Essay prep

I produced a game based off the maze runner series and I created a female character as the dominant signifier as it is not stereotypical for a female character to be in such a game and be seen in a strong and independent matter.

Further to this I have exaggerated the feminine attributes of my character with her slightly shorter and thinner build. I also included clothing which completely covers her as a way of skipping the stereotypical idea that women in video games have to wear revealing clothes. In the words of Laura Mulvey, “displayed for the gaze and enjoyment of men” this is how in the video games industry many female characters are made to look at. however my character does not fit the male gaze as she is completely covered.

however in society it is woman for women to be used as a reason for the main character to progress in the game, but the female is the main character inh my game. So in this sense my product is a radical representation of females in video games.

however I believe that this is a positive representation of femininity as the dominant signifier outlines a more realistic idea of females and is not oversexualising them in any way. as such this is showing a more positive outline of femininity and gender representation. the character also gives a more realistic role model to look up to as it is a more ‘normal’ image of a female character who hasn’t been oversexualised or victimised.

essay prep (not finished)

For my video game cover that I have created is avoids the stereotypes of women in video games. The game is aimed for teenagers who are 16+ because of mild fantasy violence, mild language and suggestive themes. In the game a young female named Alice was captured by a gang of criminals but she finds away to escape. The game is based about surviving in the wilderness. From exploring temples to diving into to the deepest seas to fairies helping you through the enchanted forests. The character wears something a bit revealing but isn’t sexualised like most games. My idea of the game was to do something radical where the female isn’t the damsel in distress in this game and holding weapons that mostly male characters are seen holding in video games because they are know to be stereotypically strong.

The reason why I chose to do a female character instead of a male character is because most females in media are represented sexually to give satisfaction to the heterosexual male player. Most games enlarge the females breasts and butt and position them in an awkward angle, wearing tight or short clothing, my game I didn’t enlarge the breasts or butt to sexualise the character.

I think this is a positive game representation because my character is a strong independent female character which I haven’t over sexualized her. The female representation in my game game perfectly fits in with feminine frequency and Toril Mois analysis between female, feminine and feminist categories.

Key terms representation

Male gaze:

Looking at things through the eyes of a straight male, which can lead to sexualising and objectifying women.

Voyeurism:

Gaining sexual pleasure from watching others when they are naked or engaged in sexual activity.

Patriarchy:

The belief that males are superior: a society dominated by men.

Positive and negative stereotypes:

The positive, socially accepted and negative, frowned upon aspects of different stereotypes. Positive examples could be men being good at sport and women being caring, whereas negative examples could be most Muslims being thought of as terrorists when in fact that is absolutely not the case.

Counter-types:

An idea that challenges a traditional stereotype, for example a princess saving a prince.

Misrepresentation:

False claims or ideas about how certain people of things that are not made by the people themselves. This can give others the wrong impressions and ideas about people.

Selective representation:

When certain groups or types of people are selected to feature in important positions more than others, for example when women weren’t allowed to vote at certain points in history.

Dominant ideology:

Ideas, beliefs and opinions shared by the majority of people in society.

Constructed reality:

When people interacting in society create mental beliefs about each other, and these concepts become somewhat reality out of habit.

Hegemony:

Dominance or leadership of one specific group of people over others.

Audience positioning:

How a designated audience might react to certain ideas, values or concepts.

David Gauntlett

Fluidity of identity:

The concept of identity changing because of time, for example maturity or change of circumstances.

Constructed identity:

The process of people developing ideas and beliefs about themselves.

Negotiated identity:

The process of people findning out “who is who” in society.

Collective identity:

The idea of fitting into certain categories or groups, perhaps based on interests, gender or age.

key terms around representation

MALE GAZE – The male gaze is depicting women and the world, heterosexual perspective that presents and represents women as sexual objects for the pleasure of the heterosexual male viewer.

VOYEURISM – The practice of gaining sexual pleasure from watching others when they are naked or engaged in sexual activity.

PATRIACHY – a system of society or government in which men hold the power and women are largely excluded from it.

POSITIVE STEREOTYPE –  encourages a certain attitude on how we see things and how things are accepted

NEGATIVE STEREOTYPE –  encourages a certain attitude on how we see things and how things are not accepted.

COUNTER – TYPES – a representation that highlights the positive features of a person or group.

MISREPRESENTATION – False claims or ideas about how people are represented. This can give the wrong idea about someone.

SELECTIVE REPRESENTATION – When groups or people are selected to important positions and represent the majority.

DOMINATNT IDEOLOGY –  values and beliefs in a group or social majority.

CONSTRUCTED REALITY – the way we present ourselves to other people is shaped partly by our interactions with others, as well as by our life experiences.

HEGEMONY – Leadership or dominance, especially by one state or social group over others.

AUDEIENCE POSTIONING – Audience positioning refers to the techniques used by the creator of a text to try to get the audience to understand the ideology of the text.

NEGORIATED IDENTITY –  refers to the processes through which perceivers come to agreements regarding the identities that targets are to assume in the interaction.

COLLECITVE IDENTITY – refers to all the affective aspects deriving from belonging to certain groups with which adolescents identify themselves and which place them within certain social categories such as ethnicity, nationality, or gender.

