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signifier and signified essay

In this essay I am going to apply a semiotic analysis to both the CSP 1 Tomb Raider and CSP 2 Metroid video games covers. In specific the relationship between the signifier and the signified (the thing/ idea being represented and the way the thing/ idea is expressed as a sign.

I will argue that  CSP 1 Tomb Raider is both a very violent and highly sexualised which I feel doesn’t represent a female’s capability in a positive or productive way for the gaming world views them. The signifier (the thing being represented) in the game Tomb raider, which is about shooting, is successfully depicted by some of the signified media signs that include: the main dominant signifier and the paradigm of images on the back of the cover. Lara Croft (the main character) is an iconic sign as to what the game will be based around.

Firstly, the way in which the female is depicted on the front cover having tight fitted clothing clinging specifically to her rear emphasising the dominant ideology that women should have a big bum, setting unrealistic expectations (an example of negative stereotyping) right from the beginning, leading women into feeling like they have failed if they don’t appear to be like these figures which are considered desirable and the voyeurism that men will experience at this sight. However, this could also suggest she is less capable and more likely to get in danger due to not being able to protect herself (supported with the way in which she is holding the guns down by her side: not looking ready to battle) and so the reason as to why she might be the main dominant signifier on the front cover is, as shown in the feminist frequency videos about “damsel in distress”. Suggesting that a women’s main purpose in a game is to keep the plot going by the man needing to assist the woman.

Furthermore, in both games covers, CSP 1 Tomb Raider and CSP 2 Metroid, the link between the signifier (being what the game is about) and the signified (being the characters and setting) is very clear. There is use an effective use of bold text for the titles top draw attention to the main media sign of the game (the name of it) especially in the Tomb Raider cover the anchorage between the image and title is very good. The lighting in the background is drawn to the title but also the main image of the woman with guns showing how everything links in together. “Women then stands in patriarchal couture as signifier for the male other” – quote from Why Diversity Matters.

Despite all the negative judgements that can be made about the character in Tomb Raider this aspect of the cover is efficient in showing how a woman has power by the light being focussed on her. It is a good representation of in some way how the world is changing and trying to challenge The Male Gaze view (Laura Mulvey) in which women are objectified and sexualised which can lead to violence as proved in the article about feminism where it states “52% of Hispanic people studied believed there was a link between violent video games and real-world violence.”- Feminist Frequency site. Especially domestic violence which isn’t what the signified was trying to represent from the signifier.

It seems unfair that in CSP 2 Metroid, the dominant signifier is a fantasy male with a muscular build and lots of fighting gear to present how he is very well prepared which agrees with the typical stereotypes of males being strong and independent. This is prejudice because there is still a clear patriarchy which shouldn’t be allowed in this year. To add  to the conveying idea there is also a transparent texture on the cover reflecting from the weapons, which indicates additional power and ability to actually work weapons compared to in Tomb Raider where the female is just holding the weapon down next to her thigh not looking as if she will actually know how to use it. But the guy in Metroid is stood in a firm position, strongly clenching on the gun and aiming it a specific point proving he is ready to shoot. Therefore, men are getting more of a supportive community with more recognition. Guantlett believes in the theory that you create your own identity through media inputs which would impact how men feel more forceful and women are shrunk into a smaller and less capable person due to the constructed identity.

Additionally, there is quite a strong use of hegemony in CSP 2 Metroid due to how there is no females to be seen on the front cover (this is an example of selective representation) implying they are significantly less important than the male characters. This could cause the audience of female gamers to have a lower self-esteem because they are influenced into believing they aren’t as worthy and as talented. In contrast this could also been seen as a positive because usually men are less likely to admit to their struggles so it might help them feel better about their selves. “the power of video games [is] a reflective, empowering and emotional influence on the lives of players”-Why diversity matters in the modern video games industry, Guardian, 18 July 2017

In conclusion I strongly believe that none of the games cover (neither Tomb Raider or Metroid) have a positive representation of the relationship between males and females. More specifically the possible dangers in which women can encounter due to the influences that video games try to convey to the user such as sexual violence and disempowering them. These examples from CSP 1 Tomb Raider and CSP 2 Metroid effectively back up the theories by Laura Mulvey about the male gaze and the Guardian’s report on the outstanding impact games have on everyone. I think that all games should try to use more countertypes which would create positive stereotypes giving a more realistic expectation of a group of people whether it be male or female or different races.

