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ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS – MEDIA ESSAY
IN THIS ESSAY I AM GOING TO APPLY A SEMIOTIC ANALYSIS TO BOTH THE TOMB RAIDER AND METROID VIDEO GAME COVERS. THIS WILL INCLUDE THE ANALYSIS OF THE SYMBOLIC AND REPRESENTATION OF THE GAMES COVERS.
I will argue that the games cover of Metroid and Tomb Raider have different effects towards the gaming community. For example on the cover of Metroid, gamers who have never seen the game will presume that the robotic character is male underneath the suit, however the character is a girl. On the games cover of Tomb Raider viewers can easily tell that the character is a girl and that she is over-sexualised.
On my games cover (Widow), you can easily identify that my character is male due to the appearance and the ‘male like clothing’. In my production there is a clear focus on masculinity which is presented through the character having a muscular body type and being ‘buff’. The clothes used on my character heavily signify about: war, action and aggression which is a typical masculine stereotype. Also, on the back over the cover my character can be seen holding a large sword which also signifies, aggression and fighting. In some ways this links to this quote, “As a girl growing up playing games I was always like, why do I have to play as a boy?” because of the typical masculine stereotype which is thought that “men are natural leaders and woman are natural nurturers” which is presented in many other video games such as Super Mario through the use of the ‘danzel in distress’ , being Princess Peach.
Nevertheless I believe, it has always been expected that men are more aggressive and dangerous than woman who are believed to be ‘innocent’ and safe to be around, which I don’t believe is 100% true.
If you haven’t played the game Metroid you would expect from the games cover that the main character is male due to the stereotype of men being the main protagonist and the fact that they are wearing a robotic, fighting suit. However the main protagonist is a female who is very sexualised when the robotic suit is removed, with her wearing skin tight clothing to easily reveal her butt and her body. This links to a study found by MartinaAngelica which states “Boys believe female characters are treated too often as sex objects” which I strongly agree with. This shows that even men believe that woman in video games are over-sexualised and think that woman should be less sexualised by games companies using clothing on woman to be less tight and less revealing. Summed up, Metroids front cover for the video game can radical as it goes against the patriarchal society.
In the game Tomb Raider (Lara Croft) the main protagonist is clearly visible as a woman but is very over-sexualised even on the main cover of the game with ‘Lara Croft’ wearing skin tight, tiny shorts to reveal her body. “Since Lara Croft blew up gaming culture in 1996 with the first instalment of Tomb Raider, her character has been so predominantly defined by her sex appeal.” As shown in this quote it is clear many viewers believe that Lara Croft is defined and judged through her body and looks that are made from pixels.
In conclusion I believe game designers and companies need to re-evaluate the way woman and male characters are made in video games to prevent woman being sexualised by hetero-sexual men.
Sketch
Alternate Game Cover Redesign
Changes Made:
Replaced male main character with a female one.
Changed game title from Foota 2021 to Handa 2021.
Changed EA SPORTS logo background from white to pink.
Changed spine background colour from green to pink.
Changed accents on image of football from yellow to pink.
Edited one of the screen grabs to show a women’s football stadium.
Changed title gradients to fit a more feminine perspective.
8 ‘pithy’ quotes
Quotes
“52% of Hispanic people studied believed there was a link between violent video games and real-world violence.”
“This poor representation of Asian women perpetuates the stereotype that they are meek, submissive, sexual objects who exist purely for men’s entertainment.”
“new range of diverse player avatars, complete with wheelchairs, complete with a greater range of skin tones, complete with more expressive gender-agnostic clothing”
“It is isolating not to be thought of or considered in the culture you desperately want to consume and be part of.”
“women then stands in patriarchal couture as signifier for the male other”
“women displayed as a sexual object”
“Euthanised damsel- only solution is to kill damsel in order to protect her”
“Woman in refrigerator- women killed off to continue male story development and seek revenge”
media essay- Lara Croft and metroid.
Essay
Question: ANALYSE THE RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS
in this essay, I am going to comply a semiotic analysis to both Tomb raider and Metroid video games cover, and how they are represented to the audience. I will argue throughout this essay that Tomb raider is a sexist representation of woman, with a negative impact on gamers. On the other hand, I will argue that Metroid illustrates a positive view as the focus is not just on the character, but the whole games cover composition as a whole.
