This document discusses the male gaze theory and how it affects video games and film. The male gaze theory proposes that some media is directed towards men through the sexualization of women, such as showing them in provocative ways or only as objects to be used by men. This can negatively impact women by influencing how they see themselves and feel pressure to look attractive to men. Examples discussed include sexualized female characters in video games like Tomb Raider and Overwatch and the objectification of women in James Bond films. The document concludes that many video game companies are dominated by men who influence society's views in a way that can warp perceptions of women.
Solit 2013, JVM изнутри: оптимизация и профилирование, Слисенко Константинsolit
Слисенко Константин, Минск. Компания JazzTeam, Senior Software Engineer (R&D), Java/Agile Coach
«Разработка приложений в облаке на примере Amazon Web Services». Development секция. Для разработчиков.
«JVM изнутри: оптимизация и профилирование». Development секция. Для разработчиков.
Кримінальний кодекс України дає таке визначення контрабанди: «переміщення через митний кордон України поза митним контролем або з приховуванням
від митного контролю культурних цінностей, отруйних, сильнодіючих, вибухових
речовин, радіоактивних матеріалів, зброї або боєприпасів (крім гладкоствольної
мисливської зброї або бойових припасів до неї), частин вогнепальної нарізної
зброї, а також спеціальних технічних засобів негласного отримання інформації».
У цій доповіді ми намагалися охопити якнайширший спектр, оцінюючи міжнародну торгівлю, яка ведеться з порушенням правил митного оформлення товарів; а
також оцінити схеми, легальні за формою, які, утім, дозволяють імпортерам, експортерам обходити сплату мита, імпортного ПДВ, акцизів та інших платежів.
The document discusses Node.js and compares it to other technologies like CakePHP. It provides an overview of Node.js including its event-driven and asynchronous model, key features like the V8 engine and packages/modules, and frameworks like Express. It then demonstrates building a sample messaging application with a JSON API using both CakePHP and Node.js.
Андрей Кожанов. ЧТО ЛЬЗЯ В БРЕНД-ДИЗАЙНЕ. Или где живет дизайн в проектирован...РИФ-Воронеж
– бренд-дизайн – от исследований до коммуникаций
– алгоритм проектирования бренда
– практические инструменты проектирования: дизайн-аудит, система дизана, референсы и мудборды, метафора
– как оценить дизайн бренда
Solit 2013, JVM изнутри: оптимизация и профилирование, Слисенко Константинsolit
Слисенко Константин, Минск. Компания JazzTeam, Senior Software Engineer (R&D), Java/Agile Coach
«Разработка приложений в облаке на примере Amazon Web Services». Development секция. Для разработчиков.
«JVM изнутри: оптимизация и профилирование». Development секция. Для разработчиков.
Кримінальний кодекс України дає таке визначення контрабанди: «переміщення через митний кордон України поза митним контролем або з приховуванням
від митного контролю культурних цінностей, отруйних, сильнодіючих, вибухових
речовин, радіоактивних матеріалів, зброї або боєприпасів (крім гладкоствольної
мисливської зброї або бойових припасів до неї), частин вогнепальної нарізної
зброї, а також спеціальних технічних засобів негласного отримання інформації».
У цій доповіді ми намагалися охопити якнайширший спектр, оцінюючи міжнародну торгівлю, яка ведеться з порушенням правил митного оформлення товарів; а
також оцінити схеми, легальні за формою, які, утім, дозволяють імпортерам, експортерам обходити сплату мита, імпортного ПДВ, акцизів та інших платежів.
The document discusses Node.js and compares it to other technologies like CakePHP. It provides an overview of Node.js including its event-driven and asynchronous model, key features like the V8 engine and packages/modules, and frameworks like Express. It then demonstrates building a sample messaging application with a JSON API using both CakePHP and Node.js.
Андрей Кожанов. ЧТО ЛЬЗЯ В БРЕНД-ДИЗАЙНЕ. Или где живет дизайн в проектирован...РИФ-Воронеж
– бренд-дизайн – от исследований до коммуникаций
– алгоритм проектирования бренда
– практические инструменты проектирования: дизайн-аудит, система дизана, референсы и мудборды, метафора
– как оценить дизайн бренда
Video game culture is changing, and girls are getting more of a role to play. This presentation discusses this change and where women fit in a gaming audience.
This document discusses representations of gender and masculinity in video games. It notes that many early adventure and beat 'em up games were designed by male developers for male audiences and featured stereotypical masculine themes. While the gaming audience has grown more diverse, representations of females tend to emphasize sexualization and stereotypes like the damsel in distress. The document also examines claims about effects of violent games and discussions around improving representation and diversity in games.
This document discusses how video games have evolved over time. It notes that early video game graphics used pixel images, while modern games use computer-generated images (CGI) for more realistic graphics. Games have also become more interactive, allowing online multiplayer. The document examines how violence and gender representation have changed in video games. Specifically, it explores how women are sometimes portrayed as sexual objects or prostitutes. However, it also notes that some games feature female heroes. After a break, the document says it will look at the representation of men in games and the effects of violence.
The document discusses the growing role and influence of women in the video game industry as players, developers, and parents. It notes that women now make up a significant portion of gamers and control 80% of consumer spending. However, women remain underrepresented in the video game workforce, comprising less than 10% of developers, and face barriers such as intimidation and a lack of female mentors when entering the male-dominated field.
This document is a script draft that discusses various topics related to technology and video games over time. It examines how computers and mobile phones have taken on increased capabilities beyond their original functions. It also looks at how video game graphics have advanced from pixelated to CGI-like images, and how violence in games has increased. Finally, it discusses how the representation of women in games has changed from the stereotypical princess peach to hyper-sexualized portrayals in games like Grand Theft Auto, raising questions about women's roles in media.
