Saturday, 17 December 2016
Game Pieces Ready To Print
Once coloured, i put each design back into Illustrator, i did this as Illustrator is very precise, using measurements. So i was able to make each design the same width and create the stands which will hold them up when being played with. Im excited to see whether these will work once printed and put together.
Game Pieces Coloured
I put the designs into PhotoShop to finish off with just simply filling in the shapes with block colour. I quite like how they are really simplistic and similar in design. I think i would like to see what they would be like with different shades of colour in, but with the designs going to be so small, the detail would be lost and it would get too complex in relation to the original artwork used by monopoly. Overall, im really happy with them.
Game Pieces Outlined
Ive finally made the finished outlined game pieces, ready to be coloured in Photoshop. I added different weights of lines to add a bit of depth as the artwork will be block colours, like the original monopoly artwork. I have already put these in Illustrator and Image Traced them so they aren't pixelated. Im quite happy with these so far, i think the line work definitely adds more to the designs.
Thursday, 15 December 2016
Votes (Money)
Ive not applied the different amounts of votes to the design so it is ready for print. Im really happy with the designs, especially since the word 'Vote(s)' is on their, obviously with the rules and aim explained in the rule book, this will be even more clear.
Votes
I have added 'Vote' onto the image and i think it looks a lot better and will be a lot clearer to the players that it is not currency. Also the V will help them understand the votes on the board as they are wrote like V60
Votes (Money)
I am also going to print each value on different coloured copier paper to distinguish between the different amounts of votes that each amount represents, like the original. I am using copier paper to give it the same aesthetic as the original game as it is only printed one-sided and on thin paper.
I have to source this paper as it normally comes in big amounts which is not needed for this project.
I decided not to make a detailed pattern on the background of the Vote, as i feel like the original design represents the pattern on actual money, and i dont want mine to resemble currency at all.
I think the design is simplistic, recognisable and will look even better when printed on different stock.
Category Cards
I have now designed the 'Deed' Cards, which are ready to be completed with the different values of votes which the players will have to give a player that has tackled an issue of leading an internet campaign, these values will increase depending on if the player has 'Rights' in the different countries or if they have multiple internet campaigns.
I kept the design of the cards on the back quite simple, i didnt want anything too fussy and i like the simplicity of just having the name and the coloured borders and lines.
Community Chest Cards
I have finished the community chest card designs now, using the chest illustration on the board, the design is simple like the original game and i just now have to put the facts on.
Wednesday, 14 December 2016
Chance Cards
I have designed the Chance Cards in Illustrator, i have used the same question mark symbol as on the board and kept the colour green. To print double sided, i have made this on two artboards on Illustrator and made sure they match so they print aligned, i just have to finalise what i will put on each card.
Packaging Nets
I have started making the nets for the packaging, after the workshop i found this pretty straight forward, the only thing is that i have forgotten how to add in my art work. With this being the net for the bottom part of the packaging, this isn't a big problem, so i am going to draw out the nets anyway, make the artwork to add on and when i come back to college at the beginning of the new year i will go to IT for support to ask how i do this.
I am not worrying about timing as i know this is a really easy part of it and only takes seconds, so as long as i have all the measurements right and the net is correct then this will be a two second job.
There has been a slight adjustment to the size of the packaging, as the styrofoam sheets which i ordered are a little bit bigger and i don't have the right tools to trim this down so it looks professional.
This is not a major setback or difference to the design, just the overall size wont be as rectangular.
3D 'R's
This is the final 3D design for the R's, these will be used instead of the houses and hotels. The players will purchase these 'Rights', with votes for each country.
I am going to 3D print these, but with the costs of 3D printing, i am only going to print 6 as examples of what they will look like. I did originally want to print enough that the game was playable, but with their being 66 available R's on the board game, this would be a lot of money.
I am sourcing a 3D printing company at the moment, and have found one that will print them at £3.09 each and i can print them in a purple, biodegradable plastic, so it will be environmentally friendly.
Board Game - Board Completion
With all the elements on the board now, the board is now complete. I am really happy with this, it looks exactly how i imagined and even with the changed elements of the original game, it still represents monopoly well.
FEMONOPOLY
Community Chest
Designing the community chest, i decided to keep it similar to the original as that is what i did with the chance cards. So i drew a freehand chest on illustrator, although i didnt make any development before this, i knew it would just be a simple treasure chest illustration.
