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Showing posts from March, 2019

Metroid Prime 2: Echoes

1) How does the cover communicate the genre of the game? They use weapons to tell the audience that it will be an action-packed game. There is a massive cannon on Samus Aran's arm which suggests that she is a dominant character. They also use a range of different locations on the back of the cover to help suggest to the audience that it is an adventure game. 2) What does the cover suggest regarding gameplay and audience pleasures? One of the pleasures would be a diversion. Since its just a game, people play it for fun and escapism. Also, they might also play it for personal relationships because it is a franchise and those who have played it might have developed a relationship with Samus Aran. This also links to Scott Rigby's theory where people will play video games for relatedness and competence. Since they have been playing the game for a long time, the would have developed a skill which would make them want to play the game even more. 3) Does the cover sexuali

Henry Jenkins

1) What is the definition of a fan? A fan is someone that has a great interest in a topic or type of media, so much so that they will buy merch for the topic or even dress up for the media. There are varying degrees for how much of a fan someone could be varying from extream to just some who consumes and follows news of the topic. 2) What the different types of fan identified in the factsheet? There can be fans such as: Celebrities Gaming Music Otaku Politics Pro Wrestling Science Fiction Sports 3) What makes a ‘fandom’? This is a group of people that follow a similar love or even hate for a show to come together and make a name for themselves and a community. 4) What is Bourdieu's argument regarding the ‘cultural capital’ of fandom? This is media outlets taking advantage of their fans and their love to the media by exploiting them for their own profit, as fans will do all they can to support the show and talk about it, some outlets even use the fans names and include them digitall

Tomb Raider Anniversary

Language and Audience Analyse the game cover for Tomb Raider Anniversary (above). 1) How does the cover communicate the genre of the game? The Indianan Jones tint on the cover gives the idea of it being an adventure/action game. The guns in Lara's hands show that there is an action shooting mechanic. The outfit, while not great for exploring is still close to showing off an adventurer. The ancient ruin in the background also indicates this. 2) How does the pose and costume of the character appeal to primarily male audiences? The pose of Lara shows both her breasts and her backside to the audience. This plays into Mulvey's Male gaze and therefore shows that the makers have purposely angled her in this way. The position of the text also begins from her breasts and ends where her but is. 3) How might the cover be read as empowering for female gamers? Lara is shown to be on her own that she does not need the man to be there to help her she is strong enough to

Further Feminist Theory: Blog Tasks

1) What definitions are offered by the factsheet for ‘feminism ‘and ‘patriarchy’? Feminism   is focused on highlighting the power and suppressive nature of the patriarchy. Intersectionality   is used to describe overlapping or intersecting social identities and related systems of oppression, domination or discrimination. Patriarchy   is male dominance over society in this situation, and feminists see this 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’? She had published her book due to a lack of diversity within the female movement and argued that these diverse voices had been marginalized, being outside the main body of feminism.   3) What aspects of feminism and oppression are the focus for a lot of bell hooks' work? She challenged feminists to focus on gender's relations to sex, race, class, and intersectionality. She argues that male in

Women and Video games: Blog Tasks

Medium article: Is Female Representation in Video Games Finally Changing? Read  this Medium feature on whether female representation in video games is finally changing . Answer the following questions: 1) How have women traditionally been represented in video games? They have been typically seen as the damsel in distress that often is in need of saving by the male main character. With characters such as Lara Croft being seen as a sex symbol in the early days have now achieved a new representation in today's day and age. 2) What percentage of the video game audience is female? "Based on the survey “ Distribution of Computer and Video Gamer in the United States from 2006 to 2017 by Gender ”, 42% of the video game demographic is female" 3) What rece nt  games have  signalled  a change in the industry and what qualities do the female protagonists offer? Uncharted: The Lost legacy, Horizon zero dawn, Tomb Raider, Call of Duty, Sonic, The last of us, Red dead redemption 2, Mirr