Your document contains an error.
Check to see if the braces match. ie. '{' a...treverrichardswrn
1) The document discusses gender differences in the portrayal of characters between cartoons/manga-style online role-playing games (KORPGs), which attract more female players, and simulation-style games (SORPGs) that attract more male players in Taiwan.
2) It reviews literature showing that historically, female characters in video games have often been marginalized or sexualized, while male characters are typically heroes.
3) The study aims to examine gender differences between the avatar representations in KORPGs and SORPGs through a content analysis of all accessible online role-playing games in Taiwan.
Your document contains an error.
Check to see if the braces match. ie. '{' a...treverrichardswrn
This document provides an introduction and literature review on a study examining gender differences in representations between cartoons (Kawaii Online Role-Playing Games or KORPGs) and simulated online role-playing games (SORPGs) in Taiwan. The study aims to investigate whether KORPGs, which primarily target female players, and SORPGs, which target male players, differ in their portrayals of gender through an analysis of various visual elements on the games' websites. It outlines the study's hypotheses that SORPGs will feature more masculine themes and depict more male characters than KORPGs.
Why we need diverse games - AlterConf Chicago 8/8/15tanyadepass
The document summarizes a talk given by Tanya DePass on the need for diversity in games. The talk discusses how the #INeedDiverseGames movement began in 2014 and gained momentum. It provides examples of both lack of diversity and positive representation in recent games. The talk urges the gaming industry to expand its settings beyond medieval Europe and stop using "historical accuracy" as an excuse. It suggests promoting works by marginalized creators and speaking up when games fail on diversity. The mission of #INeedDiverseGames is outlined as providing a safe space and promoting diversity to enrich the gaming experience.
An in-depth look into Gender Role PortrayalsAdam Wood
This document discusses gender role portrayals in video games. It examines research from 1998 analyzing 33 popular Nintendo and Sega games which found that 41% did not include female characters and 28% portrayed women as sex objects. More recent research studies the impact of sexualized female characters and the influence this can have on perceptions of women. While some games still feature harmful stereotypes, the portrayal of women in video games has significantly shifted since the late 1990s, with more prominent female protagonists like Lara Croft. However, issues of sexism in video games remain an ongoing topic of discussion.
1. The document discusses the history and development of girl games over the past 15 years, from the release of Barbie Fashion Designer in 1996 to more recent trends.
2. It notes key milestones like the rise of mobile and internet in the late 1990s, the popularity of The Sims in 2000, and the success of the Nintendo Wii in 2006 in attracting more female players.
3. More recently, the distinction between "girl games" has blurred as games have diversified into social, casual, and mobile formats played by both genders.
This document discusses the history of women's representation and participation in gaming industries such as video games, tabletop roleplaying games (RPGs), and wargaming. It provides statistics showing women remain underrepresented in video game industry jobs. It also discusses early involvement of women in tabletop RPGs and wargaming, including one of the first published D&D adventure modules co-authored by Judy Kerestan in 1976. Finally, it notes the new D&D Player's Handbook explicitly discusses gender diversity and fluidity in character creation.
This document provides a summary of a television program about the evolution of video game technology and content over time. It discusses how games have moved from pixel graphics to more realistic computer-generated images. It also examines how games have become more interactive, the representation of gender and violence within games. The program interviews experts on these topics and includes public opinions. It highlights both negative stereotypes of women as well as more positive portrayals as heroes.
The document discusses the design of a hybrid human-reptile character for an action/adventure/sci-fi game or film. It presents the results of a questionnaire given to 20 people aged 17-25 about their preferences in these genres. Most respondents enjoyed action/adventure films and games and owned consoles. They had a positive view of hybrid characters and thought they could be interesting additions to these genres. The character may feature in upcoming projects based on this feedback.
The document discusses how technology has evolved from simple to more complex devices that can perform multiple functions. It examines how computers and social media may impact social skills and education. The document also explores how mobile phones have changed from basic communication devices to multi-functional computers in our pockets. Finally, it analyzes how video games have progressed graphically from pixelated to realistic CGI, and how the representation of gender and violence has changed over time.
Jeff Kaplan was the game director of Overwatch and Overwatch 2 until leaving Blizzard in 2021. He had worked there since 2002 on various games like World of Warcraft. As director, he was known for his communication with players and strived for balance through allowing the meta to evolve naturally from strategies players developed rather than forcing changes. He also wanted to treat the Overwatch League like professional hockey by engraving championship teams' names on the trophy.
Representation of gender in games - script + bibliographyJoel Mehonoshen
The document discusses gender representation in video games. It notes that women are often portrayed in negative stereotypes like the damsel in distress, as seen with Princess Peach in Super Mario Bros. Men are also depicted in unrealistic ways as hyper-masculine and aggressive. These stereotypes can negatively impact players' views of their own desirability. Some games have made efforts to avoid stereotypes through characters like Samus Aran and Ellie from The Last of Us, showing more positive gender representations can still be commercially successful.
Jeff Kaplan was the game director of Overwatch and Overwatch 2 until leaving Blizzard in 2021. He had worked at Blizzard since 2002 on games like World of Warcraft. As director of Overwatch, Kaplan protected the development team from "corporate BS" and shielded them from issues happening at Activision Blizzard. His departure has negatively impacted the Overwatch team. Kaplan focused on balancing heroes for fun gameplay rather than strictly for the competitive meta. He wanted the Overwatch League trophy to honor championship teams like they do in the NHL by engraving players' names.
