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Showing posts from January, 2021

Videogames: exam question

  To what extent do video game makers target audiences through changing representations? Refer to  two  of your three Videogames Close Study Products to support your answer. [25 marks]  Intro: to a certain extent, but arguably, many TRA and SFP also reinforce many stereotypical representations in the media. Plan Tomb Raider:  Changes representations  of women in video games. Female characters are rarely playable and usually reinforce traditional gender stereotypes. Women have traditionally been represented as as "damsels in distress" and objectified.In patriarchal culture, the way women’s bodies are represented as objects is different to the representation of male bodies as spectacle. In tomb raider lara croft is the hero and main character- she subverts traditional stereotypes of women as she is actively fighting, she is fast and is on a dangerous quest overcoming physical obstacles and uses gunplay. Strong, independent, playable female character lack of male character str

Videogames: Final index

  1)  Videogames: Women in videogames 2)  Videogames: Further feminist theory 3)  Learner response: OSP assessment 4)  Videogames: Tomb Raider Anniversary 5)  Videogames - Metroid Prime 2: Echoes 6)  Videogames: Henry Jenkins - fandom and participatory culture 7)  Videogames: The Sims FreePlay part 1 - Language & Audience 8)  Videogames: The Sims FreePlay part 2 - Industries 9)  Videogames: The Sims FreePlay part 3 - Representation 10)  Videogames: Exam question

Videogames: The Sims FreePlay part 1 - Language & Audience

  1) What elements of gameplay are shown? create characters, complete challenges/ tasks, gain rewards 2) What audience is the trailer targeting? young audiences, diverse range of races/ ethnicities etc  3) What audience pleasures are suggested by the trailer? Diversion, personal identity, personal relationships 1) How is the game constructed? it has alerts that tell the players what tasks to do and keep up with the needs of their characters etc 2) What audience is this game targeting? young audiences but it appeals to female gamers mostly 3) What audience pleasures does the game provide? automomy, diversion, personal identity 4) How does the game encourage in-app purchases? players can pay real money for different features Audience Read  this App Store description and the customer reviews for The Sims FreePlay  and answer the following questions:   1) What critics reviews are included in the game information section? "player has to commit every second to the game which is unrealis

Videogames: Henry Jenkins - fandom and participatory culture

  1) What is the definition of a fan? A fan is a person with an extreme and uncritical enthusiasm 2) What the different types of fan identified in the factsheet? Hardcore, Newbie, Anti-fan 3) What makes a ‘fandom’? fandoms exhibit a ‘passion that binds enthusiasts in the manner of people who share a secret,fandoms are built by audiences that are so passionate about the media texts 4) What is Bordieu’s argument regarding the ‘cultural capital’ of fandom? Bordieu's argument is cultural capital (knowledge, taste) confers a symbolic power and status for the fan. 5) What examples of fandom are provided on pages 2 and 3 of the factsheet? The Rocky Horror picture show  gave  heterosexual fans opportunity to transgress gender and sexuality boundaries in a fantasy environment. The Vampire Diaries is also mentioned. 6) Why is imaginative extension and text creation a vital part of digital fandom? Fans  take their interests into other forms and  platforms such as creating fan-art and videos t

Videogames - Metroid Prime 2: Echoes

  Language Analyse the  game cover  for Metroid Prime 2: Echoes (above). 1) How does the cover communicate the genre of the game? The cover communicates the sci-fi/action genre because of the gun, costume, the characters and the colours used. 2) What does the cover suggest regarding gameplay and audience pleasures? It suggests that the gameplay will involve shooting the aliens on the back of the cover and that audience pleasures will be diversion. 3) Does the cover sexualise the character of Samus Aran? Why/why not? Smus Aran is not sexualised as the character is covered and you cannot tell the gender. 1) What do you notice about genre? The genre is sci-fi/ action/adventure. 2) How is the character introduced? Is Samus Aran obviously female? It is not obvious that Samus Aran is a female. 3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”? Repetition of certain things can communicate a genre for example guns are used in most action genres. 1) What

Videogames: Tomb Raider Anniversary

  Tomb Raider Anniversary: blog tasks Language and Audience Analyse the  game cover  for Tomb Raider Anniversary (above). 1) How does the cover communicate the genre of the game? The mise-en-scene used in the image communicates that the genre is action/adventure. The use of the guns, costume, and colours all communicate the genre. 2) How does the pose and costume of the character appeal to primarily male audiences? The pose appeals to primarily male audiences as the pose shows both Lara's chest and behind in the same shot, which is used for the male gaze and pleasure. 3) How might the cover be read as empowering for female gamers? The cover may be empowering for female gamers as women are rarely playable and are usually the 'damsel in distress' but here Lara is the hero, and she is the one on the quest and facing dangerous obstacles, showing women are just as capable as men. Gameplay analysis Watch the following gameplay clips again: 1) What does the gameplay for Tomb Raide