WJEC A-Level Media Studies 603-1976-8
Contexts of Media
Media Language
Media Representations
Media Industries
Media Audiences
Advertising, Marketing and Music Video
News in the Online Age
Film Industries: From Wales to Hollywood
Television in the Global Age
Magazines: Changing Representations
Video Games in the Digital Age
Creating Media Productions
Video Games in the Digital Age
Representations of gender and ethnicity in video games
- 3 things to know
- A2 Unit 3
Overview
Recall questions on selection and combination in a game, under-representation and why it persists, van Zoonen on character design, Hall on stereotyping, positive uses of a stereotype, customisation and Gauntlett, bell hooks and intersectionality, the global market's effect, and evidence on both sides of whether representation has improved.
What you need to know
Answer each one before you reveal it.
How do selection and combination construct a representation in a game?
Give two reasons why under-representation has persisted in the industry.
Questions from this subtopic
Each one with the model answer underneath.
- 1
How do selection and combination construct a representation in a game?
Model answer
Every character is designed rather than filmed, so body shape, costume, voice, animation and the actions the game permits are all chosen, and their combination determines how the character is read.
- 2
What does it mean to say a group is under-represented in games?
Model answer
It means members of that group appear rarely, mostly in supporting or background roles, and seldom as the playable character through whom the player experiences the world.
- 3
Give two reasons why under-representation has persisted in the industry.
Model answer
Development teams have historically been overwhelmingly male and white, and publishers have assumed that a young male buyer will not identify with a protagonist unlike himself.
- 4
Apply van Zoonen's argument to female character design.
Model answer
Van Zoonen argues that displaying women's bodies as objects to be looked at is a core element of western patriarchal culture, which is visible when female characters are given impractical costume and camera angles that emphasise the body over the action.
- 5
How does van Zoonen's contrast between male and female bodies apply to games?
Model answer
Male avatars are usually built as spectacles of strength and capability aligned with what the player does, whereas female bodies have more often been framed to be looked at, which separates appearance from function.
- 6
What does Stuart Hall's account of stereotyping contribute to analysing game characters?
Model answer
Hall argues that stereotyping reduces a group to a few fixed traits and occurs where power is unequal, which explains why minor characters from marginalised groups are so often reduced to an accent, a criminal role or an exotic setting.
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