The document discusses presentation methods research for a project. It lists various game conventions, film festivals, YouTube, Twitter, Instagram, and indie game companies as potential presentation options. The document concludes that a website will be the primary presentation method since it is the most accessible, allows for easy updates, and gives flexibility to expand on the project idea without strict requirements. Instagram will serve as a secondary method to showcase art and trailer screenshots since it is also accessible, allows for easy edits, and is a relevant medium for sharing with relevant hashtags and tags.
The document outlines a student's year two evaluation for their creative media project. The student created an animated trailer for a game concept called Other/Side that explores themes of female empowerment. Their project underwent several developments, including scrapping planned ending frames and reworking a boss fight scene. Extensive research helped inform various aspects of the project, such as audience surveys that influenced character designs, and studying other games that provided inspiration for art style, level design, and character interactions. The outcome was a 1-minute animated trailer demonstrating the game concept.
The project involved creating a 1-minute animated trailer for a video game concept called Other/Side. The game focuses on themes of female empowerment and features two female main characters, Ari and Ira. Extensive research was conducted on games like Stardew Valley, Thomas Was Alone, and Unravel Two to help develop the art style, level design, and character interactions. Throughout production, ideas were refined, such as replacing a planned ending with a new scene of one character tripping in a supermarket. Upon completion, the student felt relieved but also self-critical, comparing their work to others. Overall, the project was an important learning experience and step towards the student's future career goals in game development.
Video game culture is changing, and girls are getting more of a role to play. This presentation discusses this change and where women fit in a gaming audience.
This document discusses representations of gender and masculinity in video games. It notes that many early adventure and beat 'em up games were designed by male developers for male audiences and featured stereotypical masculine themes. While the gaming audience has grown more diverse, representations of females tend to emphasize sexualization and stereotypes like the damsel in distress. The document also examines claims about effects of violent games and discussions around improving representation and diversity in games.
This document discusses how video games have evolved over time. It notes that early video game graphics used pixel images, while modern games use computer-generated images (CGI) for more realistic graphics. Games have also become more interactive, allowing online multiplayer. The document examines how violence and gender representation have changed in video games. Specifically, it explores how women are sometimes portrayed as sexual objects or prostitutes. However, it also notes that some games feature female heroes. After a break, the document says it will look at the representation of men in games and the effects of violence.
The document discusses the growing role and influence of women in the video game industry as players, developers, and parents. It notes that women now make up a significant portion of gamers and control 80% of consumer spending. However, women remain underrepresented in the video game workforce, comprising less than 10% of developers, and face barriers such as intimidation and a lack of female mentors when entering the male-dominated field.
This document is a script draft that discusses various topics related to technology and video games over time. It examines how computers and mobile phones have taken on increased capabilities beyond their original functions. It also looks at how video game graphics have advanced from pixelated to CGI-like images, and how violence in games has increased. Finally, it discusses how the representation of women in games has changed from the stereotypical princess peach to hyper-sexualized portrayals in games like Grand Theft Auto, raising questions about women's roles in media.
Your document contains an error.
Check to see if the braces match. ie. '{' a...treverrichardswrn
1) The document discusses gender differences in the portrayal of characters between cartoons/manga-style online role-playing games (KORPGs), which attract more female players, and simulation-style games (SORPGs) that attract more male players in Taiwan.
2) It reviews literature showing that historically, female characters in video games have often been marginalized or sexualized, while male characters are typically heroes.
3) The study aims to examine gender differences between the avatar representations in KORPGs and SORPGs through a content analysis of all accessible online role-playing games in Taiwan.
Your document contains an error.
Check to see if the braces match. ie. '{' a...treverrichardswrn
This document provides an introduction and literature review on a study examining gender differences in representations between cartoons (Kawaii Online Role-Playing Games or KORPGs) and simulated online role-playing games (SORPGs) in Taiwan. The study aims to investigate whether KORPGs, which primarily target female players, and SORPGs, which target male players, differ in their portrayals of gender through an analysis of various visual elements on the games' websites. It outlines the study's hypotheses that SORPGs will feature more masculine themes and depict more male characters than KORPGs.
Why we need diverse games - AlterConf Chicago 8/8/15tanyadepass
The document summarizes a talk given by Tanya DePass on the need for diversity in games. The talk discusses how the #INeedDiverseGames movement began in 2014 and gained momentum. It provides examples of both lack of diversity and positive representation in recent games. The talk urges the gaming industry to expand its settings beyond medieval Europe and stop using "historical accuracy" as an excuse. It suggests promoting works by marginalized creators and speaking up when games fail on diversity. The mission of #INeedDiverseGames is outlined as providing a safe space and promoting diversity to enrich the gaming experience.
An in-depth look into Gender Role PortrayalsAdam Wood
This document discusses gender role portrayals in video games. It examines research from 1998 analyzing 33 popular Nintendo and Sega games which found that 41% did not include female characters and 28% portrayed women as sex objects. More recent research studies the impact of sexualized female characters and the influence this can have on perceptions of women. While some games still feature harmful stereotypes, the portrayal of women in video games has significantly shifted since the late 1990s, with more prominent female protagonists like Lara Croft. However, issues of sexism in video games remain an ongoing topic of discussion.
1. The document discusses the history and development of girl games over the past 15 years, from the release of Barbie Fashion Designer in 1996 to more recent trends.
2. It notes key milestones like the rise of mobile and internet in the late 1990s, the popularity of The Sims in 2000, and the success of the Nintendo Wii in 2006 in attracting more female players.
3. More recently, the distinction between "girl games" has blurred as games have diversified into social, casual, and mobile formats played by both genders.
This document discusses the history of women's representation and participation in gaming industries such as video games, tabletop roleplaying games (RPGs), and wargaming. It provides statistics showing women remain underrepresented in video game industry jobs. It also discusses early involvement of women in tabletop RPGs and wargaming, including one of the first published D&D adventure modules co-authored by Judy Kerestan in 1976. Finally, it notes the new D&D Player's Handbook explicitly discusses gender diversity and fluidity in character creation.
