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

In this essay, you will be knowledgeable of the application of semiotic analysis to both, the Tomb Raider and Metroid video games cover.  

Tomb Raider, a popular video game from the 2000s, a representation of the theory of the ‘male gaze’ theorised by Laura Mulvey – suggests a more radical representation. Whereas Metroid, also a popular video game from the 2000s, presents a more reactionary representation of a typical male protagonist. The male gaze is the act of depicting women and the world, from a straight (heterosexual) male perspective, sexualising women for the pleasure of the heterosexual male viewer. Within the gaming community, I strongly believe this idea does not represent Tomb Raiders positively or either productively. Due to the suggestion of negative natures. On the other hand, this may further entice more gamers to participate in Tomb Raiders, challenging Tomb Raider to a successful market strategy.  

The front cover of the video game, Tomb Raider, exhibits a female character Lara Croft, who can also be known as the dominant signifier. In which, she is manifested to be a sexual object for the suggested straight male viewer. This can be argued by the emphasis on the definition of the female characters bum and figure, she is also presented as flawless, with a lot of makeup and her hair looking completely perfect, creating an unrealistic and fantasy figure for players to look up to. This character is also given a defined hip-sway as such within the actual game suggesting a male pleasure being given which can be defined as the ‘male gaze’ – indicating that she conforms to all society’s gender expectations of women. Additionally, she can also be defined as a reactionary character implicating that her character strongly follows the negative stereotype of the idea that the woman’s body can be viewed as an object. This is mentioned, in Laura Mulvey’s academic paper where it is suggested women believe ‘there is pleasure in being looked at,’ this is suggested to us by the certain way she is positioned on the front inlay product of the game.  

On the other hand, Lara Croft can also be portrayed as a radical character. This is said because she is presented as the main character for the game – this is unusual as it opposes the stereotype that men are superior to women and that women are less important. Therefore, cannot be the main characters of a targeted male video game. This production could also be interpreted as a counter type as it – seemingly, going against the stereotypical ‘damsel in distress’ idea that is commonly featured in a lot of video games. The ‘damsel in distress’ was theorised by Anita Sarkeesian of ‘Feminist Frequency.’ She owns an online blog that comments on the representation of women in popular culture where she expresses that female, cartoon, video game characters are portrayed as the hyper-sexualised ‘damsel in distress,’ suggesting that they may rely on the character of the hero, who is typically male, to save them from a situation where they may be in danger or need help.   

In contrast, the Metroid cover contains a dominant signifier, suggesting the main image of a male character but the gender is not explicitly confirmed on the front cover. Within the actual game, it is discovered that this character is discovered to be a female character named Samus Aran, who is disguised as a robotic figure and has many links to science fiction. These signifiers are accompanied by indexical signifiers. These indexical signifiers can be identified as mathematics-related coding, numbers and scientific diagrams and shapes, creating a myth that displays links to action or suspense which can symbolise the hegemony of the character. This can also contrast to the analysis, created by Toril Moi, of the distinction between female, feminine, feminist categories of representation, which was created in 1987, as the figure of the protagonist appears broad and somewhat muscular which can be characteristics that have been collectively recognised as masculine over the years, this can create a reactionary representation of men because the cover is suggested to display a stereotypical masculine hero who can be thought of as powerful and dominant which supports the stereotype that the purpose of the male gender within video games is to save the female character who can be described as the ‘damsel in distress. Whereas, in reality, the cover of the game presents a female character as the main character so therefore opposes the stereotype that the male gender is typically better suited to the ‘hero’ character.  Within the cover we can see the indexical sign of the gun attached to the robot’s outfit which can also imply that it has connotations of combat and violence which therefore portrays the signifier as brave and fearless. This can also juxtapose Anita Sarkeesian’s, from Feminist Frequency, idea that women are usually or often the selling point of video games. She suggests that designers ‘make women exude sexuality for the entertainment of the presumed straight male player’ which is opposed in Metroid, this is because Metroid displays how it is easy to exceed sales using a masculine looking character, who is revealed to be a woman, rather than using a sexualised image of a woman to do so.  

However, at the end of the game, Samus Aran is revealed to be a woman whilst wearing a tight body suit, where her body and figure is majorly defined, so therefore, once again suggesting a non-realistic body type which can be defined as the ‘male gaze’ similarly to Tomb Raider. This also suggests that Metroid could be suggested as radical representation as we assume that the use of the sexualised female body was used as a selling point. 

