Monday, December 16, 2019

Metroid Prime 2: Echoes - blog tasks

Metroid Prime 2: Echoes - blog tasks

Create a new blogpost called 'Metroid Prime 2: Echoes case study' and complete the following in-depth tasks.

Language


Analyse the game cover for Metroid Prime 2: Echoes (above).
1) How does the cover communicate the genre of the game?

-Futuristic weaponry and armoury convey the sci-fi theme
-Font is metallic and clunky making it seem robotic also adds to the futuristic theme
-Range of colours make cover seem very eccentric
-On the back you can see the villains of the game who seem to be alien like suggesting that the game is set in another time or world.

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

We can see a person in a humanoid battle suit holding a futuristic gun. This suggests that the game-play will be combat based, offering diversion for the player as it is set in a different time space.

3) Does the cover sexualise the character of Samus Aran? Why/why not?

No, the cover does not sexualise Samus Aran because of the fact that we cannot even see any part of Samus's bare skin meaning that the suit covers all of her body.

Trailer analysis

Watch the trailer for the game:




1) What do you notice about genre?

I notice that it is an action, sci-fi through the use of futuristic scenery and technology implying the sci-fi aspect and the overall battle fps gun gameplay shows the action aspect.

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

Samus Aran is introduced as a strong and capable character who fights of aliens. It is somewhat obvious that Samus is a female through the curvy build that the suit has however it may be mistaken as a male because of the fact that you cannot hear her voice and the suit isn't female like.
3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?

We can apply Neales theory as the repetition would be the sci fi characteristics of the game like the future technology and weaponry as well as the typical FPS shooting style game of an action game. The difference may be the fact that Samus is a female in an age where game protagonists were over-populated with males.

Gameplay analysis

Watch the following gameplay clips again:





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

The game consists of a lot of shooting and door opening we also see the occasional shape-shifting into a round ball that can go inside small tunnels as well.

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: It is obvious that the game is a sci-fi, action because of the futuristic aspect of the weaponry used, the battle suit and the enemies who Samus fights all show action and sci-fi features.


narrative: Samus seems to fight her way through obstacles as she seems to want to reach different areas to achieve her goals as she fights through various aliens.

Mise en scene: Guns, aliens, futuristic contraptions all show features of a sci fi game with the action aspect intertwined together.

Camera shots: Mostly first person (first person shooter) Makes it clear that metroid is an action game. Camera goes into third person sometimes when Samus shape shifts.

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

-Diversion, the completely foreign world of metroid takes us to an unusual place.

-Player has complete control, may make them feel empowered
-The game is intellectual where it makes you think instead of just mindlessly shooting things.


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.

Mainly from about 15-30 year old males, The psychographic group may be explorers as they tend to enjoy delving into games where the unknown is very prominent.

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

Nintendo has become a lot more family friendly as shooter games are not seen very often on nintendo, audience is mainly children and families.

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

Diversion is offered from metroid as audience can escape to a different world.


Personal relationships is there as we can build an attachment to Samus

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

In terms of cultivation theory, the player may slowly delve into the game and become attached to it as they may begin picking things up from the game into real life as they literally become the game that they play. Hence them becoming cultivated.


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

1) Who is considered to be the stereotypical gamer?

Teenage Boys

2) What has changed this?


Smartphone gaming is what caused the change.

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

Women are a driving force because of things like the male Gaze


42 percent of women have either xbox or playsation, in contrast to 37 percent males.

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

Older games are used by developers by taking their interests and creating a game based on them. As people in general seem to enjoy their ideas. Metroid was developed by developers with the audience interests in mind.

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

Younger gamer's enjoy a competitive experience, a gamer's interest seems to fall off at about 40.

Industries

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

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


Because nintendo is a family brand and Metroid is a violent action game therefore the two never really meshed together.

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

Halo, 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 links old boy bands from the music industry to the Metroid franchise because they think it is growing old and out of date since the original audience of Metroid has grown old and uninterested, just like how people feel about boy bands.

