Saturday, December 21, 2019

Videogames - Metroid Prime 2: Echoes

1) How does the cover communicate the genre of the game?


The first notable element of the game cover is the main character Samus and her gun/arm she's holding. This immediately shows that the game genre is definitely an action oriented game, and possibly a sci-fi one too. The aliens on the left of the cover confirm the prior assumption of it being sci-fi since aliens are often limited to sci-fi games. These factors combined with the other elements such as the colour scheme and the background elements support this.  

2) What does the cover suggest regarding gameplay and audience pleasures?

the gameplay images on the side of the cover confirm the fact that the game is a FPS (First Person Shooter). this is supported by the gun/arm like weapon that samus has.
3) Does the cover sexualise the character of Samus Aran? Why/why not?

I would say it doesn't, her body isn't overly played and nor is the position she's in. If an individual who had no clue that samus was a female, I doubt they would assume that judging by that cover, that they would guess she's female, the same cannot exactly be said about Lara Croft.

Trailer analysis

Watch the trailer for the game:




1) What do you notice about genre?

It's a FPS (First Person Shooter) that takes place in space. It is obviously a sci-fi game with elements of aliens.

2) How is the character introduced? Is Samus Aran obviously female?

Samus is introduced in a very stereotypically action-esk way that does not hint the fact that Samus is a female.

3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?

if looking specifically at the genre, the main similarities present in the FPS genre can be seen by the HUD and guns. But there are plenty of differences to meet that similarity in the form of the environments and characters the main character will interact with. 

Gameplay analysis

Watch the following gameplay clips again:





1) What does the gameplay for Metroid Prime 2: Echoes involve?

It looks to be divided in three different parts. One being the exploration of the games different environments and scanning of different objects. Two, would be the puzzle solving that also includes the exploration and finally. Three, the action sequences of the game which mainly includes Samus shooting aliens  

2) Write an analysis of the media language choices in the construction of the game: e.g. genre, narrative, mise-en-scene, camera shots etc.

Genre:
The games construction directly resembles the genres the game falls into. The main genres being adventure, action and sci-fi (FPS in gaming definitions). The environments in the game resemble different games within the same game genres such as Halo and Doom. The HUD given to the player resemble sci-fi and action games, this can be seen with an ammo count and a map in the different sides of the screen. The gameplay is the biggest hint to this with it being a FPS with the main character shooting aliens, playing into the idea that the game is a sci-fi shooter.



3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.

the clip contains instances of typical fps conventions that would cater to the needs of an older generation of gamers who want to see more action in their games. This combined with the fact that the game also still remains quite cartoon esk means that the game is still accesible to younger players.


Audience

Research the audience for Nintendo and specifically the Metroid franchise, including Metroid Prime 2: Echoes. You may wish to start with the following pages:

Reddit discussion of why people play Metroid
Giant Bomb forum: Who exactly is Nintendo’s demographics?
Reset Era: Nintendo’s audience getting older

1) Who might the target audience be for Metroid Prime 2: Echoes, based on your research? Discuss demographics and psychographics.

From the original metroid game, compared to the 2007 one, it would be safe to assume that the audience will have reached adult hood. This brings in two differences. One, that the game now has a nostalgia factor that the game didn't have before hand, this acts as USP as sorts for Metroid and Nintendo. Second, since the original demographic has now grown up significantly, they will now also have different wants from the game, the main thing would be mote actions, or at least more graphic action.

2) How has Nintendo’s audience changed since the original Metroid game in 1986?

They have grown up quite significantly since the original game to meet this change, the metroid series has evolved to meet a more mature audience, this can be seen by the newer colour schemes, the audio used and gameplay also heavily play into this change. 

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?

The three main pleasures would be the diversion, personal identity and personal relationship. Diversion due to the fantasy/sci-fi nature of the game, personal identity due to the long time relationship samus has had with female gamers since Samus often acts a role model for female gamers; and finally, personal relationship is prevalent due to metroids nostalgic factor seeing that most people who played the game when it released, grew up with the franchise.