 

 

 

 

MEDIA ESSAY

In this essay I am going to apply semiotic analysis to both the game covers Tomb Raider and Metroid, the front cover for the video game Tomb Raider is misrepresenting reality, this is through how the dominant signifier is represented (Lara Croft), she is seen to be wearing clothes that will cause the male gaze and voyeurism. Another way the games producers have further tried to emphasise this is by placing the anchorage of the image on her waist, making the upper and lower part of the body clearer to the eye at first glance. As Laura Mulvey said “The ‘male gaze’ is something that sexualizes women by empowering men and objectifying women. In the ‘male gaze’ the women are objectified to fit the wants of the heterosexual male.” Ferdinand De Saussure’s ideology is still holding up in today’s world with the idea of the signifier (being the object itself) and signified (being the meaning of the object) this is clear as the way the signifier (the guns) is being signified with the dominant signifier holding them in both hands to suggest that there is and should be violence, which is not the case in today’s society and this makes a myth. On the other hand, Tomb Raiders front cover for the video game can radical as it goes against the patriarchal society. This game also goes against collective identity and suggests to women that you don’t have to a “damsel in distress” as the feminist frequency group put forward. Lara Croft is also a countertype as she goes against the traditional stereotypes set up with women. Girls as young as 12 or even younger if they are not listening to the age restriction will be playing this game and taking in everything about it without even know that they are doing that. As John Berger said “The book “ways of seeing” says in it that women from their earliest childhood have always had to survey themselves constantly. She is told that is it crucial on how she appears to men as it determines how successful she is in life.” This is true in the sense that the way Lara croft is dressed, suggesting that girls should dress like that. However she is also empowering girls as she is seen as strong and adventurous with the video game itself. Modern media is saying that (Leveling up) “Despite many video game companies being based in East Asia, most games feature white protagonists.” However, this is and isn’t the case for Tomb raider, on the first part their game was produced by the games company eidos which is based in Montreal Canada however on the other hand the game does feature a white caucasian being Lara Croft.

The front cover of the video game Metroid is a myth, its trying to represent a sci-fi like video game through the use of unrealistic guns and armour. The game is promoting violence with the signifier (the gun). He creates a constructed reality for people who want a breakthrough with reality this could be negative as it disconnects people from reality and facing their fears.  It also creates a constructed identity for the one who is playing the game as the person is controlling everything that character does using the controller. Samus being the dominant signifier is a icon to many with his gun being an index to samus and the title would be a symbol. There is no negotiated identity with samus, as the game creators get to decide this, you could see the creators being the hegemony of the video game which could be seen as a negative thing. However not everything about this game is negative, in fact there are many positives. You may get a patriarchal view at first with the dominant signifier (samus) with the suit, gun and male stance, but in fact the person inside the suit is female, this stops voyeurism for the heterosexual male as the character can be seen as female and male. When you realise that samus is actually a female you would think of samus as a counter-type. The game cover has also tried to show that this is a video game through using a syntagm in the front cover with the logo of the Nintendo game cube, the age rating and the games company it was created by. The front cover always warns it uses of how they should play the game by adding an age rating to it in the bottom left hand corner however if someone were to be less than that age they might not notice it as there is no colours such as red, being a dangerous colour, to warn them. It indicates that you should be at least twelve or more to play the game however there is nothing restricting someone who less than that age playing the game. This can cause big issues to audience playing the game as people who are less than the age are susceptible to inheriting these ideals and putting them into practice where they were to use a gun in real life and think its just part of the game. But as the fluidity identity of the audience changes as time passes they might take these ideals with them or push them aside and forget about them.

In this essay I have argued that Tomb raider is a game is created to please the sexual desire of the heterosexual man whilst also having a fun and creative side to the game as well and I have argued that Metroid promotes violence and how man should be in society whilst being able to creating a escape from reality.

essay prep – ALEX HENRY

I utilised a male in my front cover for a reactionary response as it aggress and goes along with the idea that men are typically soldiers in games.

I produced a Safari Warfare Game and I created a dominant signifying image that was a masculine soldier that fits with the reactionary idea and stereotype that men are soldiers in war. This goes against Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). Only in my production there is a clear focus on masculinity.