I decided this to be shades of purple, the original is shades of blue but with the community chest and chance cards together, they will make the suffragist colours of green and purple collectively.
I decided this to be shades of purple, the original is shades of blue but with the community chest and chance cards together, they will make the suffragist colours of green and purple collectively.
I am really happy with this, i am not as confident as most with Photoshop and Illustrator, so i think it could be improved with more skill, but overall, i think it represents the function of this square well, its simplistic which fits with the rest of the game and the colours go in the colour scheme.
Monopoly Woman
I chose this drawing to develop further as the replacement for the monopoly man, she is a suffragist so has the same traditional character as the monopoly man. Although not exactly the same style, she is as simplistic and i like her character, i used contextual references to the original character when i was creating her in illustrator and photoshop.
Ive used similar colours, with the added hint of purple and green and used similar use of shading on the hat and use of white to add creases in the clothes under the arms.
I really like this design, i think she fits in well with the theme of the game and still resembles the original game well.
I made a consious decision not to add a lot of shading etc. as the original design of the monopoly man, once colour was added, was only block colours, and the origin of the monopoly game is what is important to add context and synthesis to importance of this particular game.
Board Game Elements
These are the finished elements, done in illustrator and coloured in photoshop. I am quite happy with how simple they are, they will look good on the board.
Chance
During making the board for the game, i came into a problem regarding the chance square. All of the squares on the board game have a symbol or one illustration representing it, although my design for the chance card was more of a pattern, as i didn't want to use one gender symbol.
Because of this i have reverted to the original symbol used in the original monopoly game, a question mark. I came to this conclusion as the symbol does represent the cards well and I didnt want to have a pattern in the square.
I have changed the font of the question mark and the colour to keep in with the green and purple theme.
Because of this i have reverted to the original symbol used in the original monopoly game, a question mark. I came to this conclusion as the symbol does represent the cards well and I didnt want to have a pattern in the square.
I have changed the font of the question mark and the colour to keep in with the green and purple theme.
I think this is a good change, although i cannot use the previous design, it definitely works better than it would have done. Sometimes less is more and i think this is a cleaner design and will work well on the board and on the cards.
Initial Designs for Board Squares
I have done some initial drawings for the squares replacing the tax etc. plus the drawings for the corner squares on the board.
The illustrations replacing the tax squares etc. are going t be simple, like the original ones, i like when it is one simple image, so i am toying with the product one as i have designed it with two products.
I have kept the policeman in the similar style but changed him so its more of my design but i wanted it to be recognisable.
Ive also changed the man in jail to a woman, keeping it simple again so that it reflects the original, i now have to put these into illustrator and design them fully before placing them on the board.
Electric Company, Water Works, Income Tax, Super Tax
One thing that i have only thought about was what i could replace the Electric Company, Water Works, Income Tax and Super Tax with on the board.
These elements on the original board are squares in which the players have to pay money back to the banker, so these also have to have the same function on my version of the game, but all of these are related to buying property etc. and the bills that come with it, so these have no context within my game.
So the first thought was that i could have a look at what things women pay more for as women, for example Pink Tax.
So i did some research and these were the things that i found:
- Health Insurance - Women pay more for Health Insurance as they live longer than men, visit the doctor more and give birth. Although research has found that men create more cost in surgeries etc.
- Mortgages - Women pay more in Mortgages, which maybe due to earning less than men but nonetheless, they still have to pay more in total.
- Dry Cleaning - Although clothes are the same, women have to pay more for the same service
- Clothes - A study found that a plain, rolled up sleeve t-shirt for women in Topshop is £12, but for the same style T-Shirt, which could be argued that has more fabric use for the bigger size is £8 in Topman.
- Products - PinkTax - Women pay considerably more for products that are the same as men's for example, razors etc. just for them being a female product.
Although Dry Cleaning was mentioned in a few articles, i thought that this is not as widely used by males and females as the others. So i will use the other 4 examples to replace the original Squares on the board.
The only issue with this is that in the original game, they player hands over money instead of Votes, which is what i am using instead of currency. With these issues i am using are primarily consumerism issues, involving money, i have to think of a way this can still work on the game.