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

AAA pretty much means a blockbuster film or a Hollywood movie. But a game version

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


I doubt that there will be another game because of the franchises early success but if they do, they should probably just reboot the series instead of making new story-lines. I don't think they should make a new metroid because the style of game is not profitable anymore, humanoid sci-fi battle-suit games are a thing of the past.

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 female protagonist reveal at the end of the game.

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


Its developers took inspiration from genre-definers like Mario and Zelda, as well as the film Alien. They further developed the weapon and armour upgrade system used in Zelda and took the pioneering step of allowing players to explore at will by backtracking and revisiting areas of the map.

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


controversies over the sexualisation of Samus. Like the time she wore heels in a Super Smash Bros game. Fans have questioned whether their female icon deserves better than pandering to teenage male fantasies. Nintendo meanwhile has been happy to push Samus as an icon of girl power.

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?


The approach would be very different as women's roles were completely different then and they were objectified more than now. The attitudes have changed as women now are more independent and have better roles than before.


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

The character has been thought of being transgender because of the figure and aesthetic given to the character. the hero has been celebrated for defying the gender stereotypes.

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


This theory can be applied as the character is socially constructed and These constructions reflect cultural and historical contexts and objectification of the female body is a key construct of western culture (building on Mulvey – male gaze).

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


She suggests the character is transgender.

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


I believe that her character can be interpreted as another feminist character as she is not accentuated as a hyper-feminine character. Her character is not overly sexualised but is independent and heroic. 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?


Sarkeesian points out that the female reveals sort of pales as Samus’s increasingly naked body is used as a reward for male skill. It doesn’t diminish Samus as a character, but it does sort of diminishing the games themselves for using this sexist convention.

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


She claims to have seen some fans argue that this refers to Samus having blood from the alien Chozo race in her veins, but Wu and McGrody also mention how Samus was originally portrayed to be 6’3” and more muscled in her appearance.

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.

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


 Lara Croft will always be haunted by her cartoonish, sexual appearance in early games, Zelda and Peach are damsels too often, and the anti-feminist as they objectified and presented as hyper-feminine characters.

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


Social justice warrior (SJW) is a pejorative term for an individual who promotes socially progressive views, including feminism, civil rights, and multiculturalism, as well as identity politics.

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’? 


 Cultivation Theory suggests Television influences its audience to the extent that their world view and perceptions start reflecting what they repeatedly see meaning TV is considered to contribute independently to the way people perceive social reality and will have an effect on the audience’s attitudes and values. The repetitive viewing of representations of women like this makes us get the impression of the way women should be which means an image is constructed for us.


7) Does the videogame industry have a problem with gender? Provide evidence for your argument.


The video game industry does represent gender stereotypically as representations are quite structural. this may make people object to the way the gender is presented.

Sunday, December 8, 2019

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?

There is guns which emphasise action, the setting in which she is in reminds me of Indiana Jones therefore it makes it obvious that there is a sense of Adventure .

2) How does the pose and costume of the character appeal to primarily male audiences?
Her pose seems to enhance her assets which is obviously to cater the needs of the male audience. The title of the game is in front of her however it does not cover her breasts or her backside.

3) How might the cover be read as empowering for female gamers?

She does not need the man to be there to help her she is strong enough to advertise her game on her own.

Gameplay analysis

Watch the following gameplay clips again:





Gameplay analysis


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

It involves puzzles, fighting, weapons and many creatures.

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.


Intro cut scene, e
xploration in text, non-diegetic sound, puzzles. 


3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
She is extremely resourceful and seems to be very good at problem solving, however she is also very strong but has no prominent muscles?




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.


Lara Croft has been featured on more than 1,100 magazine covers and sold over 58 Million copies worldwide

2) How does the article describe the cultural change in society and the media since the early 00s?
The article mentions changes such as a popular 'Lad Mag' which was misogynistic and sexist being ditched, and the #MeToo movement.

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


The idea was praised and audiences enjoyed playing as a female protagonist as it was something new and fresh.

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


This time Lara actually looked the way she should, more blood and scars were seen on her, and her overall aesthetic was changed to make her look more rugged. She was reimagined as a character and it was well received by audiences.