This document provides a summary of a television program about the evolution of video game technology and content over time. It discusses how games have moved from pixel graphics to more realistic computer-generated images. It also examines how games have become more interactive, the representation of gender and violence within games. The program interviews experts on these topics and includes public opinions. It highlights both negative stereotypes of women as well as more positive portrayals as heroes.
The document discusses the design of a hybrid human-reptile character for an action/adventure/sci-fi game or film. It presents the results of a questionnaire given to 20 people aged 17-25 about their preferences in these genres. Most respondents enjoyed action/adventure films and games and owned consoles. They had a positive view of hybrid characters and thought they could be interesting additions to these genres. The character may feature in upcoming projects based on this feedback.
The document discusses how technology has evolved from simple to more complex devices that can perform multiple functions. It examines how computers and social media may impact social skills and education. The document also explores how mobile phones have changed from basic communication devices to multi-functional computers in our pockets. Finally, it analyzes how video games have progressed graphically from pixelated to realistic CGI, and how the representation of gender and violence has changed over time.
Jeff Kaplan was the game director of Overwatch and Overwatch 2 until leaving Blizzard in 2021. He had worked there since 2002 on various games like World of Warcraft. As director, he was known for his communication with players and strived for balance through allowing the meta to evolve naturally from strategies players developed rather than forcing changes. He also wanted to treat the Overwatch League like professional hockey by engraving championship teams' names on the trophy.
Representation of gender in games - script + bibliographyJoel Mehonoshen
The document discusses gender representation in video games. It notes that women are often portrayed in negative stereotypes like the damsel in distress, as seen with Princess Peach in Super Mario Bros. Men are also depicted in unrealistic ways as hyper-masculine and aggressive. These stereotypes can negatively impact players' views of their own desirability. Some games have made efforts to avoid stereotypes through characters like Samus Aran and Ellie from The Last of Us, showing more positive gender representations can still be commercially successful.
Jeff Kaplan was the game director of Overwatch and Overwatch 2 until leaving Blizzard in 2021. He had worked at Blizzard since 2002 on games like World of Warcraft. As director of Overwatch, Kaplan protected the development team from "corporate BS" and shielded them from issues happening at Activision Blizzard. His departure has negatively impacted the Overwatch team. Kaplan focused on balancing heroes for fun gameplay rather than strictly for the competitive meta. He wanted the Overwatch League trophy to honor championship teams like they do in the NHL by engraving players' names.
The document discusses presentation methods research for a project. It lists various game conventions, film festivals, YouTube, Twitter, Instagram, and indie game companies as potential presentation options. The document concludes that a website will be the primary presentation method since it is the most accessible, allows for easy updates, and gives flexibility to expand on the project idea without strict requirements. Instagram will serve as a secondary method to showcase art and trailer screenshots since it is also accessible, allows for easy edits, and is a relevant medium for sharing with relevant hashtags and tags.
The document outlines a student's year two evaluation for their creative media project. The student created an animated trailer for a game concept called Other/Side that explores themes of female empowerment. Their project underwent several developments, including scrapping planned ending frames and reworking a boss fight scene. Extensive research helped inform various aspects of the project, such as audience surveys that influenced character designs, and studying other games that provided inspiration for art style, level design, and character interactions. The outcome was a 1-minute animated trailer demonstrating the game concept.
The project involved creating a 1-minute animated trailer for a video game concept called Other/Side. The game focuses on themes of female empowerment and features two female main characters, Ari and Ira. Extensive research was conducted on games like Stardew Valley, Thomas Was Alone, and Unravel Two to help develop the art style, level design, and character interactions. Throughout production, ideas were refined, such as replacing a planned ending with a new scene of one character tripping in a supermarket. Upon completion, the student felt relieved but also self-critical, comparing their work to others. Overall, the project was an important learning experience and step towards the student's future career goals in game development.
The document describes an idea for a two-player platform game where players are on opposite sides of a mirror and must use objects from each dimension to progress through levels, fighting a final boss to free their counterpart. The creator wants to develop an original concept and showcase their skills to earn a distinction. Initial influences may include platform games and animation references, without a specific desired effect on audiences beyond providing an enjoyable co-op experience. Promotional materials like posters and a trailer are planned in a pixel art style to fit the game's mood and ease animation challenges as skills are developed.
The student created a 1-minute animated trailer for a game concept called Other/Side. The trailer introduced the two main characters and showed them interacting. It also featured different levels from the game, including a boss fight. The student felt both excited and nervous to start the project, as it was very important for their university application. Throughout development, the student refined their ideas, such as replacing planned scenes with new ones. While relieved when finished, the student was also stressed during production due to self-doubt and comparing their work to others. The project helped the student learn to focus on their own abilities rather than others. Overall, designing character concepts, receiving feedback, and improving animation skills were positive learning experiences from the project.
The document describes several potential problems the student may face during their project and how they plan to address them. Some problems include their computer or iPad breaking and losing work, falling behind on work, apps not working properly, and accidentally deleting files. The student plans to back up their work regularly using cloud storage and USB drives to prevent loss of data. They also intend to stick to a strict schedule to avoid falling behind. The document then discusses experiments the student conducted to improve their animation skills, including a running cycle, jumping, and fighting stance. They analyzed reference videos and drew each frame in their art style on an iPad app. The experiments helped practice techniques but also revealed areas for future improvement.
DailyLog 1 describes the artist beginning work on their animation project by drawing the first scene of a character washing their hands. They drew several frames to animate the movement and added background details like tiles. Their goals for the next day were to finish the current scene and move on to gameplay.
