Representation

Video game characters are presented in many different ways, however there could be a link between female characters and sexualisation in comparison to male characters, who could be said to be presented in “normal” ways.

Examples of female sexualisation include differences in female animations, camera angles and clothing. The purpose of this may be to satisfy the stereotypical straight male player who would usually be interested in these types of games.

This could link to an idea dubbed “The Male Gaze” which is a masculine, heterosexual viewpoint of the stereotypical straight male which portrays women as “objects” used for sexual pleasure. It was first applied by John Berger in a documentary-style analysis named “Ways of Seeing” in 1972. It showed how women were represented in art and advertising.

The concept was further applied by Laura Mulvey when she critiqued traditional representations of women in film, which solidified the term further.

Representation

The ‘Male Gaze’ is a very popular point of view used in media, this is mostly used in Film and Video Games. The ‘Male Gaze’ is essentially the interpreted way a male character would see the world depicted in the narrative, for example the ‘Male Gaze’ commonly over-sexualises any female character whether that be the costumes available for the genders or just the simple movement which may be exaggerated or iconic to that gender

Ways of Seeing is a 1972 television series of 30-minute films created chiefly by writer John Berger and producer Mike Dibb. It was broadcast on BBC Two in January 1972 and adapted into a book of the same name.

The series was intended as a response to Kenneth Clark‘s Civilisation TV series, which represents a more traditionalist view of the Western artistic and cultural canon, and the series and book criticise traditional Western cultural aesthetics by raising questions about hidden ideologies in visual images. According to James Bridle, Berger “didn’t just help us gain a new perspective on viewing art with his 1972 series Ways of Seeing – he also revealed much about the world in which we live. Whether exploring the history of the female nude or the status of oil paint, his landmark series showed how art revealed the social and political systems in which it was made. He also examined what had changed in our ways of seeing in the time between when the art was made and today.”

The series has had a lasting influence, and in particular introduced the concept of the male gaze, as part of his analysis of the treatment of the nude in European painting. It soon became popular among feminists, including the British film critic Laura Mulvey, who used it to critique traditional media representations of the female character in cinema.”

The extract pulled from Wikipedia gives a short insight to the book ‘Ways of seeing’ by John Berger, published in 1972 it expertly explains the ‘Male Gaze’ and what it commonly means in the sense of using it in media.

Video game design

  1. My intent for my product is to make an all inclusive game for people of the age of 15 and above. My game is about a detective who has moved from LA to New York to sort out the latest case; a serial killer on the loose. As the game progresses each clue reveals that the killer is actually another version of the detective (who has DID) and each morning he forgets the previous night. The game ends where he’s faced with the big decision of handing himself in or running away whilst he can. The cover I’m taking inspiration from is Tomb Raider.
  2. The dominant signifier will be similar with the main character being the centre of the cover. He is the main protagonist and his name is also included in the title. At the top of the front cover I have a masthead of the Xbox 360 banner to show what kind of console this video game it is used for. My cover has bright purple colours whilst the style model I’m following (tomb raider) has a bright gold, this makes the game look so much more enticing and encourages customers to buy this product. The main title has the same layout as my style model in the sense that the writing is over the dominant signifier and written in a font which corelates to the story line. F or my back cover I have written a blurb, which is my anchorage, to give context of what the games about but I’ve also left enough details out that it interests the consumer to buy the game to then play it. To make my product more realistic I’ve included a barcode (code) and some company logos, as well as the games rights on the back.
  3. My Games cover is reactionary in the sense that a male plays the main character and he is in the centre of the cover, however my game could also be considered radical because the game is about a quest but with no female character playing a damsel in distress nor using her as a trophy. The game is simply about the main character and his discoveries which end up being about himself and only rarely involving other characters. It could also be considered radical in the sense that the main colour of the background is pink/purple which aren’t typically seen as a manly colour and would often be associated with a female character.
  4. My product would be made by big companies such as Xbox, PlayStation, Nintendo. It would be consumed by audiences of 15 and above as the plotline is for more mature audiences.

representation

The male gaze is how a straight man feels empowered by objectifying and sexualising women in general and in media platforms.

Laura Mulvey created the idea of the so called ‘male gaze’ and revealed the amount of sexualisation women were getting. Then also presumed all men who play these games are only interested in seeing the sexualised version of a woman.

John Berger is well known for his piece of writing “Ways of seeing” which had many feminists viewing it around the male gaze.

John Berger sight of seeing

“Men act and women appear. Men look at women. Women watch themselves being looked at. This determines not only most relations between men and women but also the relation of women to themselves. The surveyor of woman in herself is male: the surveyed is female. Thus she turns herself into an object of vision: a sight.”

This is proving women are objectified and overly sexualised. Video games have proved the male gaze influenced how women are treated and looked at.

Levelling up article

“don’t look like they’re from around here” and appear “dirty.”

“Asian women perpetuates the stereotype that they are meek, submissive, sexual objects who exist purely for men’s entertainment.”

Why diversity matters article

 “As a girl growing up playing games I was always like, why do I have to play as a boy?”

“If we can show just one of them that they can be accepted anywhere – in both gaming and in the real, working world – and that gaming is not just about being super gender- or sexually conforming, then all the months of work is worth it. That’s why it’s important.”