As the players will be playing as one of the women in the game, earning votes to tackle each individual feminist issue, i will mention in the rules that Women do pay more for these things in life, meaning that when society places these extra costs on to women, achieving their goals (votes for tackling the issues) can be set back. These set backs can cost them progression in their cause, meaning they have to give up so many Votes when landing on these squares.
Board Game - Board
Ive started to create the board for the game on Illustrator. Creating simple shapes, i was easily able to create the main design of the game quite quickly.
I filled the small rectangles with the different colours and started to create the different categories and issues on the board. In the last peer review i had discussed how i should make the categories clearly defined on the game and it was decided that putting the different issues in the coloured rectangles would be best. Once completed, i think this looks really good, i have used the type used by the original monopoly game.
Now all the different categories are done and the design is complete, i just need to add in artwork for the different elements e.g. GO, Jail, 'free parking' - which is going to be 'peaceful protest', GO TO JAIL, Health Insurance, Mortgage, Products and Clothes.
I also have to add the name of the game and an illustration of my version of the monopoly an which is a woman.
Tuesday, 6 December 2016
Game Pieces
I have created some initial designs from the designs i did from the task, but i have changed some of the women and added more so i have 8 game pieces instead of 6 as there are 8 in the game.
Each of the women fight for a different cause, so the players will each be playing for votes for each of the causes, making a level of competitiveness between the players.
I want to make the characters a bit more uniform, e.g. the same spacing for nose and eyes etc. so im going to make a template and use the light box to re-draw them all.
Saturday, 3 December 2016
3D Tray for Packaging
After the Illustrator workshop, i went to the IT department and spoke to the technitian who gave the workshop, about the problems with the tray in woodwork. He said he could help me create a 3D model of it, which i could potentially get 3D printed.
We went to a suite where they had the right software and we started designing the tray. The actual design was quickly produced and he went through it step by step with me. Because the plan was to be 3D printed, the angles on each compartment were no longer necessary.
As we went on creating the design, it was noticeable that it was no longer going to work. The compartments for the money would no longer work as the players wouldnt be able to get the money out.
We spoke about it and came up with the fact that this probably wont work, and i would end up spending too much time, on what i consider the presentation, as i could propose this and just make something temporary for the hand-in.
He mentioned how there used to be an interior design course where they would make mock-up rooms with cardboard. But then he also mentioned how I could use styrofoam sheets and carve out the tray, as it is used for prototypes and is a material where you can sand it down etc.
I think this is a really good idea, i can make the tray out of styrofoam and just propose the plastic tray, as it would be mass produced. Although, i am quite upset that i couldnt make it how i wanted, in the time i have left, i need to consider proposing this as i have now tried multiple ways of doing it and the styrofoam will be just as good as prototype.
We went to a suite where they had the right software and we started designing the tray. The actual design was quickly produced and he went through it step by step with me. Because the plan was to be 3D printed, the angles on each compartment were no longer necessary.
As we went on creating the design, it was noticeable that it was no longer going to work. The compartments for the money would no longer work as the players wouldnt be able to get the money out.
We spoke about it and came up with the fact that this probably wont work, and i would end up spending too much time, on what i consider the presentation, as i could propose this and just make something temporary for the hand-in.
He mentioned how there used to be an interior design course where they would make mock-up rooms with cardboard. But then he also mentioned how I could use styrofoam sheets and carve out the tray, as it is used for prototypes and is a material where you can sand it down etc.
I think this is a really good idea, i can make the tray out of styrofoam and just propose the plastic tray, as it would be mass produced. Although, i am quite upset that i couldnt make it how i wanted, in the time i have left, i need to consider proposing this as i have now tried multiple ways of doing it and the styrofoam will be just as good as prototype.
After this has been cut to the design i want it, i can then spray paint it black before it goes in the box. I will have to make sure this doesnt rub off before i put the art work in there, so a test piece will have to be done first.
Illustrator Workshop
Today we had an illustrator workshop where we learned how to make nets for packaging. We learned how to make fold marks, either on the net or outside the net design so it wouldn't be visible. We also learnt how to add illustrations or artwork and make it so that it lines up so it can be printed double sided, with the net on the back and the image on the front.
I thought this workshop was really useful, i don't really use illustrator, so it was good to get some of the basics down. I also asked for a bit of advice for my game and creating vector images.
He showed me a few ways of how i can do and the one that i think i will be able to do well, with time i have to practice, is image trace.