DailyLog 2 covers the second day of work where the artist continued animating the washing hands scene by adding in the character's reflection. They then drew the character saying "hi" letter by letter. Their goal for the next day was to finish the scene in time for Easter.
DailyLog 3 updates that the artist completed the washing hands scene and is ready to continue work after Easter. They expressed being happy with their progress so
The document discusses the pre-production equipment and visual planning for an animated short. For equipment, the creator will use an iPad and Apple Pencil to create the animation in Procreate. A storyboard is presented over several slides outlining the key scenes and story elements that will be animated. Character designs and descriptions are also provided for the two main characters (Ari/Ira) and two types of enemy characters (Silver Mages and Gold Mages) that will appear. Music considerations are also discussed, focusing on 8-bit style music to match the pixel art aesthetic.
The document provides a history of pixel art games from their origins in the 1970s through to the modern day. It discusses the early years of pixel art from 1972-1983 when technological limitations meant games could only render a few hundred pixels. It then outlines different eras of pixel art as graphics capabilities advanced, including the 8-bit era from 1983-1987, the 16-bit era from 1987-1993, and the decline of pixel art from 1993-2006 as 3D graphics became more popular. However, it notes that pixel art saw a resurgence in popularity from 2006 onward with the success of games like Stardew Valley and Minecraft that utilized the art style.
- The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and find an oracle that can free the reflection.
- There will be collectibles, environmental interactions, boss battles between levels, and dialogue between the characters to develop their relationship and story.
- At the end, the characters must defeat the oracle in a 5 stage battle to free the trapped reflection, culminating in an emotional reunion scene.
This document summarizes the student's progress over 8 weeks on their Final Major Project (FMP) for an animation course. In the first few weeks, the student conducted research on game developers and started their contextual statement and proposal. They then conducted audience and market research through surveys to help inform their design decisions. In later weeks, the student focused on production planning, problemsolving, character and environment design, and storyboarding key scenes. They also began preliminary animation experiments. The document provides a weekly breakdown of the work completed and the student's reflections on challenges and plans to improve their time management.
DailyLog 1 provides details of the first day of production on an animation project. The artist began with a cutscene where a character washes her hands, animating each frame and refining the drawings. They completed around half of the cutscene section and planned to finish it the next day. Overall they were happy with the progress made.
DailyLog 2 covers the second day of production. The artist continued the cutscene by adding in the character's reflection in the sink. They animated letter-by-letter dialogue between the two characters. Goals for tomorrow were to finish the current section.
DailyLog 3 details the completion of the cutscene section. A new scene was then drawn showing both characters in the
The document provides details about the pre-production and visual planning for an animation project. It describes the equipment being used, including an iPad and Procreate app for animating. It then discusses the storyboard, outlining scenes showing characters meeting and interacting, gameplay elements, bosses, and locations. Character and enemy designs are also presented, along with a production schedule spanning 6 weeks to complete the animation in 3 scene blocks per day.
The document discusses potential problems the student may face during their coursework and how they plan to address each problem. Some key problems mentioned include their computer or iPad breaking and losing work, falling behind on deadlines, apps not working properly, accidentally deleting files, and needing to improve animation skills. To mitigate these risks, the student plans to back up all work on USB drives, Google Drive, and iCloud to avoid losing files. They will also use weekends and holidays to catch up if falling behind and research alternative apps in case the primary app stops working. For improving animation, the student plans to experiment with simple motions from their project to gain experience before the final work.
The document provides a history of pixel art from its origins in the 1960s to the present day. It discusses the early years of pixel art and how technological limitations led to its creation. It then outlines different eras of pixel art and how styles evolved from the 8-bit era to the 16-bit era as technology advanced. While 3D graphics became popular in the 1990s-2000s, the document notes a resurgence of pixel art games in recent years as retro styles have become popular again.
Lily Page proposes a website project targeted at 16-24 year olds. The website will be a "swipe and find" social media site to help users meet others with shared interests locally or globally. To create the site, Lily will research her target demographic's platform preferences, interests, and views. She will do weekly reflections and get peer feedback to evaluate her progress. The site will have features for communities, events, and discussions.
Lily Page proposes a website project targeted at 16-24 year olds. The website will be a "swipe and find" social media site to help users meet others with shared interests locally or globally. To create the site, Lily will research her target demographic's platform preferences, interests, and views. She will do weekly reflections and get peer feedback to evaluate her progress. The bibliography lists research sources on popular social media platforms and Instagram demographics. An outline schedules tasks over 7 weeks, including research, branding, content planning, production, evaluation, and revisions.
The document summarizes research on audience interests across various social media platforms. It finds that topics like technology, games, news, video, shopping, and social networking are popular across sites like Instagram, Twitter, TikTok, Facebook, and Reddit. Twitter users tend to be 25-34 years old and discuss social networking, news, and business. TikTok users are mostly female ages 16-24 and discuss music, video games, and social networks. Instagram users, who are mostly female ages 18-29, discuss shopping, social media, and games. Research on 16-24 year olds found interests in environmental issues, technology, impatience, and using multiple screens.
This evaluation form provides guidance for students to evaluate their projects at a UK college. It includes sections for an overview of the project, research conducted, development of ideas, outcomes, personal response, evaluation, and action planning. The student summarized their group project which was to create an app and website for an organization focused on environmental and political issues important to younger people. They conducted audience research, created designs, logos, and promotional videos/animations. The student felt they learned collaboration skills and could improve their animation skills for future projects.
