Wednesday, November 20, 2019

Female representation in computer games Essay Example | Topics and Well Written Essays - 1750 words

Female representation in computer games - Essay Example The essay "Female representation in computer games" discovers the Images of Women in Computer Based Gaming. The game World of Warcraft allows the player to create their own representation, but most of the females and males have sexualized representations that engage the user in very real objectification of the human form. In a discussion of the theories proposed by John Berger, the nature of the consumer to art can be seen through the examination of the art and imagery that has been developed in the gaming world. The nature of gaming is such that it creates an alternative space in which female and male objectification is engaged so that not only is the concept of the human shifted into a different space, the actions that are taken as representations of heroic are placed within the sexual fantasy space. Images that are used for gaming are representations of contemporary art, created through different mediums used for different purposes. Most of it is created through computer generatio n, but there is a great deal of art that is done through the traditional medium of canvas and brush with either oils or acrylics. These pieces are used for promotional value, although computer generation of images has advanced to the point where artistically rendered work is very similar to that which used to require canvas and paint. As an example, Fig.1, Fig. 2 and Fig. 3 are a female and male characters from World of Warcraft, rendered artistically as an emotive piece which is intended. to engage the consumer by creating envy. Berger discusses the role of envy in glamour, the nature of plying the consumer with attributes of a representational figure that can never be achieved, thus maintaining an envious connection which is never transferred to the consumer. La Grange paraphrases Berger and states that â€Å"The imagine themselves transformed by buying the product and envy this transformed self. In effect, the publicity image has lowered the spectators’ self-esteem and of fers it back if they buy the product† (8). Gaming literally offers the experience of becoming the enviable figure, the consumer able to manipulate the actions of the character, achieving goals and setting a course through that image. Berger discusses the way in which the identity and the self are interlaced with the concept of ownership and envy. In owning a thing, the desired effect is to have become the representation of how that thing creates the identity of the self. In owning something, there is never a pay-off of real happiness, but a movement towards acquiring the next thing. La Grange states that Berger proposed that â€Å"The individual is trapped between what he is and what he would like to be† (9). In choosing what to buy, the individual seeks to find happiness, but because happiness cannot be achieved by the acquisition, the individual is essentially powerless. In some ways, gaming fills this gap as the manipulation of the image that has been chosen becomes an extension of the self, the individual placed within the space of the game as that image and acquiring through the choices that are made about the actions of the image. La Grange explains the relationships of the ownership of art as it is relevant to the identity. She states that through Berger, it can be seen that â€Å"oil painting celebrated private property; it expressed the idea that you are what you have†

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