To conclude, both the ‘Tomb Raider’ and ‘Metroid’ covers include signifiers relating to power and masculinity which are juxtaposed by the use of two female characters. They are both represented in an equivalent way due to the female protagonists, this is assumed as they can both be argued that they suggest a radical representation due to their bravery and independence as well as their female body’s being sexualised to please and entertain the assumed straight male viewer. However, Metroid can be argued to be less radical due to the assumption of the main character being a male on the front cover because of its build and muscular appearance. 

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

In this essay I am going to apply a semiotic analysis to both Tomb Raider and Metroid video game covers. I will argue that the tomb raider and Metroid are both sexist and degrading to women, and create unrealistic views of males, which I feel does not represent positive views of gender to players of the games. 

Tomb Raider, a popular video game of the 2000’s, presents the dominant signifier, Lara Croft, through the view of the male gaze. The male gaze was first theorised by Laura Mulvey, it is the act of depicting women and the world through the view of a white hetero-sexual male viewer, often being degrading and sexualising towards women. Lara Croft is portrayed as a woman who conforms to all of society’s gender expectations and standards for how she looks, very little clothing, small waist, large chest, who’s bottom can be seen from nearly every angle and ultimately the expectations set by white cis males, this is not only feeding to the theory of the male gaze, but also profiting off of the sexualisation of women through the game industry. 

Similarly to Tomb Raider, Metroid also creates unrealistic sexualised views of men which fit under the ‘cool man’ expectations, huge muscles, weapons, anger and destruction and ultimately large features, which is an indexical signifier to danger and strength, the opposite to those of how women are presented. This also creates unhealthy expectations for men that they must be violent, physically and mentally strong and that both genders are displayed in a way to suit the voyeuristic needs of the gaming industry. 

However, these two games, tomb raider and Metroid, become a clear guideline to how much the male gaze has affected not just the gaming industry, but also movies, television and magazines. Firstly, Tomb Raiders dominant signifier, a female character named Lara Croft, is presented as small and almost weak looking (skinny, small muscles, short) this could signify, although she is the main character, she is still seen as the ‘damsel in distress’. Whereas, Metroid’s dominant signifier is a male bounty hunter who is presented with: impossibly large muscles, huge legs, arms and feet. Although this is a negative stereotype towards men, this highlights that women are naturally seen as weaker than males even though they are both committing to hard, strength consuming tasks. 

I believe very unhealthy stereotypes are placed into games that are targeted towards young people, these games somewhat justify the way men, women, other groups such as, black, Hispanic and Asian are stereotyped and generalized through video games “stereotypes were not limited to African Americans; Latinx characters have often been portrayed as gangbangers and drug dealers”. I believe these stereotypes of identity within the industry are so important as peoples lives are based around their identity and the way they portray themselves. David Gauntlet, a media studies professor talks about these subjects within identity in his book Media, Gender and Identity. Gauntlet states that identity is complicated and that peoples identity’s form and exist when around people similar to them… Unrealistic looking characters can also lead to mind sets which both make young people gain low self esteem and also unrealistic outlooks of themselves or others. “Video gaming is one of the most popular forms of media entertainment, with around 25% of European citizens playing at least once a week”- sciencedirect.com. 

On the other hand, I believe Tomb Raider’s use of Lara Croft is also a step forward to breaking gender stereotypes within the gaming community, in the sense that the game is reactionary as a female character is completing daring tasks set around those expected to be done by a male in an in the conventional patriarchal industry. Lara Croft is seen carrying a gun connoting that she is powerful and dangerous which then contradicts her body which suggests she is weak. I feel the portrayal of Croft’s character can be inclusive to females as it is giving them the chance to play games mainly directed towards males. Tomb Raiders Lara Croft was also one of the first compelling female video game characters in a game that transcended and became a huge pop culture icon. On the contrary, although Metroid is presented as what is conventionally considered male, once the armour is taken off we are revealed to a female character who also follows many of the physical features similar to Lara Croft, I believe this is very empowering towards women, however, this can also be negative as Metroid was only seen as strong and powerful when being presented as a male stereotype.

Therefore, I believe the gaming industry is toxic in the sense that it allows and justifies negative stereotypes of gender, body image and race. Both male and female characters are overly sexualised to fit into a certain category to suit the male gaze, feed voyeurism, but mainly degrade and objectify women.