4) What effects might Metroid have on audiences? Apply media effects theories (e.g. Bandura’s social learning theory, Gerbner’s cultivation theory). 

I don't feel like metroid as a game would have many effects. The only real effect I can think of is a possible increase in people seeking out sci-fi content. The game is not explicit and the action is limited to very cartoonish action.


Read this Gamesparks feature on gaming demographics and answer the following questions:

1) Who is considered to be the stereotypical gamer?

The stereotypical gamer is often seen as the the adolescent male.

2) What has changed this?

The introduction of mobile games have changed the demographic significantly.

3) What role do women play in the videogames market? Quote statistics from the article here.

They make up a new majority of gamers after it was seen that, if mobile gamers were added to overall gaming population, they make the majority.

4) Why are older gamers becoming a particularly important market for videogames producers? How can you link this to the Metroid franchise?

The original gamer generation have now become the older generation of today, they form a core market of sales for gaming companies now and keeping this generation in mind when making games. 

5) What does the article suggest regarding audience pleasures and expectations for different generations of gamer?




Industries

Read this Destructoid blog on the Metroid franchise. Answer the following:

1) Why has Metroid never quite fitted with the Nintendo brand?

The semi-realistic sci-fi genre is a genre that has not really been one of Nintendos strong suits. That combined with the fact that the demographic that is often associated with that genre of games is also one that quite often has no interest in in Nintendo, the nerdy age 15-35 demographic

2) What franchises have overtaken Metroid in the sci-fi hyper-realism genre in recent years?

Halo
Destiny
No Mans Sky
Mass Effect


3) Why does the writer link old boy bands from the music industry to the Metroid franchise? Do you agree with this reading of the brand?

The writer makes the analogy to boy bands when talking about Metroid as an example of how times change, and that is quite apparent with the current climate of games. 

4) What is an ‘AAA’ or ‘triple-A game’ in the videogames industry?

An AAA game is a game which often has a very large budget and also often made by a massive game production company such as Ubisoft or EA, the two characteristics are not mutually exclusive. 

5) Do you think there will be further Metroid games featuring Samus Aran? Should there be?

I feel that Metroid is too established of a game to leave in the side lines for long. The game is clearly still relevant seeing that Metroid and Samus are often still popping up in newer games. Two prime examples of Metroid still being relevant would be Super Smash bros and Monster Hunter; while Samus's inclusion in Super Smash Bros is self explanatory as the game is basically and avengers level collaboration of different Nintendo IP's, monster hunter is a different case seeing that the game has no ties to metroid, and is made by very different developers. Developed by Capcom, the monster hunter series has seen a variety of publishers publish their game, but most recently, Monster Hunter Generations sees the players be able to create cosmetics that resembles Samus's classic attire. This is a clear example that there is still interest in the game, and not having a new game at least planned would be a massive loss for the publisher. 


Representation

Read this BBC3 feature on Samus Aran and answer the questions below:

1) What was notable about the original Metroid game in 1986?

The plot twist at the end that reveals Samus to be a female is quite notable.

2) What were the inspirations behind the gameplay and construction of Metroid?

Mario, Zelda and the film Alien.

3) Why are the endings to the original Metroid considered controversial?

The faster you completed the game, the more items of clothing Samus takes off. 

4) What reaction do you think the reveal of Samus Aran in a bikini would have got when the game was first released in 1986? Have attitudes towards women changed?

I think that the initial reaction my have been that of controversy, but they were probably not scrutinised, unlike in today's gaming climate where something like that would bring in waves of unneeded bad attention. 

5) How have later versions of the Metroid franchise sexualised the character of Samus Aran?

The character model has remained skin tight when she isn't wearing the suit, with her body being oddly proportioned and very amplified. When she wears her suit although, I don't believe shes sexualized.

6) How can we apply Liesbet van Zoonen’s work to Samus Aran and Metroid?

