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 strength and bravery of Lara, solving puzzles,intelligent etc
gauntlett- identity is becoming more fluid, evolution of the character of the TR franchise demonstrates the change in representations, particularly shown through later incarnations of TR franchise e.g. 2017 very different body shape and construction of character

On the other hand,  while she is a strong, independent playable character, her appearance and costume turned her into a digital sex object.  The video game sexualises Lara Croft from her cat walk, camera angles that focuses on her behind when she walks, grunts, makeup etc

Moreover,in the TRA poster Lara's pose looks like the producers tried to get both her chest and behind in the same shot. Highlighting how representations of women has not changed as they are still being objectified and used for the male gaze- Laura Mulvey.

Van Zoonen -if women have to adopt male characteristics to be like men then 'equality itself is repressive'- sex roles stereotypes, representations are constructed through media language- construction of lara's body shape etc

reinforces classic stereotypes and therefore it is not a good example of changing stereotypes

character of Lara croft, mise en scene costume, sexualised representation of women-  targeted presumed straight male gamer 

SIMS:

origins of sims franchise- launched at E3, generated controversy over a gay kiss between characters. it is pro LGBTQ+, appeals to a new market , arguably dominated by female players.

gauntlett, fluidity of identity 

However, this could also postulate in similar games such as GTA, where females are only included for promiscuous activities like clubs and prostitutes. All in all, it's quite fascinating how the undertone of the sexuality of the character shapes the way of the game.

reinforces classic representations 

can only play as a male/ female in SimFree, of which there are limited clothing/ wardrobe choices per gender. Also, the stereotypical body shape is the only type that's employed.

the teen expansion pack trailer reinforces geder stereotypes

Baudrillard argued that our culture now perceives the ‘copy’ (media representation) as more real than the ‘original’ and stated that we live in a culture where the ‘fake’ is more readily accepted than the ‘real’ – therefore creating hyperreality. This blurs the line between fiction and reality.

The Sims franchise is a perfect study in hyperreality as it allows players to create an entirely constructed life through the game.

The Sims FreePlay social media channels also provide an example of simulacra – they are situated in the real world and interact with real players but feature entirely constructed fictional content from the game.

audiences can create idealised life but only within the confines of american capitalist middle class lifestyle- reinforcing dominant ideologies in mainstream media


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