RELATIONSHIP BETWEEN SIGNIFIERS AND SIGNIFIEDS IN THE TWO CSP GAMES COVERS

Tomb raider

In this essay I’m going to apply semiotic analysis to both the tomb raider and Metroid video games covers. I firstly would argue that the tomb raider front cover is heavily influences you to buy the game because of the way the women is represented. It can be seen to show her in a reactionary and over sexualised way as a method of advertisement. Furthermore it displays certain body parts to be larger and have a more façade appearance. This has a link to the male gaze written by  Laura Mulvey, which depicts women in the world and represents them for masculinity for a sexual pleasure, for the male. This perfectly relates to the tomb raider, as most of its audience will probably be male.

On the other hand, since most of its audience would be male and a large majority of gamers would also be male, it would be stupid to not to this, as it would make you a lot of money for the games business. But since the tomb raider was made in 2007, a lot has changed, games now have altered their ways of looking at women and made a wider range of ways games can represent genders. In addition, the fact that they show her with guns in her hands and fighting monsters independently, shows that its not stereotyping females exactly.

Metroid game

As for the Metroid game, it resents females in a more radical style, because of the factors that make up a man, such as armour and broad shoulders, also shows big guns and strong muscles. Since the front cover includes lots of clothing and doesn’t show any female body parts, its clear that the publisher is not trying to persuade you to buy the game because of voyeurism. This is a counter-type and opposes the stereotype of females. The character in the game called Samus is hard to tell what gender it appears, which represents dominant ideology as it makes people create their own beliefs and ideas of what the characters personality and status just off the appearance of Samus on the front cover.

CSP – TOMB RAIDER AND METROID (ESSAY)

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

The relationship between signifiers and signifieds in the CSP game covers: Tomb Raider and Metroid can be interpreted in differing ways and can be supported by differing evidence, ideologies, and theories. For example, Ferdinand Saussure’s theory states that “signs of language are arbitrary”, meaning that there is a clear link between a symbol’s physical appearance and the deeper connotation, or meaning we take and express from it. In both video game productions, Saussure’s theories are displayed through the representation of gender. Furthermore, I will interpret the stereotype’s today’s society associates with gender, expression of sexuality, race and ethnicity.

In this essay, I will argue that Tomb Raider is both a reactionary and a negative representation of femininity, I believe that the cover presents a damaging and unrealistic portrayal of the female body and female identity, in general, to the gaming community, also children and teenagers who are influenced by modern media, and the games they interact with.

On the other hand, I will argue that Metroid is a radical and relatively more positive representation of femininity, and masculinity. I believe that the game displays a refreshing and counter typical portrayal of female identity which is often lacking in the majority of game productions. However, the representational ‘norm’ of females still manages to feature. 

The ‘Tomb Raider’ cover design includes a dominant signifier, main image of a female character (Lara Croft), her appearance is over sexualised and exaggerated through the character having emphasised physical features as well as tight and exposing clothing which accentuate her ‘perfect body’. Her skin is flawless, with excessive makeup and her hair perfectly styled, creating a totally unrealistic figure for players to look up to. It is evident that this character has been constructed to appeal to and satisfy the ‘Male Gaze’. The ‘Male Gaze’; a feminist, theoretical ideology that was formed by Laura Mulvey, a British film critic, within her essay ‘Visual Pleasure and Narrative Cinema’. The theory encapsulates the idea that female characters, or feminine characters, in visual arts and literature are often presented as sexual objects for heterosexual male gratification. The presentation of this character also echoes the theory of voyeurism which is the act of gaining sexual pleasure from watching others present themselves in a sexual nature. Lara Croft’s representation links to Mulvey’s notion that “The cinema offers a number of possible pleasures. One is Scopophilia.” In this case, video games take the place of the Cinema, however, the idea remains un-changed. The way in which the dominant signifier is idealised and how her expression of sexuality is exaggerated displays the way in which the video game industry use women as an object that are desired and created solely for the male player to ‘enjoy’. The cover also includes a paradigm of signifiers relating to adventure, action and violence. These iconic signs such as: a gun that the main character holds, a backpack and a rope counteract the social stereotype of femininity as they have connotations of a more masculine personality. 