FLUIDITY OF IDENTITY – Having a fluid identity means having the ability to change how you see yourself, the world, and your actions.

CONSTRUCTED IDENTITY – individuals’ sense of belonging to a group.

key definitions – representation

  1. Male gaze – The male gaze is an objectification of and towards women by men.
  2. Voyeurism – An interest in observing people while they are engaging in sexual activities such as getting undressed or naked.
  3. Patriarchy – A society in which men are in charge and women are excluded from the power.
  4. Positive and negative stereotypes – When a group of people are widely fixed to a particular idea of a person or thing and receive negative or positive feedback from said stereotype.
  5. Counter-types – An opposite view to a stereotype.
  6. Misrepresentation – Giving misleading information and/or facts made by a party to affect others.
  7. Selective representation – Only showing parts of some events or conflicts, usually for ones benefit.
  8. Dominant ideology – This is the ideas, attitudes, values, beliefs and culture of the dominant/ruling society (the majority).
  9. Constructed reality -A way of advertising that allows media to be seen as a reality, a false reality.
  10. Hegemony – The leadership or dominance by a state or social group.
  11. Audience positioning – The techniques used to apply the understanding of the ideology of the text to the audience.
  1. Fluidity of identity – The ability to change how to see/view the world, yourself and actions.
  2. Constructed identity – The development of ideas and beliefs for ones self, a manufactured perception.
  3. Negotiated identity – Agreements, discussion and a negotiation of a persons identity with another persons.
  4. Collective identity – The idea of an identification which is shared between groups and individuals.

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.

representation – key terms

Male gaze – refers to the way in which women are typically presented in media often through the eyes of the straight male.

Voyeurism – specifies a conduct of someone who is engrossed in prying on the personal affairs and lifestyles of other individuals.

Patriarchy – male dominated society.

Positive stereotypes – subjectively favourable belief held about a social group.

Negative stereotypes – subjectively unfavourable belief held about a social group.

Counter-types – a representation that highlights the positive features of a person or group.

Misrepresentation – to represent something incorrectly or improperly often due to a sense of prejudice.

Selective representation – to only show/represent part of an event, ideology, topic, individual where the representation is often chosen based on importance, proximity to home and viewer preference.

Dominant ideology – values, beliefs and morals shared by the social majority, which frames how most of the population act.

Constructed reality – selection of events or issues to be covered and also the the decision making of how they are defined and interpreted – when media reality begins to impose itself onto real life.

Hegemony – the dominance of certain aspects of life and thought by the penetration of a dominant culture and its values into social life – a crucial shaper of culture, values and society.

Audience positioning – relationships between the audience and the text, how an audience receives, reads and responds to a text.

Fluidity of identity – an identity that has the potential to be changed and shaped frequently in many directions.

This is often due to different representations of men and women in media and as a result people find themselves adapting and changing their identity’s in order to reciprocate said representations they are exposed to.

Constructed identity – an identity that has been built upon experiences, relationships and connections. A persons identity will differ depending on:

  • where they’ve been brought up
  • how they have been brought up
  • who they have been brought up with
  • their financial state and/or social class
  • a persons faith
  • life experience

The list if different influences is endless and each factor can also be affected by one another.

Negotiated identity – the process of which people reach an agreement of their identity and well as their relationships with other people’s identities – once the agreement is established, people are expected to remain faithful to their identity.

This establishes what people can expect from one another and therefore reinforces the inter-relations that holds relationships together.

Collective identity – cognitive and affective attained from belonging to certain groups (ethnic, gender, class, sexual orientation ect…) creating a sense of belonging to that group for the individual.

It seems that if someone begins to reciprocate certain practices of a group, such as they way they dress, their mannerisms etc, they will become part of that persons own individual identity and will develop a sense of belonging within that group. This can sometimes take over other aspects of a persons individual identity.

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).

KEY TERMS: REPRESENTATION

Male gazeWays of how a straight male is seen to sexualise women
VoyeurismGaining sexual pleasure from watching others get naked or engaged in sexual activity
PatriarchyThe belief that the male is the superior gender; a society dominated by men
Positive and negative stereotypesThe socially looked up upon (positive) and looked down upon (negative) stereotypes. Positive examples (looked up upon) could be men being good at sport and women being caring, whereas negative examples (looked down upon) could be most Muslims being thought of as terrorists when in fact that is not the case.
Counter-typesSomething that goes against the traditional stereotypes of people
MisrepresentationFalse claims or ideas about how people are represented. This can give the wrong idea about someone.
Selective representationWhen groups or people are selected to important positions and represent the majority.
Dominant ideologyIdeas or beliefs accepted by the majority of society.
Constructed realityThe process of people developing ideas and beliefs about themselves
HegemonyDominance or leadership of one specific group.
Audience positioningHow a certain type of audience might react to certain ideas or values.

David Gauntlett

Fluidity of identityIdentity changing through time, for example maturing when getting older.
Constructed identityThe process of developing beliefs and ideas of ones self.
Negotiated identityThe negotiation of changing your identity (eg. changing into your uniform for work) you negotiate your identity.
Collective identityThe idea of fitting into certain groups, whether its through, age, gender or hobby.