In The Brain Dead Megaphone Saunders is trying to
demonstrate the power that mass media has on the population at its mercy. “In
the beginning, there’s a blank mind. Then that mind gets an idea in it, and the
trouble begins, because the mind mistakes the idea for the world.” This illustrates
the control that the media, which is represented by the megaphone, has on our
view of the world and the way we perceive humanity. Through his metaphor
Saunders is showing how important it is for the media to distribute its
information responsibly, because whether we choose to acknowledge it or not,
their broadcasts, which are so often misleading, alter our opinions and shape
our actions.
Fifteen After
Thursday, April 18, 2013
Wednesday, April 10, 2013
Monday, March 25, 2013
Tomb Raider
Mikula brings up an interesting point that Lara Croft is a role model and a sexual icon. However I don't think she has the influence over young girls that Mikula does. I am not an avid video game player but I don't see how someone would choose an animated character as a role model over a real person who has role feats and accomplishments to account for. Also even though Lara's character is of an idealized womans body, I fail to see how that is significant seeing how all the male characters in games are idealized men.
Tuesday, March 12, 2013
gender & video games
I disagree with Mikula's claim that Lara is a positive role model for female players. I don't think anyone would want to be this character if she was overweight or if she wasn't pretty, even if she could still fight and shoot and play just the same. This leads me to believe that female players specifically choose to identify with Lara while playing the game because of her looks, and because they want to look like her. Girls idolize a body type that doesn't exist, which is unhealthy! If Lara was more natural looking (in size, shape, proportions, etc.) then I think she would be considered a positive role model for female players. It is because of the unattainable looks that I disagree with Mikula.
Gender and Videogames
I thought Mikula brought up an interesting topic relating gender roles to videogames. One claim Mikula makes in her essay is that Lara is both a sex idol and a role model. I agreed with her claim because while Lara is sexually attractive, Lara is also immensely independent and invulnerable. I thought Lara was developed to appeal to both genders. While male gamers like Lara for her attractiveness, female gamers like Lara for her capabilities. This dual symbolism enable gamers to both identify with and objectify Lara while playing Tomb Raiders. Overall, I think Lara Croft is a well-developed character who is liked generally.
Monday, March 11, 2013
Lora Croft
One claim that Mikula makes is that women tend to play Tomb Raider in order to be Lara, rather than controlling her. Women want to be her because she symbolizes "adventure, independence, possibility, and strength" (184). Although this claim may seem as though Lara is an empowering figure, I would have to disagree because of the fact that she is video game character. Because she was created to fit the stereotypical "hot" woman, I find that the woman tend play in order to live under a facade of fitting these stereotypes. They live in a virtual world where they are physically perfect. Through this, I feel like they fail to see imperfection, which is counter intuitive to what I believe is adventure and strength. Women should be able to see their flaws or their troubles and use them to their advantage, rather than hiding behind a perfect specimen like Lara. If women get too caught up in Tomb Raider because they're living vicariously through a fictional, flawless character, then what are they doing in the real world to become truly adventurous, independent, and strong?
Tomb Raider
In Mikula's essay about gender roles and video games she brings up important points about the player/character connection. Lara Croft, the protagonist in the tomb raider video game falls into gender roles while defying them at the same time, her appearance is very exaggerated (large breasts and hips), yet she is strong and has fighting skills. The gameplay involves the player controlling Lara but seeing her as well. Mikula compares the playing experience of men vs women with interesting results. Men who play feel like they are watching and looking out for Lara while women feel like they are controlling and identifying with Lara.
Not having ever played the game, I can't say if I would be connecting with or watching Lara Croft, but I definitely do understand the double point of view that players can have of their characters.
Not having ever played the game, I can't say if I would be connecting with or watching Lara Croft, but I definitely do understand the double point of view that players can have of their characters.
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