On the other hand, this production could be interpreted as a counter-type as it, seemingly, goes against the stereotypical ‘Damsel in distress’ device that is featured heavily in many games, even the most successful: Mario series uses this plot device to make out that women are somewhat weaker or less capable than their male counterpart. Anita Sarkeesian of ‘Feminist Frequency’, an online blog that comments on the representation of women in popular culture, expressed the theory that female, cartoon, video game characters are portrayed as the hyper-sexualised ‘damsel in distress’, who is dependent on the strength of the male hero to be saved from difficulty. Sarkeesian said that “Adventures in which women work to save men in peril are extremely rare” – so – this is archaic, systemic presentation is never seen with a role reversal. This misogynistic, dominant ideology is clearly influenced and ingrained by the patriarchy in society. Rising feminist attitudes have sparked change and development however the selective representation seen in video game production demonstrates the way in which the industry views women. I believe that the societal view on femininity counteracts with how society sees feminism as a celebrated, powerful and political movement showing strength. The symbolic signifier of the black background on the CSP could symbolise a danger, a quest or a difficulty the character has to face and the symbolic signifier or the gold beams of light could signify victory that the character will achieve on her own, or the slightly more masculine representation of her could manipulate the player and denote that she will play the expected role of the Damsel in distress after all.

Additionally, the Metroid cover contains a dominant signifier, main image of a female character (Samus Aran) disguised as a robotic figure (Metroid) which has many links to science fiction, robotics and combat. These signifiers are accompanied by indexical signifiers such as mathematics related coding, numbers and scientific diagrams and shapes, creating a myth that displays links to action, suspense, a quest or challenge which may feature in the game, symbolising the characters hegemony. The symbolic signifier of a white, smoke-like effect behind the dominant signifier could connote to a sense of power and independence the character has, on her own, regardless of her ‘Metroid’ alter-ego. The Metroid character is commonly most associated with more masculine connotations and would stereotypically be depicted by a male. Evidently, this character counteracts this stereotypical representation, demonstrating a radical presentation. The media industry rarely displays counter-types in a positive light. Specifically in gaming, counter-types don’t reflect the real world, this reflects this quote – “what often gets lost in the exhausting, furious online discourse around representation is real-world experience” – from Guardian article: ‘Why diversity matters in the modern video games industry’. Along with representation of gender, the concept can relate to a lack of representation of different identities such as someone’s race, sexuality, ethnicity and personal background. Diversity within the virtual gaming world is often scarce. A quote from the same article sourced from the Guardian; “The industry traditionally projects an image that is young, white, straight and male”. Even though “A 2015 study showed that 83% of non-Hispanic Black teenagers play video games”, players of minority group’s struggle to find a projection of themselves in the games they chose to play. Not only does the industry lack realistic representation of women, it also lacks diversity and inclusion of people of colour. However, at the end of the game, Samus Aran is revealed wearing a blue body suit, in which, her body is majorly exaggerated and enhanced. Presenting an idealistic and non-realistic body type. This refreshing presentation is snatched away and the game, like so many others, fall into the archaic ways of appealing to the Male Gaze as a sales strategy.   To summarise, both ‘Tomb Raider’ and ‘Metroid’ include signifiers relating to power, strength and masculinity which are juxtaposed by the use of two female, feminine characters. Even though these characters create a strong, independent figure for players to aspire to, the political occupation of their bodies represents the characters as sexual objects for male pleasure which is not a positive aspiration.

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

In this essay I am going to apply a semiotic analysis to both the Tomb Raider and the  Metroid video games covers. I will argue that Tomb Raider portrays a radical representation of female protagonists whereas Metroid presents a more reactionary representation of a typical male protagonist. 

The cover of Tomb Raider provides a dominant signifying image of the main protagonist Lara Croft who is presented as feminine. This corresponds to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987) and is highlighted by the characters long hair and soft features which have been culturally identified as womanly characteristics. Despite being represented as feminine, the mise-en-scene yields a radical representation of women due to the guns being used as indexical signs which connote to danger and therefore contradicts the typical ideology that women are weak and pathetic – instead, Croft is portrayed as a brave and daring protagonist. Her rebellious persona is reinforced through the plot line of the game where she must undergo a dangerous journey independently which juxtaposes Anita Sarkeesian’s idea of the ‘damsel in distress’ (Feminist Frequency). The trope highlights the stereotypical plot line where by typically there is  a female character (the ‘damsel in distress’) which ‘must be saved by a male character’ as ‘motivation for the protagonists quest’ which is not the case in Tomb Raider. This creates a positive representation of women as, contradictory to most games, Croft does not rely on the help of a male character to complete her quest and therefore creates a beneficial influence on the gaming community as it encourages them to have a more open mind in terms of the way in which women should be presented compared to how they typically are presented.

