Category Archives: Semiotics

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Essay Preparation

I have produced an action warfare, assassin video game which represents an over sexualised, stereotypical female game character. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987). In my game production there is a clear signification of femininity which can be identified by the way in which she is dressed and her feminine features such as her hair and body shape/curves.

Furthermore, my characters clothing and body aspects relates to the notion of ‘Visual Pleasure and Narrative Cinema’ by Laura Mulvey, for instance her exaggerated female features such as her breasts and lower half. This creates the sense that my dominant signifier has been made to be displayed for male desire/attraction and to be gazed at. For example, this corresponds to Laura Mulvey’s words, she is a character “establishing ways of looking and spectacle” (Mulvey, p. 883, 1999).

Additionally, I feel that my product is a negative representation of femininity as women are not a satisfactory object for men to desirable look at, as well I feel that women should not be sexualised and looked at in a way that men feel the need to be dominant and manly for the way women decide to dress. However, if I was to form this product again I would inhabit a range of signifiers that would connote a sexualised plus size woman or an ethnic feature or even an LGBTQ+ appearance to my dominant signifier. I would apply these changes because I feel that a stereotypical sexy women is white, slim, with model like features. This ‘view’ should not be aimed at the ‘perfect’ woman and I feel that plus women should have the same respect and appreciation as those who are more ‘model like’. As such I would be making a positive affect on gamers and players, to realise that realistically women won’t look like over sexualised video game characters and that women should be respected more for their decisions instead of being objectified.

essay prep

I produced a games box cover inspired by Toy Story and I created a dominant signifying image that was essentially masculine although it was clearly a female character. This corresponds to 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, as she is female but appears rather masculine and not feminine. This can be recognised in the attire my character is wearing. She is dressed in army combat clothes that are not tight fitting to her body as it would be reactionary for a female character who is a dominant signifier to be sexualised with exposed breasts and bum which is then revealed by tight fitting clothing.

Furthermore, when creating my character I did make her limbs and frame wider and more muscular rather than the stereotypical slender frame of a female, nonetheless I made sure not to over do the body shape as I didn’t want the focus of my character to be on her body as that takes away from the whole idea of the fact that she is female but is unexpectedly masculine so she is not sexualised. It is a negative that it takes for a female to dress and look masculine for her to not be sexualised. These features go against Laura Mulvey’s work on ‘The Male Gaze’ as my creation of the dominant signifier’s purpose is most certainly not for the male gaze and the sexualisation of the dominant signifier. This contrasts to Laura Mulvey’s

However, I believe that society is becoming

essay prep

I produced a Zombies vs Soldiers game, in which I created a main zombie character who is seen as dominant therefore recognising a masculine representation although the character was not necessarily male. This corresponds to Toril Moi’s analysis of the difference between female, feminine and feminist forms of representation (1987). However in my creation you can recognise masculinity through the defined features on the face and body, which according to my target audience is seen as almost “man-like”.

In addition to this I have created a soldier who is a male; this is very stereotypical because for as long as we know men have been expected to be the ones that serve their country and go off to fight and protect while women are expected to stay home and look after the children. I also included clothing that was war-like and confrontational, this signifies battle, hostility, conflict etc – and a war-like helmet. In some ways this can contrast Laura Mulvey’s notion of the male gaze in that the soldier character is there to be objectified and looked at, in the words of Laura Mulvey he is a character whose “appearance is coded for strong visual impact”. Nevertheless, the male gaze is quite prominent as it associates the sexualisation of the character, which is not the instance for my character.

PRODUCTION – GAMES COVER (SOI)

I intend to create a video games box inlay product for a dance video game, the title will be ‘Dance, Dance, Dance’. I intend to create two versions of the same product, one that is reactionary and one that is radical in representation. The main image and dominant signifier for will be of a character which I will create using Adobe Fuse. In the reactionary product, the stereotypical version, the dominant signifier will be of a female dancer, she will wear tight, exposing and revealing dance wear alongside enhancement of her physical features to ‘show off’ her body and engage the Male Gaze. This type of image is often seen on video games covers due to the societal norm of providing visual pleasure for straight men through media consumption.

Contrastingly, in the radical product, the counter type, the dancer will be a male character to counteract the social stereotype that dance is a typically ‘feminine’ activity which should only be carried out by women. He will wear comfortable, loose clothing such as jogging bottoms and a t-shirt. The character will portray a more realistic body type and a less enhanced image for people playing the game to look up to.