Drawing out the illustrations by hand and then image tracing in illustrator to create vector images, will be a really good idea, although he did mention that it is hard to change the colours once youve done this.
Another way would be for me to draw the outline of the images, image trace and then fill will different colours in illustrator.
I think i will do both of these, in a sense, i will draw out the illustrations, make a copy, then i will do the outline and fill colour in illustrator, if this doesn't work, i will colour the illustrations in using copic markers (something where the ink is fluid and creates solid colour) and then image trace the finished thing to make it a vector and then i can apply it to the board or packaging etc.
Woodwork
In the meeting when i took the drawings down to woodwork, the guy who was working said that it would be pretty difficult to make, but leave it with him and check up on him.
Today i went down and unforetunately hes not sure he will be able to make it, the problem is is that with it being so intricate, it could take him up too a week to do, meaning he wouldnt have time for teaching. He mentioned an alternative and said that maybe take the design to IT and see if anyone knew CADCAM software, to make a 3D design and out source it to a woodwork company as they would have the machinery to cut it out of one piece of wood in a machine.
I was a little disheartened by this, only because i was really excited to make this element of the game, as another thing i could cross off my list. But i have time to find alternative ways of making it and i still have to go back to see him on monday to see if he definitely cant make it.
Today i went down and unforetunately hes not sure he will be able to make it, the problem is is that with it being so intricate, it could take him up too a week to do, meaning he wouldnt have time for teaching. He mentioned an alternative and said that maybe take the design to IT and see if anyone knew CADCAM software, to make a 3D design and out source it to a woodwork company as they would have the machinery to cut it out of one piece of wood in a machine.
I was a little disheartened by this, only because i was really excited to make this element of the game, as another thing i could cross off my list. But i have time to find alternative ways of making it and i still have to go back to see him on monday to see if he definitely cant make it.
3D modelling for House and Hotel Replacement
My brother fortunately studied Game Design at University and after doing his masters now works for a game company, so he is very capable creating 3D models. I have asked him if he could create a 3D letter R design for me to send to 3D printers.
For him, this is a pretty easy task and ive asked him to just try things out and send me screenshots.
He did a few straight away and sent them over to me.....
For him, this is a pretty easy task and ive asked him to just try things out and send me screenshots.
He did a few straight away and sent them over to me.....
I liked this because of the symbolic reference, but as the 'R's are going to be so small, this could be quite small to notice.
This also looks good, but my comments were that the thickness of each R needs to be 1cm, as they need to be sturdy when stood up.
I sent this quick, basic sketch just to show the dimensions, but not that as i already specified measurements, but to show how it needs to be chunky and sturdy like the original plastic houses and hotels.
I am now waiting for more designs .
Wooden Mould Design - Vacuum Forming
During breaks between the peer review on monday, i had been going down to the woodwork department to make an appointment to make the wooden mould which i will use to vacuum form my plastic tray to sit inside the box.
I have to go in on thursday, which means i have to draw up the design for the tray, i have to keep in consideration that angles will have to be added to each compartment as for the plastic to be removed from the mould, it needs an angle or the plastic will stick and the mould will not come away.
I had to make concrete decisions on how big each compartment was going to be. Using a tray from the original monopoly board game as a template, i used the overall dimensions, but changed the compartments to make it simplified and suited to what i would like.
I have to go in on thursday, which means i have to draw up the design for the tray, i have to keep in consideration that angles will have to be added to each compartment as for the plastic to be removed from the mould, it needs an angle or the plastic will stick and the mould will not come away.
I had to make concrete decisions on how big each compartment was going to be. Using a tray from the original monopoly board game as a template, i used the overall dimensions, but changed the compartments to make it simplified and suited to what i would like.
This was my first attempt, it took quite some time to get all of the measurements to add up and make the design. The only thing i hadnt done was drawn the angles as i thought they could just be added on by the people in woodwork, but then i realised that this would change a lot of the dimensions.
This is the final design, i wanted to add as much detail as possible so it would be easier for the woodwork technition to understand the design.
I also did a design from a side angle, to show the depth of the pockets and how the tray will dip at a point so the board game, when folded can sit in comfortably.
Peer Review
In the peer review we had, we all had to display our presentation boards on our work and go around the room to look at what everyone had done. After that we got into groups and paired up, each pair would then look at two other peoples work and collectively give feedback for them. I generally got really good feedback, i didnt really get comments on how to change anything, it was all pretty positive, although it was mentioned how i should simplify the drawings for my game pieces, although i had already made that decision on the boards.