You could say that the non suit and suited Samus are made the way they are in order to appeal to men. The suited Samus Aran would appeal to the action side of a male player, with it looking fierce and powerful, the non suit Samus Aran then being used to then appeal with the sexual fantasies of both male and possibly female players.

7) What did Brianna Wu suggest regarding the character of Samus Aran?

Brianna Wu (somehow) tried to argue that Samus was transgender 

8) Do you see Samus Aran as a feminist icon or simply another exploited female character?

I feel like most female characters, shes become both. Depending on how you view feminism, her concealed and non-suit versions can both be argued as either a feminist icon or an exploited female character. Personally I feel like currently shes closer to a feminist icon than an exploited feminist character  


Read this Houston Press feature on Samus Aran and entitled male gamers. Answer the following questions:

1) What does Anita Sarkeesian suggest regarding Samus Aran?

She believes that the early Metroid games easter egg endings did not diminish Samus as a character but instead diminished the game itself 

2) Why does Brianna Wu (and others) suggest Samus Aran may be transgender?

Briana Wu suggests that Samus Aran may be transgender due to the character being referred to as a newhalf by its lead developer, which can be translated to shemale. That combined with the fact that Samus her self is depicted as a 6ft3 individual with highly defined muscles.

3) Why is Samus Aran useful for male gamers trying to argue videogames are not sexist?

"Samus is the constant go-to for any argument about portrayals of women in gaming and sexism in gaming culture. If you question the number of female protagonists you’ll get a list that will virtually always start with Samus as a counter-argument. Never mind the fact that studies show men perceive gender equality when it hasn’t been reached. As long as they have Samus everything is fine."

4) Why are Lara Croft, Zelda and Peach not ideal examples to argue for female equality in videogames?

Lara Croft will be forever linked to cartoonish body proportions, peach and Zelda have too often been linked to the damsel in distress 

5) What does the ‘SJW’ in ‘SJW-gender politics’ refer to?

Social Justice Warrior is basically a term used to label online individuals who overly campaign political correctness.

6) How can we apply Gerbner’s Cultivation theory to representations of women in videogames as discussed in the article? How might this lead to ‘entitled male gamers’? 

Gerbner's Cultivation theory states that if someone is constantly showed something repeatedly, it is possible to have the ideas presented by that text to have a lasting effect on the viewer. When looking at video games, it is a valid point to make that if women were to be constantly showed in a sexual matter it is possible to have those sexual ideas be imprinted on the viewer.
7) Does the videogame industry have a problem with gender? Provide evidence for your argument.

I feel that It did have a problem. Much like the film industry where women were primarily given three roles, the eye candy, the help or the damsel in distress. But gradually with social change, women were given more developed characters resulting in the strong female lead becoming a main stay in mainstream media. I think the same can be said for modern video games; while yes there may still be examples of sexualized characters in some games, but often times, like in other forms of media, that character trait may be linked with how the character is written and it's importance to the story, rather than just being done for the male gaze. Like most things, the video game industry is in a steady pace of change, with brand new empowering women in the works.

Tuesday, December 10, 2019

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 main cover features a few clues to what the genre is of the game. The most obvious one is the gun. Seeing that the gun is in full view, it would imply that there will be action, which is good since the game is an action game. The attire worn by Lara Croft is also a hint, the gun holsters combined with the cargo shorts and blue top would imply that it is an adventure game, but only because of the already established genre conventions for games like this, if you didn't know the conventions prior, chances are that may have gone over your head. The final obvious example of the type of genre the game is, is the item in the background; the glow from the object symbolises value, or treasure, and the inscribing on the item indicates a historic connection to the object. Those two factors combined would imply the seeking of treasure or mystery, both of which fall into the adventure genre quite well.  

2) How does the pose and costume of the character appeal to primarily male audiences?

The pose of Lara Croft is explicitly done to show her backside and her front, an example of trying to appeal to a male dominated industry. This point is also further supported when looking at her attire, the amount of skin showing would be very counter productive in the places that the game takes place, again, an attempt to appeal to a male dominated consumer base. 
3) How might the cover be read as empowering for female gamers?