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


She is defined as determined, courageous, and physically able.


Now read this feature – Tomb Raider’s Lara Croft: feminist or femme fatale

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


Because she is either seen as a sex icon, or a powerful role model.

2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?


Due to technological limitations in those times her 'feminine' body parts had to be overly emphasised to make it easier to distinguish her from males.

3) Why were Lara Croft’s physical attributes emphasised in the original games?

Due to technological limitations in those times her 'feminine' body parts had to be overly emphasised to make it easier to distinguish her from males. 



4) How does Anita Sarkeesian describe Lara Croft?
An iconic female character in the gaming industry.

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


As technology got better, gaming developers came to notice her voluptuous figure simply didn't fit her as a character especially with the quests and tasks she is set, therefore they changed her appearance to make her fit in with her environment more. 

Industries

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

She's one of the first full independent playabale main characters in gaming making her an instant icon. This was an undiscovered concept at the time meaning it grabbed the attention of many people, especially female demographics.

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

Commercials such as Lucozade, Board Games, mobile games.

3) Why might Lara Croft be considered a postmodern icon?

She appeals to modern ideologies such as female independence.

4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?

Because the company behind the game is part of a conglomerate of other smaller companies. 


Monday, December 2, 2019

Further feminist Video games



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

Feminism has been identified as a movement in which women strive to gain equality with men, economically, socially and politically speaking. Patriarchy has been defined as male dominated society.

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

She published this book because she noticed that there was a lack of diversity in the feminist movement, meaning that she wanted to give a perspective of a black women on feminism. Hooks liked to challenge feminists to consider genders relation to sex, race, class and intersectionality.

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

 Bell Hooks focused a lot on the oppression of lower class women who were not white as she felt they need a voice. hooks argues that feminism’s goal to make all women equal to men is flawed; not all men are equal to men as a result of oppression, sexuality, ethnicity

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

Intersectionality is a word which is used to describe when social identities overlap as well as related systems of oppression, domination and discrimination. bell hooks argues that experiences of class, gender, sexuality etc cannot be completely understood if the influences of racialisation are not considered. hooks argues that understanding intersectionality is vital to gaining political and social equality and improving our democratic system.

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

Her work puts her as a key figure in third wave feminism. Van Zoonen concludes that there is a strong relationship between gender (stereotypes, pornography and ideology) and communication, but it is also the mass media that leads to much of the observable gender identity structures in advertising, film and TV. 


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?

This means that gender is not a thing people are born with but instead society has constructed it/build it and made it seem like a norm.

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

Many feminists believe that women's lifestyle magazines seem to portray women as extremely delicate and in my opinion I slightly agree to a certain extent that sometimes females are shown as sensitive and very feminine.

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?

Stuart Hall’s negotiated readings, arguing that the negotiated readings and subsequent focus on the way meanings are encoded and decoded “implies acknowledgement of gender construction as a social process in which women and men actively engage.”

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?

David Hesmondhalgh says that cultural industries are all run by one set of values and norms.

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?


Women in general and especially those in minority groups need to gain equality and rights before they try to gain power. They both have the belief that both men and women must be on the same team and work together on earning the respect both genders deserve.















feedback

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: Media terminology


ebi: Weak answers that dont really respond to the questions, misunderstood q1 and not detailed enough for both questions.


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.)






  • Links Google brand to vision of ideal family life – creative play with parent; coloured pencils,paint bottle and corner of child’s picture all reinforce creativity and colour.
  • Google represented as unthreatening, safe and a natural part of middle-class family life.
  • 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

  • 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 way values and ideologies are constructed through the representations in the products.
    • The relationship between recent technological change and dominant ideologies in the digitalmedia landscape.
    • The relationship of recent technological change and media production, distribution and circulation.


    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.