The document provides research on audience interests and existing products that appeal to the target demographic of 16-24 year olds. Research was conducted on various social media platforms to determine popular topics, including games, news, video, shopping, etc. Twitter data found the majority of users are aged 25-34, while TikTok users are predominantly female aged 16-24. Existing products analyzed include the TV show Squid Game and dating show Love Island, both of which appeal to 16-24 year olds. Other sections explore audience profiles, advertisements targeting this age range, logo and website design experiments. The document aims to inform the creation of a new product for 16-24 year olds.
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1. What isthe Male gaze Theoryandhow doesitaffectVideoGamesandFilm?
Videogame are a massive partof media currently andiswortharound$78.61 millionin2017 and is
expectedtoincrease by2.29% by2024, (TechJury) thisincrease indicates audience growth,alotof
that audience beingmales,59%in2020 while womenwere41% (Statista) thisgrowthinmale
audience comeswithanunnecessarysexualisationof womenincertainvideogames,these are
mostlyshootergames,roleplaygamesandmultiplayergames.These typesof gamesappeal more
menas there more divertedtowardsviolence andasI’ve saidinclude womenthatare over
sexualised. The violence of mencanbe provedbythe statisticthatinMarch 2020 92% of defendants
indomesticabuse relatedprosecutionswere male,thisisprovidedbyONS.InthisessayIam going
coverin more depththe male gaze invideogames andfilmanditsimpactsonwomenandthe
industry,we will discusscertaingames andfilms thatoverstepthe linewhenitcomes the portrayal
of women.
The male gaze isa theorynamedby a womencalledLauraMulver in1975 in an essayshe wrote
calledvisual pleasure andnarrative cinema.The theoryis basedaroundthe conceptthatcertain
parts of mediaare directedtowardsmenthroughthe use of oversexualisingwomen,thismeans
womenbeinginbikinisfornoreason,actressesbeingcastinmoviesonlytobe usedbya man or
usedas an objectratherthan a fully-fledgedcharacter,womenbeingshowninprovocativewaysto
woomenintobuy things,like videogames.The theorynotonlyfocusesonthe sexualisationof
womenbutalsothe impact that ithas on womenasa whole,fromthe waywe dressto way we walk,
everythingwe docomesbackto wantedtolookgoodfor men,insome cases thisis nottrue butat
some point,ineverywoman’slifetheyhave beenpressuredintolookingacertainwayforthe
pleasure of men.Thisalsomakeswomen feel aneedtobe horrible tootherwomenwho donot
keepupthe same standard,we judge eachother off standardssetby men.Ina surveydone byBBC
1,000 womenwere askedtheirlooksandhow theywere feltpressuredtolookgood, 80% felt their
looks were the most important thing about them, 66% felt they were not pretty enough,
93% agreed women were judged more on appearance than ability, 47% believed their looks
held them back most of the time, 61% felt the need to be perfect, these statistics were
taken from the BBC’s website in 2016. These stats alone prove that women feel pressure to
appeal to men even if they are not directly thinking from that point, the standards have
been set by men, an example of this is the 1890’s, in the UK it was illegal to show any skin,
they were told to cover everything, necklines had to be raised and skirt hemlines dropped to
below the ankle. Although a lot of people are for this theory and it see its reality, some
people have different opinions, for example some say it is hypocritical as there is not really
mention of a female gaze and when it is mentioned its dismissed as not real when in
actuality it is just not as prevalent as the male gaze, a writer on Quora called Jay Smithson
talks about this topic in more detail, he says “The “female gaze” is not about asserting
female dominance on-screen. And it does not mean that therefore we get to “man-jectify”
men in reverse. (Magic Mike XXL, while a cinematic masterpiece to some, is not a good
example of the female gaze in practice).
Blizzardisgamescompanybasedin the USA andhas made gamessuch as overwatch,worldof
warcraft,diabloandhearthstone.Theyhave atrendof makingtheircharactersoversexualised,
overwatchisa prime example fromsnipersintightfittingjumpsuitstohealerswithfittedchest
plates.Theytendtoaccentuate thingsthatdo not needtobe accentuatedlike forexample the
character tracer wearsbrightorange trousersthat fitunnecessarilyaroundherbehind.The game
was publishedin2016 andtakeselementsfromothershooterssuchasTeamFortress2, it wasmade
followingthe cancelationof aMMO calledTitanandfeaturessome of the elementsfromthisgame.
2. The narrative of the game followsadisbandedgroupof heroesregatheringtofightarobotuprising,
the Omnicwar. The contentof the game oftenchangeswithnew charactersbeingintroduced,new
maps andmap reworksanddevelopmentof the narrative.Theyalsohave apro league calledthe
OverwatchLeague inwhichplayersplaythe game competitively fortitles,trophies,andcashprizes.
Blizzardoverthe yearshas had highsandlows,forexample duringthe HongKongriotsin2019,
Blizzardbannedapro playerBlitzchungaftertheypubliclysaidtheysupportedthe riots,thisledto
fanscreatingart of the character Mei demandinghe be broughtbackand fansdemandingthe game
be bannedinChina,thisdidnot resultinanythingmajorbutleavesamark on Blizzard’sreputation.
Anotherexampleof Blizzard'smisconducttookplace inNovemberof lastyear,CEO of Activison
BlizzardBobbyKotick,hashad continuoussexualharassmentallegationsanddiscriminationpinned
towardshim.The employeesof Blizzardstagedawalkoutand gathered700 signaturesaskingfor
Kotick'sresignation.Boththese incidents onlyscratchthe surface of the misconductof Blizzard,but
theyillustrate the kindof companyitis.Anarticle onPC Gamer called"How Blizzard'sreputation
collapsedinjust3 years"by StevenMessneroutlines Blizzard's downfall of blizzardandall the
eventsthathappenedduringthistime tocause itsdownfall.He beginswiththe lawsuitImentioned
earlierandgoesontotalkabout howfanswere mad abouta new World of Warcraft game thatcame
out inAugustof 2018, it wassaidcertainaspectsof it were buggyandconfusingandinreturn
Blizzarddidnothing.Thisasyoucan imagine reallysetfansoff,it wasnotuntil September2018 that
the gamesdirectorgot back to the playersa monthlaterapologisingandsaying theywill dobetter.