Depending on the type of feminism you subscribe to, the cover can also be seen as an example of empowerment. The pose and the clothing can imply that Lara Croft is using her sexuality to her advantage, rather than hiding from it. This mentality is very similar to the feminist movement in the 1970's.

Gameplay analysis
1) What does the gameplay for Tomb Raider Anniversary involve?

The game play involves a lot of exploring and climbing, satisfying that aspect of the game. There were also aspects of action by shooting down a velociraptor, wolves and bats.

2) Write an analysis of the media language choices in the construction of the game: e.g. genre, narrative, mise-en-scene, camera shots etc.

Genre:
A very typical action adventure game with the discovery and climbing aspects mechanics in the game, the adventure aspect is also emphasised by the puzzle aspect of the game. The shooting mechanics also put emphasis on the action aspect of the games genre.

Narrative:

The narrative, although not explicitly shown, can be assumed to similar to the games inspirations, Indiana Jones. The climbing, shooting helps to promote that style of narrative.

Mise-en-scene.

Large pillars, intricate and impossible designs/technology, caves, undefinable inscriptions and low-key lighting litters the games environment, all of these are common stereotypes of the games genre and narrative. 

Camera Shots:
Quiet typical of a game of this nature, a third person view to help show the fact that the player is controlling a character and can be argued as a method of further making lara croft a sex icon.

3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.

Diversion, personal identity and relationship can all be applied. 

Diversion due to the fact that main character performs impossible feats of physicality in an impossible area of again, impossible ancient technology, all examples of diversion.

Personal Identity due to female players wanting to be more like lara croft, being inspired by her actions and persona. 

Personal Relationship due to players being emotionally attached or attracted to Lara Croft. 


Representations

Read this NME feature on the evolution of the character of Lara Croft. Answer the following questions:

1) Note the statistics in the opening paragraph.

She’s the most successful human videogame heroine of all time, gracing more than 1,100 magazine covers, and selling over 58 million videogame units worldwide

2) How does the article describe the cultural change in society and the media since the early 00s?

The emphasis on female rights and the popularization of feminism has succesfuly changed the nature of Lara Croft.

3) How was the original 1996 Lara Croft received by audiences and critics?

She was received as a role model due to the fact she was was the first female protagonist. It was a good change.

4) What did the 2013 re-launch do differently – and how successful was it?

The 2013 relaunch featured a more realistic and relatable lara croft that seemed more human than before. That game was the best selling lara croft game in history 

5) How is ‘woke Lara’ defined in the conclusion of the feature?

 focussed relentlessly on the lessons we stand to learn from Lara: her determination, courage and physical ability. Woke Lara is officially ready to raid the box office.



1) Why is Lara Croft considered a “polarising figure among gamers”?

She is considered a polarising figure in video games due to how contrasting her portrayal can be. She's either a sex object or an empowering female icon, and in some cases, considered as both. 
2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?

trying to distinguish male and female characters on 32 bit consoles was difficult to achieve, due to this, the easiest way to make that distinction was to add bigger hips and a larger bust size.
3) Why were Lara Croft’s physical attributes emphasised in the original games?

Her physical attributes were played up in order to try and market the franchise, they were different in game originally. 
4) How does Anita Sarkeesian describe Lara Croft?

"She is one of the most iconic representations of women in gaming, but that doesn't mean it's a good thing,". "She is a hyper-sexualised character that promotes a deep objectification of women."

5) Why has Lara Croft’s appearance and characterisation changed over time?

Seeing that women were now more involved in video games than ever, the game developers had to make the character more relatable to the new audience. Hence the toned down proportions. 


Industries

1) Why is Lara Croft such an iconic figure in the gaming industry?

I feel Lara Croft and the Tomb Raider series played a very integral part in the rise of gaming, for many of the men playing the game, the ability to play as a female character was different. That combined with the fact that she was a very attractive female character, her image manged to stay strong.



2) What products and spin-offs have featured Lara Croft or the Tomb Raider brand?