    1. Use words from the question and link back to the question to engage with the question. In the paragraph, state an argument that I can discuss and then balance in the paragraphs. In addition, Hesmondhalgh should be mentioned as well as values and ideologies. 
    2. Mention the first CSP to be Teen Vogue in this case and talk about how, for example, the liberal agenda it has to offer the values and ideologies it has to offer. 
    3. Talk in detail about Teen Vogue's drawbacks and other things about the ideals and philosophies which they advocate, which in this case could be how the magazine business raises its revenue by clicking on advertising. 
    4. Mention the second CSP and describe their values and ideologies as The Voice. This could be portrayed through the magazine reporting news from a black perspective that in today's professional media sources is relatively rare. 
    5. In this paragraph, I will be debating against paragraph 4, mentioning the "Double consciousness" theory of Gilroy, which would portray the narrow ideologies and values within The Voice, successfully balancing the overall arguments. 
    6. In this paragraph, I will conclude my discussion on how both CSPs have significant differences, but also share many similarities between them. 

    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.



    • Add theories and link them to the question I am answering
    • Structure paragraph in a more simple way

    Teen Vogue How to Decide if It's Safe to Date If You're Queer and Have Homophobic Parents

    image of two hands clasped together next to denim.

    - Shows the struggles of being gay with homophobic parents, there is teens who will relate to this topic as many people are homosexual and lesbian.

    -The article is about a person from Chile where there is many homophobic people.

    -This article is very teen vogue like as they try to tackle issues that people do not like to talk about to make them sound woke which is very appealing for its readers.

    -Chile is a Catholic country where sex between same-sex people wasn’t even legal until 1999, it has made some strides in recent years when it comes to LGBTQ rights. Civil unions were approved in 2015, and after a gay man named Daniel Zamudio was beaten to death in 2012, Chile passed an anti-discrimination law.

    -get connected in other ways; message LGBTQ online groups the same way you messaged me. Todo Mejora, the Chilean affiliate of the It Gets Better network, might be a great place to start. This is a good place to start for the chilean female as she can express her feelings online as a way to open up about herself.

    -

    The Voice - Pop-up shop championing businesses owned by black women returns to London



    -A POP-UP shop that provides a space for shoppers to support businesses owned by black women will return to London just in time for Christmas.

    -The Janet’s List concept store, created by entrepreneur and former barrister Janet Oganah, enables consumers to get up close and personal with some of their favourite brands, a number of which are usually only available to shop from online.

    -This aims to inspire many people from the black community to open similar buisness.

    -Among those confirmed for this year’s pop-up are Sheer Chemistry, the hosiery brand chosen by The Kingdom Choir for their Royal Wedding performance, haircare line Equi Botanics and Hannah Pratt Clothing, Colourshot Cards and vegan hair and skincare brand Luxemore London.

    -In addition to providing online businesses with a physical space to sell, the Janet’s List pop-up store will also be a hub for events including talks, masterclasses – including one by Adeola Gboyega, national education and artistry manager for leading makeup line Pat McGrath Labs.

    -This 2019 concept shop follows the opening of a Janet’s List pop-up in Amsterdam for Black History Month in October and an inaugural pop-up in London in December 2018.

    Sunday, December 1, 2019

    women in video games


    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 recent 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, Mirrors edge.


    4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them?
    I do not believe this statement as I think media products that upset people still digest and watch it as they gain some sort of pleasure from some content they do not agree with. I believe the products should be digested and taken in to see how and why people may have made the content the same way that they have.


    5) What does the writer suggest has changed regarding recent versions of Lara Croft and who does she credit for this development?

    Lara Croft now no longer is seen as a sex symbol as her outfit and body shape has been changed to better suit her mission at hand as well as look more realistic. People argue that due to the time of the first game being made, making a female body shape was very difficult as polygon counts were hard to make to many shapes.