Theythengo ontotalk aboutDiabloMobile,atBlizzcon2018 fans hadanticipatedDiablo4as the
finale tothe conventionbutwere insteadpresentedwithamobile versionof the game.Manyfans
were upsetbythisand booedatthe people announcingit.Blizzard hasbeenaccusedof following
trendsratherthan givingthe fanswhattheywanted.The article goesonfor another13 paragraph
detailingBlizzard'smistakes,that isenoughtoprove thatpeople are notthe biggestfansof blizzard
and will notbe fora while.
Whenlookingatvideogamesthatcontribute tothe male gaze theory there are quite afew but non-
stickout like the TombRaiderseries.Throughoutthe games youplayacharacter calledLara Croft,
an archaeologistfromthe UK goingfromplace to place tryingto recoverdifferentartifactsand
discovernewplaces. The problemwiththe game doesnotcome fromthe storythough,itcomes
fromthe character designof Lara Croft.In the earliergamesfrom1996 to 2007 her designisatits
mosthypersexualized,she isseenwithatight-fittingbluetanktopthat accentuatesherchest,tiny
brownlowwaisted shorts,platformlace upbootsanda ponytail,all incrediblyimpractical forwhat
she doesfor a living.The clothingisonlyhalf the issuethoughasthe wayshe looksphysically iswhat
really provesshe wasmade withthe male audience inmind,she has alarge and unrealisticchest,
the problemwiththisspecificpartof her designisthat it isnot realityandcan onlybe achievedby
extensive plasticsurgery,itgivesmenafalse perceptionof whatwomenshouldlooklike, thisthen
makeswomenfeel like theyneedtolookthatway and if they do not, they will notbe likedbymen.
Her designalsofeaturesthingslike atiny waist,large hips, andthighs,faciallyshe haslarge lips,a
small nose,large darkeyesandan archedbrow,everythingaboutherisunrealisticandonlycreated
to please male audiences. Laterinthe game seriesherdesign beginstodial downfrom2013 – 2018,
she losesthe shortsand forone game herchestis coveredforthe mostpart. Her facial featuresget
a reworkas well andshe beginstolooksemi normal,she alsohasherchest removedandher body
balancedout,she still looksunrealisticbutnotas dramaticas the firstdesigns.Althoughthiscanbe
put downto the graphicschange and the demand forrealismin videogamesitstill hasanimpacton
the male perceptionof womenasshe looksmore realistic,althoughsayingthatitmighthave made
it worse asthe more realistic, she looks,the more menthinkitsachievable forwomentolooklike
her.Lookingat howshe was designedexplainswhyshe looks the wayshe does,she wasdesignedby
3. a man called TobyGuard a character creationartist at Core Designs.He originallycreatedheras
heroine andshe wassupposedtobe setapart from otherwomen,afeministhero.Despite his
remarkable success withthe character,he leftaftertwoyearsdue to nothavingthe creative control
he had had previouslyand the factthat Lara was beingmarketedasasex symbol,he laterreturned
to the game seriesin2006 and dida visual revamptohercharacter. She still hadsome of her
previousattributesbutlatertheygetchanged.
The JamesBond seriesisnotoriousforitslackof respecttowardsfemalesandthe oversexualisation
of the female characters.Theyare mostlyimplementedforJamestosleepwithandthenleave,or
she has beenhiredbythe villainof the movie toseduce himandthenkill him.Theseare recurring
themesinthe movies.There have been79 bondgirlsthroughoutthe 25 moviesandwouldall
harnessthe same tropes,skimpydresses,beautifulfeatures,slimbodies,andlarge chests.When
doingmyresearchI came across the JamesBondFandomWiki and init,it listsall the womenin the
bondfilms,the actresses,the characters,the maingirl inthe filmandthe sexual encounters,every
womenlistedwasalsointhe sexual encounterscolumn,thisprovesthatthe womenare onlythere
for Jamesandthe menwatching,it'sverysaddening tosee thisandprior to readingthisIwasn't
aware that all the womenhad sleptwithhim.Notonlyisthisbadingeneral it'salsobad for both
menand women,itenablesmentothinkthatsleepingwithmanywomenisrightandachievable
and can alsoleadontothemfeelingthe needtoharasswomen,theysee thatBondcando and that
there'snoissues,itcouldmake menfeel like theycandothe same thing.The otherside of the
problemisthe effectithason women.itmakeswomenfeelasif theylooklike thesewomenwhen
inreality it'sjustnot achievable,these womengooncrazy dietstolookthe way theydo.Naomie
Harris whostarredon inSkyfall,spoke tonewswebsite Shape andhadthistosay abouther training
for the film;“The 36-year-oldsexystarworkedoutwithapersonal trainertwohoursa day, five days
a weekfortwo monthspriorto the film.She alsospentthree monthsof extensive trainingin
shooting,combatfighting,andstuntdriving.” Theyalsosaid;“GaryPowell (checkouthis impressive
credits),where he dishedonHarris'gruellingtraining.”fromthese snippetsof textfromthe article
youcan see howdifficultitwasforher to getintoshape and be as preparedas she wasthe film, a
lotof womendonot have accessto these typesof workoutsandtrainerstobe able toget themto
that stage. It's notjust the workoutside that’sthe issue it’sthe waythe lookfaciallyaswell.Many
womendon’tconsiderthemselvesbeautifulinfactthere wasa surveyheldbyThe Choose Beautiful
campaign;“6,400 womenages18 to 64 fromfive citiesaroundthe world(SanFrancisco,Shanghai,
Delhi,London,andSãoPaolo,tobe exact) onhow theyfeel aboutbeauty.While 80percentof the
womensurveyedsaidthatall womenhave somethingbeautifulaboutthem, awhopping96 percent
saidtheywouldn’tuse the word“beautiful”todescribe themselves.Notonlythat,78 percentof
womensaidtheydon’tfeel completelyconfidentintheirownbeauty.More interestingdatafrom
the survey:32 percentof womensaytheirbiggestbeautypressureisthe one theyputon
themselves,andsevenoutof 10 womenagree thatbeautyismore than physical appearance.Only
88 percentof U.S. womensaytheybelievethateverywomanhassomethingaboutherthatis
beautiful,comparedto94 percentof womeninIndiaand91 percentof womeninBrazil.”This
informationalone provesthatato womendonot see themselvesasworthyandbeautiful.Filmslike
the bondseriesjustmake itworse,plasteringarealitythatisn'tachievable all overthe world, it
createsopinionsaboutpeoplefornotlookingacertain wayand leaves womenfeelingasif theyare
out of someone'sleague because theydon’tfeel prettyenoughorfeelingpressure toworkoutor
getplasticsurgeryonlyto please asocietythatcreatedthese expectations.