There has been an animated show, two feature films, almost 10-11 games, memorabilia etc. 
3) Why might Lara Croft be considered a postmodern icon?

Lara Croft could be considered a post modern Icon due to how she uses elements from different popular genres or products in one to creative a brand new creative story and character. The most notable of these inspirations would most likely be Indiana Jones.
4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?

Tomb Raider is a massive franchise that has helped push Videogames into the entertainment mainstream. That combined with the fact that she's been commoditised would hint at a more capitalist inspired background. 

Tuesday, December 3, 2019

Videogames: Further feminist theory

1) What definitions are offered by the factsheet for ‘feminism ‘and ‘patriarchy’?

Feminism is a movement which aims for equality for women – to be treated as equal to men socially, economically, and politically. It is a movement that is focused not on ‘hating’ men, or suggesting that women are superior. Instead, feminism is focused on highlighting the power and suppressive nature of the patriarchy (male dominance in society).

Feminists see the patriarchy as a limitation to women receiving the same treatment and benefits as their male counterparts.

2) Why did bell hooks publish her 1984 book ‘Feminist Theory: From Margin to Center’?

bell hooks saw that there was a lack of diversity in feminism and aimed to highlight that with her book. 

3) What aspects of feminism and oppression are the focus for a lot of bell hooks’s work?

bell hooks took an inclusive look to feminism and tried to highlight more than the typical e.g. the idea that women are superior to men, and instead looked at all forms of marginalisation  

4) What is intersectionality and what does hooks argue regarding this?

The term intersectionality is used to describe overlapping or intersecting social identities and related systems of oppression, domination or discrimination. Its meaning is that multiple identities intersect to create a whole that is different from separate component identities

5) What did Liesbet van Zoonen conclude regarding the relationship between gender roles and the mass media?

Zoonen states that the media has had a significant effect on the idea of gender and how it's represented e.g. how pink and blue represented girls and boys while in 18th century france a pink suite was considered appropriate attire for a man. 

6) Liesbet van Zoonen sees gender as socially constructed. What does this mean and which other media theorist we have studied does this link to?

It means that the idea of gender and what it means to be a certain gender is developed by society, another theorist that can be linked to this would be Gauntlet.

7) How do feminists view women’s lifestyle magazines in different ways? Which view do you agree with?

There will be some feminists that see the content to sometimes be demeaning and offence as it projects a stereotypical view of women most of the time. Some feminists although will sometimes see the emphasis on sexuality as empowering as it shows women taking control of their sexuality. 

8) In looking at the history of the colours pink and blue, van Zoonen suggests ideas gender ideas can evolve over time. Which other media theorist we have studied argues this and do you agree that gender roles are in a process of constant change? Can you suggest examples to support your view?

Gauntlet suggests that masculinity and what it means to be masculine is always in a constant process of change, an idea that is very reminiscent of the colour and gender change shown in 18th century France 

9) What are the five aspects van Zoonen suggests are significant in determining the influence of the media?

•Whether the institution is commercial or public
•The platform upon which they operate (print versus digital media)
•Genre (drama versus news)
•Target audiences
•The place the media text holds within the audiences’ daily lives

10) What other media theorist can be linked to van Zoonen’s readings of the media?

Gauntlet and bell hooks come to mind mainly as they all share similar ideas

11) Van Zoonen discusses ‘transmission models of communication’. She suggests women are oppressed by the dominant culture and therefore take in representations that do not reflect their view of the world. What other theory and idea (that we have studied recently) can this be linked to?

Diasporic Identity by Paul Gilroy is quite similar to this, instead of gender, Gilroy talks about the effect that misrepresentation will have on black britons and African Americans, and how it will mix their own understanding of the world. 

12) Finally, van Zoonen has built on the work of bell hooks by exploring power and feminism. She suggests that power is not a binary male/female issue but reflects the “multiplicity of relations of subordination”. How does this link to bell hooks views on feminism and intersectionality?

