual men. The two close study products have a negative representation on equality and fairness to women in society by objectifying and sexualising them.