For my FMP I have a fewideasso it's difficultto focusoncertainways ill incorporate myresearchon
the male gaze,howeverIdohave a baseline of whatIwantto include. The firstone beingthat it's
goingto base arounda female character,althoughthere isa significantamountof female main
4. characters in games, I've foundthatthrough myresearchtheyall tendto be sexualisedsoI'm going
to designherina way that makesherseemlesslikeable. I'mnotentirelysure how I'll dothisbut
some ideasIhas were to make hera shadow figure,notgive herfacial features, ormakingher
cartoony.I'm sure whateverIdo there will alwaysbe people whowill sexualiseherbutif Ican at
leastminimisehowmuch that’ll happen I'll be happy. Itookthisideafromwhatidresearchedabout
Lara Croftas her creatorwasn’thappywithhow she was perceived.Idon’twanttomake the same
mistakeshe made,Iwantto create characters that reinforce the ideaof womenpowerand
feminismbecause toomanyfemale charactersare made bymenand formen.The nextideaIhad
was to make the male charactersthe side characters andhave the female charactersfrontand
centre.Thishas beendone before anditwassuccessful, forexample HorizonZeroDawn andThe
Last of Us 2. I wantinclude thisinmyownto again reinforce the ideathatwomenare justasgood
menand shouldnotbe overshadowedbymale characters.Igotthisideafromresearchingthe
Batman games,HarleyQuinninthatgame is merely there toseekrevengeforbatmankillingjoker
and forthe amusementof menasdisplayedinheroutfit. HarleyQuinnisastrongfemale character
that overthe yearshas been diminished inskimpyoutfitsand chasingaman whodoesnot love her.
The last ideaI have isto not give mycharacter anystand out physical features asfrommyresearch
itsveryevident thatwomendonotseemthemselvesasbeautiful andhave female characterwomen
feel theycanrelate tois reallyimportant,Iwanttoremove the needforwomentofeel like they
needtolive upto these standardscreatedbymen, it'snot fairand should notbe somethingthat
continues. Mycharacter will have anaverage buildandnotto be thinin the waistand have large
extremities because it'sjustnotrealisticandshouldnotbe made seemreal like some gamesmake it
out to be.
In conclusion,afterresearchingthistopicI've come acrossa lotof informationIwasshockedbyand
quite franklyrepulsedby,the videogamesindustry issomuchworse than whatI thoughtit was
whenitcomesto its attitude towardswomen,gamescompaniesare riddledwithpredators,alotof
female charactersare made for the amusementof men andso manyfemale charactersare
sexualisedfornoreason,the listcouldgoon forever. The source of the issue isthatmencontrol
society, andtheiropinionsare the route of a lotof today'sviews, forexample, fashion,make up,
film, art, and videogames.Theiropinionseffecteverythingnotjustvideogames,theywarpour
perception of otherwomenwithoutusevenrealising,forexample whenitcomestohow we look
physically,womenare made tothinkthatbeing beautiful isgoodandthat’swhat makesus
attractive,thenwhenwe see womenthataren'tmaybe asbeautiful, we create negative opinions
that wouldn'texistwithoutthe standardssocietyandbigbrandssetsforus.We forgetto think
aboutwhat theymightbe like asa personand jumpto conclusionsfromwhattheylooklike.
Answeringthe questionwhatthe male gaze isandhow effectsvideogamesandfilmisquitesimple,
a significantnumberof mediaiscontrolledbymenandisinfluencedbytheiropinions,thisleadsto
filmslike The Bondseries,Catwoman andThe Wolf of Wallstreet,videogameslikeOverwatch,Tomb
Raiderand GTA.From an outsiderlookinginyoucanclearlysee the problemswiththese products,
theysexualise women.These productsare all partof the theorythat certainmediaiscreatedto
appeal tomen,thisis calledthe male gaze theory createdbyLaura Mulvey.Itisa massive issue in
not onlythe pastbut more so nowwhenappearance is all that matters,everythingisonline, and
people canjudge you withoutevenspeakingtoyou.The products of the male gaze add to reality
that menwantthat isn't feasible,itcreatesunrealisticstandardsforwomen andeffectsthemboth
physicallyandmentally.Itgivesmenafalse reality andsetstheirstandardstoohigh,theyexpect
whattheysee in videogames, anditcouldnotbe furtherfromreal life.