Videogames: exam question

Videogames: exam question

Instead of an assessment or PPEs, we will plan a 'walk-and-talk' 25-mark Media Two exam question as a class this week.

You will then write the full response at home so we can give you feedback at the end of the Videogames unit. This will be useful for when we take on mock exams of some kind around Easter. 

The question we will take on is:

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]

Introduction; 

I agree with the statement "Video game developers are targeting audiences through changing representations" to an extent because there are major strides that the videogame industry have made throughout the years to change these gender stereotype. Arguably, however The Sims and Tomb Raider anniversary reinforce negative stereotypes as well and these representations are dangerous to players. 

The character Lara Croft from Tomb Raider anniversary would be a clear example of videogames reinforcing negative gender representation. This is dissected through the front cover of the game, Lara croft (the protagonist) is positioned where her breast and backside are the centre of attention, this ties with Mulvey's gender theory of the male gaze because TR anniversary reinforces this idea that the game is created by and for men because Lara croft's body, the parts that linked to her femininity are commodified for men's pleasure. It seems to be targeted at a classic ‘presumed straight male gamer’. The gender theorist Van Zoonen's sex role stereotypes and representations are constructed through media language, the camera shots of the character's body in the game is often at an low angle behind the character as well as the SFX. Therefore, this reinforces the developers of the game are not trying to change gender representations towards female characters rather agreeing with Anita Sarkeesian's that Lara Crofts character is "hyper-sexualised...promotes deep objectification of women" as stated in this paragraph.

Although, Lara croft's character is seen as a sex symbol for men, the same rhetoric is shared by women. The narrative for TR anniversary focuses on the strong female lead Lara Croft, the gameplay for this game is based on a quest narrative where the protagonist must solve puzzles, defeat creatures and save someone or something. These quest narrative video-games are typically male dominated and focus on saving the "damsel in distress" - prop's character type, as the reward however TR anniversary subverts through the later incarnations of TR franchise including later videogames - very different costume, body shape and construction of character. This connotes that Lara's strengths and abilities are highlighted through the third person perspective of the game, meaning that it empowers the female audiences through Lara's bravery in the jungle. However, Van Zoonen had stated that if equality means women have to be like men “then equality itself is repressive”. This links to the character Lara Croft because in order to be seen as an equal she must be masculine which inherently is problematic because it demonstrates that women cannot be feminine and respected.

The Sims arguably are changing representations through the diversity of characters and being the first game to have shown a gay kiss between two non-playable games. The Sims is pro-LGBTQ+, it appeals to a new videogames market which is at least equal in terms of gender and arguably is dominated by female players (phone and tablet market). This would link to Gauntlett; fluidity of identity and generational differences, The Sims is a product of and for the millennial generation. This means that representations in The Sims are changing because they include different types of people ,culture, races and sexuality which isn't common in video-games. This allows players to create safe spaces for themselves to explore and identify with who and what they see fit.


On the other hand, The Sims can be interpreted as reinforcing classic repreparations in the media. This is highlighted through the gameplay trailers, the main family characters in the trailers are portrayed as middle class, white family which also feeds into the American capitalist dream. This connotes that their selling point and protagonists are white people in the poster image for both the game/app store poster. They also include negative gender stereotypes with the children shown the DLC trailer as the boys liking karate and the girls having pink rooms and playing ballet, this reinforces that the children in this game are allocated a certain colour and activity for their gender. Applying Baudrillard, The Sims reflects the blurring between reality and the constructed media world but ultimately mainstream capitalist ideologies are being reinforced through having players getting a job, getting married, having children and going to school to be successful. The gameplay establishes verisimilitude through media languages to reinforce dominant capitalist agenda and gender stereotypes. This also blurs the lines of reality as these representations are part of players reality however The Sims can be seen as escapism for players even though they reinforce these negative stereotypes. Consequently, perhaps representations aren’t changing as much as they may appear to be.

In conclusion, I think these Videogames change representations in their own different way. This means that Tomb Raider Anniversary is changing representations with their older male dominated audience as well as with the franchise whereas, The Sims are changing the representation of their target audience with having an younger audience base which means they're more open the characters they portray. 


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