Tomb Raider is an illustration of the way in which the games industry presents reactionary representations of the dominant ideology of females. I could argue that Tomb Raider is a reactionary text. The dominant signifier, Lara Croft, is presented in tight, revealing clothing to attract the male gamers and fulfil their needs. This corresponds to John bergers concept of the male gaze in the sense that, when women are sexualised, male gamers are more attracted to the game. This provides a negative representation on femininity. Furthermore, Lara Croft is designed to be reactionary, with small hips, perfect features, big breasts and a slim body so that the male gamers are interested in the game at first sight.This is expected from the audience as society are accustomed to the idea that women are always going to be objectified and sexualised, supporting the male hegemony. This provides a sexist and patriarchal view on the female body. Personally, I would argue that Tomb Raider is both a radical and reactionary text shown by the way Lara Croft is presented. Lara Croft is an iconic sign, as she resembles a real female human. However, she has been exaggerated through constructed reality as she is presented as a realistic woman, but she has been animated to have unrealistic and farfetched feature. This makes her a unrealistic misrepresentation of the female human, allowing the players to think that this is how all woman should look, raising the patriarchal standards of women in real life. It sets the example that it is excepted that woman are weak and sexualised in society creating an objectifying view of woman. This therefore conforms to the dominant ideology. I would also argue the tomb raider is a radical text as Lara Croft goes against the stereotypical stay-at-home woman in the real world. For example she is portrayed as a strong and powerful character and goes against the damsel in distress stereotype as shown by Anita Sarkeesian in ‘Feminist Frequency’. instead, she is a counter-type, saving and protecting herself, much like her own knight in shining armour, and does not have a male character saving her. This challenges what you would normally expect from a video game which has a niche target market of men. This design choice contrasts to the quote “She falls in love with the main male protagonist and becomes his property losing her outward glamourous characteristics” – Laura Mauvey. This adds a feministic view on the way woman should be portrayed, allowing the gamers to understand that women are capable of anything men can do. I could argue that this is radical as it does not conform with the general stereotype of women within modern day society. In addition, The Tomb Raider games cover may provide a negative representation of women. Lara Croft is holding multiple guns which are very clear on the front cover. The age ratio on the game is a 12, however the guns relate to the idea of death and violence. although the age rating may not be taken seriously or followed correctly, it is suggesting to people of a young age, who are easily impressionable and gullible, that guns are acceptable in society. This allows players to believe that this is acceptable in society based on the game that they have played. This representation of society may not be suitable for such a young age and entices the gamers to have a sexist and aggressive mindset which advocates qualities that people should not want to have.
Contrasting to this, I think Metroid represents feminism in a positive light. At first glance you may not be able to work our quickly whether the character is portrayed a a man or woman, or even any gender at all as it is dressed in an armour suit which covers its natural identity. this leads to the idea that, as you cannot tell the gender of the character, gamers automatically assume that the character is male. This is because violent and aggressive games usually include male characters. However, following BBC’s article, the quote “At first players were led to believe that the hero was a man – the game’s accompanying booklet referred to Samus as a “he”. But those who completed the game fast enough were in for a shock: at the end Samus revealed herself to be a woman.” can provide us with a controversial view in regards to feminism upon the main character Samus. She is said to be one of the most iconic female characters in gaming, but the way she is hidden behind disguising armour could be contentious. In my opinion, this highlights the fact that women can achieve anything a man can and contradicts the stereotypes of a woman being weak and incapable. For gamers, this can educate them to think about more positive ways of representing women and help the gamers adopt to new ways of thinking about gender representation. This here is shown to be a radical decision, as we are all expecting and assuming the character is male. On the other hand, other people may view this as a negative representation of feminism, as they have hidden her behind a facade to lead the viewers into thinking the character is male. Why are they hiding her behind some kind of mask? Without having played the game, or knowing the history of it, you would never guess that Samus is female.
In conclusion, both Tomb Raider and Metroid provide both a radical and reactionary view on feminism. Both provide a positive view on feminism in the sense that, they both present females as the main character, show is strong and powerful and can fight for herself. On the other hand they both provide a negative view on women. In tomb raider, Lara Croft is overly sexualised for the needs of the male hegemony, and in Metroid they hide the girl behind a mask almost like they are hiding her true identity and feminism.
Games Cover Essay
Analyse the relationship between signifiers and the signified in the two CSP games covers
In this essay, I am going to apply a semiotic analysis to both the Tomb Raider and Metroid video game covers. Semiotics is ‘the study of signs and symbols and their use of interpretation’. Signs are made up of both material forms and mental concepts. The ‘signifier’ is the material form, whereas the ‘signified’ is the mental concept associated with it.
The Tomb Raider cover is a creation of the Male Gaze, which I feel does not represent women in a positive or productive way for the gaming community. The Male Gaze theory is where women in the media are viewed from the eyes of a heterosexual man, and are represented as objects of male desire. The dominant signifier of the cover is the main character of the game, Lara Croft. The design of her character is highly sexualised; She is wearing tight, revealing clothing, has a busty physique with an unnaturally twisted body and has applied makeup to represent the over-sexualisation of women within media. This is a reactionary depiction of a female character in media – largely connected to voyeurism – and is used to appeal to straight men. A quote to evidence this is used in the article ‘Leveling Up Representation’, and it states that women are “sexual objects who exist purely for men’s entertainment.” There is also a point to be made that there is a radical side to the representation of women in this game, since the stereotypical ideology suggests that women are ‘weak’ and ‘cautious’ and men are ‘strong’ and ‘daring’, but on the cover of this game Lara Croft is holding guns which goes against what is expected in society and separates her from the norm. In previous games, the heroes have stereotypically been depicted as male. The guns are an indexical sign that shows that she is adventurous, and indicates that the game involves violence.
The Metroid cover represents women in a more positive view – moving away from negative stereotypes of women being ‘meek’ and ‘submissive’ and heading towards them being ‘assertive’ and ‘domineering’. The dominant signifier of the cover is a character in some sort of futuristic outfit. The design of the large, bulky armour suggests that this character is a male, yet the character, Samus Aran, is actually female. With the image of heavy armour and Samus holding a large weapon, most people would assume that this character is a male since it is unordinary and radical for a woman to be in this type of role. It also contrasts from Laura Mulvey’s ‘male gaze’ theory since it countertypes the sexualization generally used for female characters. Typically in video games, the women are seen as a ‘damsel in distress’ who must be saved by the brave male protagonist, but Metroid goes against the patriarchal nature of video game heroes and creates a female character who is not there just to be rescued.
In conclusion, both the ‘Tomb Raider’ and ‘Metroid’ covers have signifiers that would stereotypically relate to male characters yet, in both these cases, they are radically represented to showcase female characters.