STEP 1: REPRESENTATIONS
1. Create a post name it UNIT 01 - AO4: Discuss the effect of representation in media products on target audiences/consumers
2. Write up your notes to demonstrate your understanding about representation, stereotypes and objectification from last Wednesday's lesson.
3. Select two female characters and 2 male characters from your chosen genre. Post a picture of each one, caption it with their names, the game they are from and the year the game came out.
Then analyse and describe with reference to the following areas:
Role within the game - (hero, victim, bad guy, friend, damsel in distress etc.)
Appearance - physical, clothes, animation style
Background - brief bio
Strengths/Skills
Weaknesses
How do they compare to other women/men in the game.
Mention if relevant - hyper-sexualised characters, objectification, used of stereotypes, misrepresentation of a certain social groups. If you can - think about the reference of the representation (the reality it's recreating), preferred, negotiated and opposed readings.
Behaviourism
Albert Bandura developed a theory of how we learn from modelling types of behaviour. His experiment used children learning aggression from adults. He broke the stages of learning down to the following:
Attention - to absorb knowledge
Retention - being able to remember
Reproduction - duplicating the action
Motivation - positive in the form of reward, negative in the form of punishment for not doing
If we apply this to videogames we can see that this structure of learning is often in place - you're taught how to play, you must remember the controls, you reproduce certain moves and activities and you're rewarded or punished accordingly.
Apply this theory to your representation of your chosen key ASPECT (happiness, violence, crime etc) from your chosen genre. If we learn behaviour from games (as Bandura theory suggests) what would be consequences of learning from your chosen ASPECT?
It could be - aggression solves problems, crime pays and is glamorous, happiness can only be achieved by attaining money and items.