Whilst this representation may feel liberating for female audiences, in terms of her physical appearance and the sexual nature of the way in which she is presented, can also be seen as degrading in the sense that her sexual image is being used to attract a more dominant, profitable male audience. The paradigm of small, tight clothing, provocative stance and seductive facial expression which make up her objectified persona, reflects upon Laura Mulvey’s notion on the male gaze in that the dominant signifier is designed in such a way that she appears sexualised – in the words of Mulvey, she is a character whose “appearance [is] coded for [a] strong visual and erotic impact” (“Visual and Other Pleasures”, 1989) in order to feed the voyeuristic tendencies of the video game industry. By dressing Lara Croft in small clothing and using her body as a selling point, video game designers are criticising the counter-type of bringing a female protagonist into a male-dominated industry as it takes away from the practical, liberating aspect of her character well as her purpose in the game. In that sense, you could argue that this is a reactionary representation of women as this is a common image used in media in order to generate sales

In contrast, the front cover of Metroid provides a dominant signifying image of a robotic figure , presumably the main character, and is presented as masculine however, is not explicitly said to be male. This contrasts to Toril Moi’s analysis of the distinction between female, feminine, feminist categories of representation (1987) as the build of the protagonist appears muscular and broad which are characteristics which have been collectively recognised as masculine. This creates a reactionary representation of men as the cover displays a stereotypical masculine hero which is  presented as powerful and dominant in order to fit their common purpose of ‘saving the world’. This is reinforced by the white glow surrounding the protagonist which is a symbolic sign  representative of their integrity and selflessness – typical personality characteristics a hero would posses. The indexical sign of the gun attached to the robots suit also implies this as it has connotations of combat and violence and therefore portrays the signifier  brave and fearless. This juxtaposes Anita Sarkeesian’s, from Feminist Frequency,  idea that women are more than often the selling point of video games – she states that designers ‘make them [women] exude sexuality for the entertainment of the presumed straight male player’ which is not the case for Metroid. Instead, Metroid displays how it is easy to exceeded sales using a perfectly masculine character rather than utilising the objectified image of a woman to do so.

However, according to my schematic knowledge on the game Metroid, beneath the masculine armour is a female protagonist which is not evident from the front cover. Therefore you could argue that Metroid creates a radical representation of women in that it once again contradict the ‘damsel in distress’ trope theorises by Anita Sarkeesian as discussed earlier as Samus is portrayed as the hero rather than the victim. However, and more importantly, it once again uses the image of a sexualised women to generate a wider, typically male, audience. Similar to Lara croft from Tomb Raider, the objectification of the dominant signifier corresponds with Laura Mulvey’s theory of the male gaze which attracts ‘obsessive voyeurs and peeping toms whose only sexual satisfaction can come from watching, in an active controlling sense, an objectified other.’ (Visual and Other Pleasures (1989)). This highlights the common utilisation of women in media as profit-makers whilst  according to Jean Kilbourne on her observations of women in advertising does not ‘directly cause violence against women but they [it] normalise[es] a dangerous attitude’ (for TEDx) which is when problems begin to arise.

To conclude, both Metroid and Tomb Raider portray two rather similar representations of female protagonists in the sense that they are both presented as radical due to their bravery and independence as well as also both being sexualised to meet the wants of the typical straight male audience. However, the small difference is that this representation is a lot less obvious with regards to the Metroid front cover compared to the Tomb Raider front cover due to the main character being portrayed as a masculine figure at first glance.

video game cover 2 (reactionary)

  • I have changed the main character to highlight how typically male characters dominate video games compared to my previous cover where the protagonist was female.
  • I have changed the plot line creating a story where cat woman is presented as the ‘damsel in distress’ to mirror the stereotypical representation of women in media where they must alway be saved by the male hero. whereas in my previous cover, cat woman was the hero.
  • I have objectified the female character by creating an unrealistic body shape and dressing her in small, tight clothing however in my previous cover, she wore practical clothing and her body was not unnecessarily exposed.
  • I changed the colour of the font from pink, a generally feminine, to green, a generally masculine colour.
  • I have positioned cat woman in such a way that her body is a lot more prominent to create a more sexualised representation compared to my first video game cover where I mainly stuck to the facial region.

statement of intent

I am intending for my game cover to be directed towards teens and adults above the age of fifteen , 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 in my video game cover i have provided my own adaptation by including zombies. 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 camo background that focuses the attention to the main character, a soldier, 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 accordingly.

I’m including props that correspond with the idea of war. I’m going to dress my character in the typical navy green, camo soldier costume and the other is a stereotypical zombie character, this is to set the scene and idea behind the game where you are fighting against each other.

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.