Further to this I have exaggerated the muscular attributes of my character by adding armour, overexaggerated arms, legs and chest. I also added a fighter jet and a attack helicopter that displays the on going theme of war, putting them behind the character, signifying his strength as a male leader. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character is there to be objectified and looked at, in the words of Laura Mulvey he is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999). However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier, which is not the case for my character.

However, I don’t think this is a positive representation of masculinity as I personally believe that the idea of a strong, leading soldier always being a man is wrong and incorrect in the current world where woman are coming to power and serving in the army. Perhaps inhabiting a range of signifiers that would connote a more feminine character, or a radical female character instead of the reactionary male character. I could do this by re-sculpting my character in terms of their physical appearance, their clothing, body shape and size, along with the hair. As such, I would be sending out a much more positive message (for me) about masculinity, ‘maleness’ one that used a positive countertype to present a radical and challenging representation which could help gamers to adopt a new ways of thinking about gender representation, with more positive role models for young people to aspire to. As Keith Stuart notes ‘the power of video games [is] a reflective, empowering and emotional influence on the lives of players’. (Why diversity matters in the modern video games industry, Guardian, 18 July 2017)

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.

CSP Essay

In this essay, I am going to apply a semiotic analysis to both the Lara Croft Tomb Raider and Metroid video games covers. I am going to argue how both of the covers represent the modern day portrayal of women in the media today, which is a sexualisation of female form, by analysing the reactionary layout and design and other similar pieces of imagery. I will also go over the contents of both games themselves, how they back up some theories of how women are used as objects and how they go even further with the sexualisation of women.

I’ll start off with Metroid, as Samus Aran (the playable character in the series) is actually a woman underneath her armour, most people would expect the character to be male as the game series is based off of a character who defends the galaxy from creatures known as ‘Space Pirates’. This is a major countertype example of the damsel in distress. During the storyline of various Metroid titles, more revealing clothing is available for unlock by multiple methods, including game completion, achievements and playtime. This is clearly trying to appeal to the reactionary gaming audience, being maturing teenage males. A radical part of Metroid is that Samus Aran is pictured as a muscular woman who stands 6′ 3″ tall and weighing in at about 90kg. This stature and weight would generally be associated with men over women. On the Prime 2: Echoes cover, Samus’ body is covered up by the orange battle armour. The image it portrays is completely different to what is ‘hidden’ underneath. The character is also pictured with a large cannon replacing her right hand and the description on the back side of the cover opens with, “Become the bounty hunter behind the visor once more!” This would direct most people in the direction of thinking Metroid is a male protagonist.

Continuing from this, the Lara Croft games cover is quite different, but represents the same concept. To start, she is stood at an angle where both her breasts and backside are visible, when they are on opposite sides of her body. This is the most obvious sign of sexualisation as there are not many angles from which both sides of her body would be visible, so somebody clearly designed and planned this beforehand. Some may see this representation as negative as a few of her most notable body parts (the ones mentioned previously in particular) have been extensively exaggerated. Even the way the light falls over her makes her curves look more pronounced than the games cover title image, arguably the most important piece of the cover. The decision to make this image the front cover has been made in order to create a reactionary response from the target audience, and links in with Laura Mulvey’s study of the ‘Male Gaze’ which is a stereotypical viewpoint for the heterosexual young male. She believes that women are used as objects of pleasure for the mainly male gaming audience. This was first written about in “Ways of Seeing” by John Berger. The fact that so many games now use these image portrayals of woman in this possibly negative way show the further audience that this is the standard design and layout for the covers of these games. This visual example also becomes what many women (especially younger) aspire to look like. Some even obsess with looking this way, finding it the only way for others to find them attractive, as it is so heavily used in many forms of media, extending far from some video games covers. The negative view continues over to femininity as Lara, the dominant signifier of this CSP, is pictured holding two handguns, with a third in her right weapon holster. This exposes users as young as the recommended age, 12, to the active and semi-constant use of weaponry in both games, which many parents and others alike will not see as healthy viewing material for their children.