    Tropes vs Women in Video Games – further analysis

    Visit Anita Sarkeesian’s ‘Tropes vs Women in Video Games Series 2’ YouTube playlist and watch ONE other video in the series (your choice - and feel free to choose a video from season 1 if you prefer). Write a 100 word summary of the video you watch:

    title of video: Body Language and male gaze
    The video suggests that female characters in video games are highly sexualised through their body language and appearance. Anita questions the more feminine disposition of the character shown through the character movement and 'swaying of hips'. Laura Mulvey's 'the male gaze' is also referenced to in this video - it is argued that women in video games are objectified and sexualised for the viewing of the majority male audience. However, she contradicts herself towards the end of the video when she states that in the videogame 'The Last Of Us' character Ellie has multiple emotions and characteristics that do not portray her as a sexual object - it is highly likely that Anita is leaving out other contradicting factors to her argument in order to completely back up her initial point. 


    Anita Sarkeesian Gamespot interview

    Finally, read this Gamespot interview with Anita Sarkeesian of Feminist Frequency and answer the following questions:

    1) What reaction did Anita Sarkeesian receive when she published her videos on women in video games? You can find more information on this on Sarkeesian’s Kickstarter fundraising page.
    She states that when she started the campaign she did expect some sort of backlash and harassment due to the vocal voice of an internet-based community. However, she believes that due to the large growth of her campaign that she is able to receive a higher degree of support to the cause.

    2) How does Sarkeesian summarise feminism?
    She summarises it by refereeing to "Feminism is the radical notion that women are human beings."


    3) Why do stories matter?
    The stories here matter due to them being able to tell diverse stories and allow the players to control and work through a story made by developers. For women to be objectified so often it shows that players being able to conduct acts can possibly affect real life.
    4) How does Sarkeesian view Samus Aran and Lara Croft (the two protagonists from our upcoming CSPs)?

    She believes that both characters are seen as sex objects in the game and their reward is their pleasure of viewing them, as Samus would lose her suit in varying degrees for however fast the players completed the game. For Lara Croft, it was the outfit she wore on her adventures as they would be very revealing to the player and is not suitable for her adventure at hand.


    5) How has the video game landscape changed with regards to the representation of women?
    The representation of women in video games has changed radically as games such as Horizon Zero Dawn featuring a strong female lead that holds her own just shows that the representation of women has changed over time. Other examples include The Last Of Us and Uncharted the lost legacy where both characters are wearing appropriate clothing for their adventures.


    6) Why are Mirror’s Edge and Portal held up as examples of more progressive representations of women?
    Both these games were made on last gen systems but both were one of the first to feature a female lead with the marketing for mirrors edge 2 focusing on the fact that Faith was a strong female lead. With portal a very successful game from a valve, it conveys that in all types of genres women were being seen.



    7) What are the qualities that Sarkeesian lists for developers to work on creating more positive female characters?

    She believes that developers need to focus on creating characters that are  "protagonists with an agency not tied directly to their sex appeal; transformative story arcs where characters are struggling with or overcoming personal flaws; and some emotional depth and expression."

    8) What is the impact of the video games industry is male-dominated?
    In the past many developers, characters and producers have been male therefore this male-driven teams of making the games. However more recently females have been up and coming into the community such as Amy Hennings who has worked on series such as Uncharted which is considered one of the best single player action adventure games. However, there has been a cancellation of her recent EA developed Star Wars game and is the second time she has been pulled of a game mid-development first with Uncharted 4 and now Star Wars. She is now scheduled to receive a lifetime achievement award at the GDC 2019 awards.


    9) What did Sarkeesian hope to achieve through her ‘Tropes vs Women in Video Games’ series?

    She would like to get people to critically look at games and question the representations they present. She does not believe that these are restricted to the sexist representations but also the typical stereotypes characters are given due to their race. She demands females to have strong leads in video games and that  "It's not OK to constantly portray women as sexualized objects for male desire. We want genuine female characters!" I want complex female characters because it will make games and gaming better overall, more diverse, and more innovative. Making gaming better is not just good for women and girls; it's good for people of all genders."


    10) What media debates did Sarkeesian hope to spark with her video series?

    She hopes that the series will be able to cause debates over stories of how women were represented in video games in the '80s and onward and how there is a tide changing the way people and developers make characters. With the recent game, Mario Odyssey featuring Peach needing saving and then her being saved but not going for the man who saved her instead leaves Mario to go on her own adventure shows how the community is changing and viewing women in new ways.