I will base my game cover on my style model, the ‘Just Dance’ video game series, as my idea is influenced by it. In the product, I will include typical textual features such as the game developer, the age rating, a title for the game series and particular game edition. I will also feature a paradigm of signs that revolve around dancing and music. On the back cover, I will include the legal notices and disclaimers that are expected on a video games cover, a blurb explaining the game, a website link and developer address, and also a storyboard of the different scenes included in the game play.

I want my product to represent ways in which women’s bodies and personalities are often over-sexualised in the general media, society, and in this case the digital game industry. I intend to prove that women do not need to provide pleasure for the male gaze whilst being represented as strong and independent in video games.

A mainstream company such as Nintendo, PlayStation or XBOX would make my product. The audience of my product would be children around age 9-13, ‘The Mainstreamer’, or anyone enjoys to dance

essay prep

I produced a school based game which incorporates violence. My main character is a women in power who has control. I labelled her as this as it is not stereotypical as she’s not presented as a ‘damsel in destress’

Further to this I have enlarged her breasts and singed in her waist leading to more attention on the buttocks which is the stereotypical idea of a women’s body. 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 she is a character “establishing ways of looking and spectacle”. However, the notion of the male gaze is quite distinct as it relates to the sexualisation of the dominant signifier.

Game Cover – Statement

Statement of Intent

In my game cover, I would like to aim for a similar type to the well-known game series and film, Assassins Creed. I hope to achieve a radical version of this game, by making an attractive and oversexualised young lady. This is because Assassins Creed mainly covers up their female characters and NPCS, and are similar to the male characters. The genders are equally dressed.

In my product I will have one dominant signifier who will be shown as an over oversexualised female, London assassin/agent in which she gets recruited by the FBI to go undercover. The index in this game are the two countries that are fighting in a world war, America and Japan. The icons in my game are the weapons that will be acquired by the player, to which these are a sign for war and violence.

The type of audience that would consume this genre of game, would be 18 years and older, as the game would consist of violence, gore, strong language and sexual innuendo. Additionally the company that would produce my product would be console companies, like Playstation or Xbox.

semiotics definitions

Sign- An object, quality, or event whose presence or occurrence indicates the probable presence or occurrence of something else.

Code-A system of words, letters, figures, or symbols used to represent others.

Convention-A way in which something is usually done.

Anchorage-Used to describe how the combination of elements within a sign fit together and fix the meaning.

Signifier- Any material thing that signifies

Signified-The meaning / idea expressed by a sign, as distinct from the physical form in which it is expressed.

Icon- The definition of an icon is a graphic representation of something, a person or thing that is symbolic or is a noted figure.

Index-An indicator or measure of something.

Symbol-A thing that represents or stands for something else. 

Signification-The representation or conveying of meaning.

Denotation-The literal or primary meaning of a word, in contrast to the feelings or ideas that the word suggests.

Connotation-The literal or primary meaning of a word, contrasting the feelings/ideas that the word suggests.

Myth-A widely held but false belief or idea.

Ideology- The science of ideas; the study of their origin and

Paradigm-A collection of signs that are related.

STATEMENT OF INTENT FOR GAME COVER

I’m aiming for my game cover to be directed towards teens and adults above the age of sixteen, I’m doing this by making a similar game cover to the well know Call Of Duty franchise with soldiers in the front and a battleground behind, however when I go to my radical cover, I’m going to have oversexualised males and females on the cover which goes against the typical fighting games. As well as this I’m going to specifically focus my characters so that it is Caucasian Male.

I would utilise dominant signifiers with weapons (assault rifles) which is an icon and a sign for war, As well as this I would have a dark background that focuses the attention to the main character, who is the main embodiment of the game and what it is about. As well as this an index sign to refer to the companies that “produce” the game, I’m going to use the typical game makers logos to fit the cover properly.

I’m including weapons and vehicles that correspond with the idea of war. I’m going to dress my character in the typical navy green, camo soldier costume and include pictures of nature and an American flag around the cover, this is to set the scene and idea behind the game where you are fighting within a safari and within the home county of America

I would want my game to be made and produced by the large company Activision. The reason why is because the followers of Activision are normally the type that play war games and fit within the bracket of players that I would like to target my game too. My game is typically targeted to people above the age of 16.