Furthermore, I believe that the representation of women and the ‘Male Gaze’ are shown in an overall more positive way in the Metroid cover image than the Lara Croft Tomb Raider cover image. This is because there is some evidence of an effort to cover up the once again over-exaggerated body of the character. The armour she wears also creates a reactionary response within the audience as they are led to believe that Metroid is a male character, from what is displayed in the iconic sign. Neither of these CSPs support the ‘damsel in distress’ theory that I mentioned previously. This theory is described as how the female character in numerous storylines is more often than not the one who needs rescuing or saving from a typical antagonist by the male hero, more info is available about this theory on the Feminist Frequency website. These images and game contents are trying to point people in the direction of knowing that women are very able to defend themselves against themselves and others. This may not always be the case however. Once again the excessive sexualisation and violent nature of these video games may not have a positive impact on the audience outside the target. They don’t know what the cover actually represents, all they can see is obscene imagery and portrayal of women and the guns she is holding, convincing them that this is all the game resolves around.

In conclusion, I believe that neither CSPs present women in a good way. This is because of how their bodies are used as pleasure for the targeted audience, more so with the Lara Croft example. The Metroid cover does make some effort to cover up Samus’ body with the classic Metroid armour, as well as to cover up some of the contents of the game itself. Both games covers prove Laura Mulvey’s theory of the Male Gaze true. The use of these images can also bee seen as disempowerment. This can easily be improved by games cover designers creating countertypes of the covers. This would flip the negative effect they give on its head, making it positive. People in the further audience may then be more inclined to buy the products, increasing sales and revenue. Some other developers might take the same idea on board and follow along, the currently ‘over-the-top’ sexual exaggeration and representation of women overall may be improved over time.

CSP Essay – Xavier potter

In this essay, I am going to apply a semiotic analysis to both the Tomb Raider and Metroid video game covers and discuss them in detail. I will argue that the Tomb Raider game cover is both derogatory and unrealistic, and does not represent femininity in a positive or productive light for both the gaming community and the wider world. On the other hand, I will make it clear that the Metroid game cover could be described in a different, more positive way which may present a more productive representation of the dominant signifier in comparison.

Firstly, the Tomb Raider games cover could be said to give a negative and sexualised representation of femininity. One reason for this is the fact that the dominant signifier, Lara Croft, is shown to have massively exaggerated bodily features, which would never be found in the real world. This reactionary design choice gives connotations of voyeurism and ties into Laura Mulvey’s concept of “The Male Gaze” which is a masculine, heterosexual viewpoint from the stereotypical straight male. It portrays women as “objects” used for sexual pleasure and was first applied by John Berger in a documentary-style analysis named “Ways of Seeing” in 1972. This representation of the character reinforces the idea of the objectification of women, and it makes impressions on the wider gaming community who may begin to treat this viewpoint as the common standard. Because of this, the sexualisation of women may have a chance of becoming the dominant ideology if this manner of representation keeps up, which in my opinion is a bad thing as I don’t see the sexualisation of women as a particularly positive idea. This design choice links to a quote from the article “Why diversity matters in the modern video games industry” – “If you do not see yourself on Netflix, on Instagram, in games, in forums, where are you?” (The Guardian). This implies that “otherworldly” characters with too good to be true bodies are becoming increasingly relevant as society is progressing and their influence across the world is rapidly increasing as well, particularly because of the rise in use of the internet and social media platforms.

In addition, the Tomb Raider games cover may not present femininity in a positive light in other ways. For example, the dominant signifier is holding multiple guns which are in full view for anyone to see. The fact that the game only has an age rating of 12 (assuming the age ratings are even followed or taken remotely seriously at all) means that the stereotypical young male video game players, a rather impressionable demographic, are fully exposed to the usage of guns. This may create a constructed reality in that the players may form mental beliefs about how society should interact based on what they have experienced in the game as they mature as people, and their fluidity of identity develops. This representation of society may not entirely be one shown in a particularly good light, because in my opinion, a confrontational, aggressive and provocative mindset which promotes violence is not one that people should aspire to have.