Laura Mulvey- Visual pleasure and narrative cinema

“In a world ordered by sexual imbalance, pleasure in looking has been split between active/male and passive/female.”

“The determining male gaze projects its phantasy onto the female figure which is styled accordingly.

REPRESENTATION, video game design- natasha rawley

Statement of Intent:

My intentions of what I would like to produce as a video game cover is to create a Snowboarder game with men and women. For the reactionary cover, I am going to have a women of the cover (maybe with a man too) and have her snowboarding outfit tighter than the usual snow outfit, while making the men’s outfit your stereotypical baggy outfit.

In the reactionary cover, I will use symbolic signs such as different colours (blue for the sky) to represent the setting of the video game. I will use indexical signs for example, maybe a snowboard as a prop to show the very obvious link to snowboarding. I will also have trees in the background and snow to make the game more believable.

the male gaze – representation

  • The male gaze is a part of representation of female characters in not only video games, but other forms of media too.
  • The male gaze is a masculine, heterosexual point of view that bestows women as sexual objects solely for the pleasure of the straight male.
  • John Peter Berger – An English art critic who wrote the book “Ways of Seeing” which was a book that created the idea of the male gaze.
  • Laura Mulvey – She is mainly known for her essay “Visual Pleasure and Narrative Cinema” in her book named “Screen” which further explored the idea of the male gaze and the male perspective in film and cinema.

The male gaze – representation

  • The Male Gaze – This is the representation of women in video games or any form of media, over sexualising them for the male attention, this also presumes that the viewer/player is a straight male.
  • John Peter Berger – Is an English art critic who wrote the book “Ways of seeing” which introduced the idea of The Male Gaze to the world.
  • Laura Mulvey – Is a British film critic who focuses of the feministic views on the obvious male drive in films. She is most well known from her journal “Screen” where a specific essay speaks about the “Visual Pleasure and Narrative Cinema” which focuses on Johns idea of THE MALE GAZE within cinema.

Examples of the male gaze within films:

This comes from the Transformers film where, as you can see, they oversexualise the actor Megan Fox with the angle of the camera and her body language.

REPRESENTATION

The male gaze: The term came about in 1975 by Laura Mulvey and how the media represents women in magazines , films and video games to make it more appealing to heterosexual males.

From wearing revealing clothes showing much skin as possible , camera angles and the way females move. The male gaze sexualises and objectifies the women’s body whilst when males are represented in media they are mainly covered for example video games will do their best to cover the males body and present him as a fearless warrior. Or at other times when they are shirtless it is representing them as strong and fearless.

Laura Mulvey: Laura Mulvey is a feminist best known for her media theory ‘The male gaze’ in one of her quotes “the gender power asymmetry is a controlling force in cinema and constructed for the pleasure of the male viewer, which is deeply rooted in patriarchal ideologies and discourses.”

Representation

Task 1:

Male Gaze– This is how viewers engage in visual media. “The Male Gaze” suggests a sexualised way of looking that empowers men and objectifies women. In the male gaze, women are visually positioned as an “object” for heterosexual male desire. Her feelings, thoughts and occupation are less important than the male desire.

Laura Mulvey- Laura Mulvey is a British feminist film theorist, best known for for her essay “Visual pleasure and narrative cinema” which was written in 1973 and published in 1975.she took inspiration from Sigmund Freud and Jacques Lacan concepts in which she hopes to use as a “political weapon”. She uses this to argue that Hollywood inevitably put the spectator in a masculine subject position with the figure of the woman on screen as the object of desire and “the male gaze”. According to Mulvey, women are coded with “to-be-looked-at-ness” and states that the camera positioning and the male viewer constituted the “bearer of the look”, meaning that women are purely there and with everything they do it is for a males pleasure.

John Berger- “Ways of Seeing” is a 1972 television series of 30-minute films created chiefly by writer John Berger.  He begins by exploring the history of the female nude or the status of oil paint, his landmark series showed how art revealed the social and political systems in which it was made. He also examined what had changed in our ways of seeing in the time between when the art was made and today.”

Task 2:

Representation of POC in video games

  1. “characters were often cast as caricatures, with exaggerated, grotesque features…”
  2. “Latinx characters have often been portrayed as gangbangers and drug dealers”
  3. “…most games feature white protagonists.”
  4. “a scene in Pakistan displays shop signs written in Arabic, even though Pakistani people speak English and Urdu, not Arabic.”

Why diversity matters:

  1. “I think we need to back away from this focus on one type of consumer or one type of developer”
  2. “The industry traditionally projects an image that is young, white, straight and male”

Laura Mulvey- visual pleasure and narrative cinema:

1.”ultimately, the meaning of women is sexual difference.”

2. “the beauty of the woman as object as the screen space coalesce; she is no longer the bearer of guilt but a perfect product, whose body, stylised and fragmented by close-ups is the content of the film.”

The male gaze

The male gaze 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. Film theorist Laura Mulvey also theorises that most films and movies are filmed in ways that satisfy male voyeurism, which is the sexual pleasure derived chiefly from watching others when they are naked or engaged in sexual activity which is also known as scopophilia.