This links into bell hooks belief that the power imbalance can't be defined through the defining of men and women, Zoonen adds to this by stating that adding extra intersections further complicates this 

Thursday, November 21, 2019

Learner response: OSP assessment


1) Type up your feedback in full (you don't need to write the mark and grade if you want to keep this confidential).

WWW- This is an impressive assessment that shows a real understanding of media debates. Excellent analysis in Q1 and good opinion shown in Q2

EBI- I'd like to see some more high-level theory in Q2. For example. Gilroy for values + ideologies in The Voice. Also, Gauntlett has written of the mass media as a "Liberalising force" which is your exact point here.

    - Keep an eye on written English and get more specific examples from the CSP's in too.
2) Read the whole mark scheme for this assessment carefully. Identify five specific aspects from Figure 1 (the Google Home advert) that you could have mentioned in your answer (e.g. selection of image, framing and focus, colour, text etc.)


  • Repetition of the word ‘home’ creates connotations of safety, warmth and comfort
  • Reinforces white, western, middle-class representation of family life to the exclusion of other backgrounds (race/ethnicity, sexuality, age, class). Presents the white, western ‘2.4 children’ average as desirable, aspirational lifestyle – some audiences will reject this.
  • The repetition of the word ‘home’ may disturb audiences who see the advert as an example that nowhere is safe from multinational capitalist giants such as Google.
  • Some audiences may reject the stereotypical gender roles with a mother playing with the two children and no father in shot (presumably at work). This arguably reinforces negative and outdated gender stereotypes.
3) Now use the mark scheme to identify three potential points that you could have made in your essay for Question 2 (Hesmondhalgh - narrow range of values and ideologies).


The Voice should be successful due to the opportunities that are offered by digital media
and the new media landscape in creating a platform for values and ideologies such as a
strong black British voice. However, the poor construction of the website and social media
presence (poorly worded polls, cluttered design, low-quality photography, lack of fresh
content, poor video production values, weak sponsored content) means it is not the
a powerful voice in British media it should be.


Alternatively, it could be argued that Teen Vogue is replicating many of the mainstream,
hegemonic values and ideologies found across the cultural industries with regards to the
representation of women and the fashion industry.

Paul Gilroy has written extensively on the experience of black British people and his work on
‘double consciousness’ is worth exploring in relation to this question. The Voice arguably
plays an important role in offering a more diverse range of values and ideologies in offering
black British audiences representations that more closely reflect their experience of life in
Britain.

4) Use your exam response, the mark scheme and any other resources you wish to use to write a detailed essay plan for Question 2. Make sure you are planning at least five well-developed paragraphs in addition to an introduction and conclusion.

Intro:

  • Give a basic rundown of The Voice and Teen Vogue as in their target demographic, what they stand for etc.
  • Opinion on Hesmondhalg's theory.
First Para:

  • What TV does to support hesmondalgh and why
    • The cynical view of the reason why TV would support the main views of society 
    • Talk about how if it relates to major society, then it's not necessarily a bad thing.
Second Para:
  • The voice
    • Views were opposing the popular belief but over time the change in society made their core view mainstream
    • This makes The Voices a unique example.
    • They're not changing their views for society, society adopted similar views over time. 
Third Para :

  • Talk about size being an important determining factor on whether or not a culture industry will try and adopt the popular belief.
    • Larger the business more likely to adopt the popular belief
  • Jezebel and Rookie are blogs that countered popular belief  
    • Changed over time, their belief became popular
  • Someone has to challenge popular belief in order to change the status quo.
    • TV and Thigh High Politics 

Fourth Para:


  • Cultivation theory 
    • Left wing promotion - 
  • Gauntlett
  • The difference in political belief will have a major effect on how you view this 
Conclusion:


  • Enter Opinion 
  • Promotion of liberal ideas not bad 
  • Size plays major factor 
5) Finally, identify three key areas you plan to revise from the OSP unit (CSP aspects or theories) having looked at your feedback from this assessment.

  1. Gauntlett revise more
  2. More specific examples from TV 
  3. Gilroy