Furthermore, the Metroid game cover could be said to be presenting femininity in a more positive, productive way. At first glance, this may not appear obvious because the iconic sign of the main character is dressed in a suit which does not clearly show that they are male or female. Because of this, the audience positioning may mean that most of the consumers of the product instantly assume the character to be male, because of the myth that males should be more involved in violent or physical activities, particularly in video games. Upon researching about Metroid, I found that the character in the suit, Samus, is in fact female, which may come as a surprise to many. This idea is a positive countertype to present a radical and challenging representation which could help gamers to adopt a new ways of thinking about gender representation, with more positive role models for young people to aspire to. This also opposes the long-standing conventional concept of the “damsel in distress” and presents an alternative viewpoint to the quote “There is pleasure in being looked at” from Laura Mulvey’s academic paper.

On the other hand, one could argue that the Tomb Raider game cover is a radical, positive take on femininity. One reason for this is the idea that Lara Croft, the main character of the game, is female, which goes against the stereotypical idea that women play the role of “damsels in distress” for male characters to save as described by Anita Sarkeesian of Feminist Frequency. This could have the effect of empowering girls because Lara Croft looks strong, powerful and adventurous on the cover, and this shows that women are more than capable of defending themselves and do not depend on men to do these jobs for them. The quote “As a girl growing up playing games I was always like, why do I have to play as a boy?” (The Guardian) ties into this in that men are commonly seen as the more dominant and powerful figureheads in society, and this hegemony has rapidly spread into video games too, which is a key reason as to why this aspect of the game cover stands out to me.

However, the Metroid game cover could be presenting femininity in a negative light. One reason for this is the fact that the dominant signifier (who is in fact female) is dressing up in a way which does not make her gender very apparent. This may imply that females need to “dress up” to seem as powerful or capable as males. An idea which may tie into this is the audience positioning, and from a business perspective the intent to make the character not immediately depict a female may be to attract more sales, as video games have progressed to the point where males taking on critical roles as opposed to females has become the modern standard, and gamers may not be always willing to break the mold and buy radical products. This is a negative representation in my opinion because it shows that there is still a long way to go before true equality between male and female roles in society can be reached, and the world still remains rather patriarchal in this aspect.

To conclude, both the Tomb Raider and Metroid game covers give representations of femininity which can be interpreted in many opposing ways. The Tomb Raider cover could provide a negative representation of femininity because of the blatant sexualisation of the main character, which satisfies stereotypical young, male video game players. The Metroid game cover could give a similar negative representation in that the main character is not shown in a manner that depicts her true gender identity (female). This may be because of the myth that females are not as capable of accomplishing bold feats as males, and so consequently the hegemony of men is reinforced. Alternatively, you could say that the Tomb Raider game cover presents femininity in a positive manner because of the fact that the female character of Lara Croft is shown to be the main protagonist of the game. This shows us that females are capable of much more than merely existing to be looked at, and being saved for dramatic effect. One could also think that the Metroid Games Cover presents a positive take on femininity because of the fact that the character who is dressed in combat gear with clear intent on carrying out strenuous activities is female. This indicates that the games cover is a radical portrayal of females which shows that they are indeed capable of fending for themselves, and it counteracts the popular concept of the “damsel in distress”. Taken together, I believe that all of the arguments presented in this essay have reasonable strength, however personally I believe that the Tomb Raider games cover has more of a negative representation of femininity, particularly because of the way that it conveys connotations and ideas of sexualisation and violence which are becoming ever prevalent in modern society. On the other hand, I think that the Metroid game cover shows an alternate, positive perspective on femininity, in that the main female character is shown as powerful, independent and confident, which is a positive countertype to present a radical and challenging representation which could help gamers to adopt new ways of thinking about gender representation. This could lead to people challenging the dominant ideology of males being more powerful and influential in society than females for themselves, which (for me) is an idea that has the potential to be very beneficial in the growth and development of society in the future.

essay prep

My game cover has a female in the front cover and follows an idea of a mighty non-sexualised character. I produced a battlefield warfare game where I created a dominant signifying image that was essentially feminine although it didn’t follow idealistic and reactionary view of women not being empowered or being a soldier in war, in this game cover a female is shown to a be leader and is appropriately empowered. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987)This can be identified in the posture that I created for my main character, it is a unorthodox, almost silly pose, which when I tested it on my target audience they recognized as “a different and intriguing pose!”. Moreover this quote reinforces my view on it being used to tackle common visionary views and bring forth new ideas and a game cover that is unique. As well as bringing different perceptions of women in video games and challenging our generations male gaze, objectification and overall derogatory views and use of women in this market and others…

Further to this, I have exaggerated the dystopian attributes of my character with an armored helmet, legs and torso with tough leather to emphasize the dystopian setting. I also included clothing that was war-like and confrontational, including a large satchel – signifying combat, aggression, conflict etc – and once again, a war-like as well as an almost knight-like helmet, once more showing the dystopian ideas I am trying to portray. This character is shown to be brave and can effectively use her surroundings. In some ways this inverts Laura Mulvey’s notion of the male gaze in that my main character has no one to be objectified and looked at. However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier, which is not the case for my character. Nevertheless, I believe that it is generally accepted in society that masculinity is seen as much more aggressive, confrontational and violent than femininity. So in this sense my product is a reactionary representation of femininity in an almost typical masculine way. To explain this, my female character shows a stereotypical masculine type notion in most video games, meaning the use of a female in a non-sexualised way, is a strong tool used to tackle these routine and repeated negative stereotypes and instead illustrates counter-types where the female is not misrepresented as a weak character incapable of a leading story line and is instead a strong and adept leader worthy of being the main character. In conclusion my character is not a typical character with toxic masculinity and shows and leads males to a more healthy view on society.

essay preparation

My video game cover is inspired by the movie Cat Woman and is mainly targeted at teenage girls, 12+ due to mild violence, who are interested in video games and 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 reactionary manner as she will be dressed in smaller, more sexual clothing – typical of the videogame industry – 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 radical form due to dressing in a more modest and practical way.

I created a dominant signifying image of Selina Kyle and have represented her as feminine. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). This can be identified in the posture that I created for my protagonist , as she is perfectly aligned and upright.

Further to this I have exaggerated the feminine attributes of my character with bouncy styled hair, eye makeup and big cat-like eyes. However, I also included clothing , practical and athletic, that is not particularly feminine but that is sensible in terms of her active role in the game. In some ways this juxtaposes Laura Mulvey’s theory of the male gaze in that my main character is not designed in such a way that she appears sexualised or provocative – in the words of Mulvey, she is a not a character whose “appearance [is] coded for [a] strong visual and erotic impact” (“Visual and Other Pleasures”, 1989). However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier, which is not the case for my character.

Whilst in everyday society my representation of Selina Kyle would be viewed as reactionary, due to the increasing independence and empowerment of women, in terms of the video games industry however, she is essentially represented in a radical manner. This is because typically, if there is a women represented in a combat game at all, videogame designers more than often sexualise a female character in order to attract their common white male target audience in order to gain profit. Whereas in my representation, due to strategic angling and clothing choices, the audience mainly focus on just the protagonist’s face, which is mostly covered by a mask anyway, rather than the ‘normal’ image of enlarged breast and a provocative stance. Additionally, the plot line of my game also contrasts the stereotypical representation of women in the video game industry as my character is not relying on a male character to come to her rescue. Whereas customarily, according to Anita Sarkeesian from Feminist Frequency women are often presented as the ‘damsel in distress’ and ‘must be saved by a male character’ as ‘motivation for the protagonists quest’ which is not the case for my videogame.

I think this is a positive representation of femininity  as I personally believe that all women should aspire to be strong-minded, independent individuals similar to the way in which I have portrayed my character. However, if I was to create this product again, I would use the opportunity to represent a more diverse character in terms on ethnicity due to the extreme lack of representation of people of colour in the video game industry. According to Nadine Dornieden from PBS, a 2015 study showed that ‘83% of non-Hispanic Black teenagers play video games, compared to 71% of Caucasian teenagers’ (Levelling Up Representation: Depictions of People of Colour in Video Games (2020)) which seems completely ludicrous compared to how little representation they have in the games they are playing. I could do this by changing the colour of my characters skin and hopefully send out a much more positive message about racial injustice – a portrayal that uses a positive countertype to present a radical and challenging representation, contradictory to the typical white protagonist, which could help gamers to adopt a new ways of thinking about different ethnic representations, with more positive role models for young people to aspire to. As Keith Stuart notes ‘the power of video games [is] a reflective, empowering and emotional influence on the lives of players’. (Why diversity matters in the modern video games industry, Guardian, 18 July 2017).