I think it was really useful feedback as it only backed up the decisions i had already made, leaving me feeling quite confident with the work i had done so far.
After this, we were then given a task of having an A2 sheet of paper and in an hour and a half we had to draw what we needed to do next, plus write a to-do list. I found this task really useful for me, i have been wanting to start more on the development of illustrating the game, and this gave me a task which made me get a lot of my ideas down on paper in a short time.
I think it was really useful feedback as it only backed up the decisions i had already made, leaving me feeling quite confident with the work i had done so far.
After this, we were then given a task of having an A2 sheet of paper and in an hour and a half we had to draw what we needed to do next, plus write a to-do list. I found this task really useful for me, i have been wanting to start more on the development of illustrating the game, and this gave me a task which made me get a lot of my ideas down on paper in a short time.
We then produced this to the group we had previously been in and presented the development we had made using the feedback we were given. I mostly spent my time trying to do simplified versions of my game pieces, and i think i made a lot of progress in such a short amount of time, i actually like these drawings and will develop them further. I then asked specific questions that i had drawn up on the sheet, mainly to do with how i will show what each category is represented on the board.
I spent this time of presenting my work to fully describe the synthesis between the practical and the written and how the game will work. I did this as previous feedback questioned the synthesis and how complicated this work is. I think after explaining this fully to the group, i was given really positive feedback from all of them and i was really happy with it in the end. I think this task is probably something i am going to do personally as well, as it really helped me to get a;; of my ideas down on paper, instead of writing them or them being just stuck in my head.
Thursday, 1 December 2016
Categories On Game
I have finally decided on what each category will be and what countries will be in each of the categories.
I chose the countries based on research i found online, giving statistics or facts about each of the countries and why they are specifically bad for each of the issues. I tried to use the countries which are worst for the issues, although some of them i changed the worst with another country which is problematic, this is because some of the countries like Somalia, was the worst country for a lot of these issues and although i want to represent the countries which are worse, i also want to show how the issues are global, so i have used a country next in line etc. I have repeated countries in some instances where the country is known for the issue, or it is really bad, but a country is not used more than twice.
Chance Card Design
Ive started developing the designs for the chance cards, I want to keep the colour scheme of purple and green as they are the suffragist colours. I started thinking how i could replace the original illustration on the card, with a female gender sign to represent feminism, but after consideration decided that feminism is about equality so a male and female sign would be better.
But after speaking to my housemate, she mentioned that i should use all of the gender signs. I think this is a great idea as there are so many different representations of gender now that using all of these symbols could encourage the children playing the game to question what they are, leading to further education outside the game.
I researched the fonts that Monopoly uses on their game to use on the chance cards. I did this mock up on Photoshop to show my idea in a more refined way. I like the finished product, although all the elements will be done in Illustrator, this shows how i would like to look in the end.
I will be using the chance cards as a tool to educate the players further with facts put into the actions in the card. Like this example, they might not all fully explain the example, for instance, this card explains how Vladimir Putin sends you to jail etc. but this is what he sent Pussy Riot to jail for in Russia as they protested in a church. I have done this as i will state all of the cards will be facts so the children might be urged to research this further and they will then be further educating themselves on the topic.
Tutorial - Practical
In this tutorial, we spoke mostly about the practical side of this module. Rightly so, my tutor pointed out the lack of practical work on my blog, i have been putting my dissertation in front of my practical just so i can get it out of the way before the deadline for the first draft, this is so i can get as much feedback as i can before the christmas break. Now that it is nearly completed, i can focus my time on the practical side. I am really excited to start drawing the elements of the game, i am conscious of only having two more weeks until we break up, even though i will be in uni for another week until it closes, i am aware that some of the elements of the game, i will need help from staff.
Elements like the vacuum formed tray in the box of the game will need to be done before christmas. I am going to book an appointment with woodwork asap, but this will require a detailed drawing of all the compartments, meaning i will have to finalise measurements for the individual components. I also have to consider angled compartments, as the vacuum formed mould can get stuck if the edges are not angled.
I am considering making 3D letter 'R's instead of the houses that traditionally are used on the original game. My brother actually studied game design at university, so he is confident in 3D modelling, so i am just finalising details to ask him to do it for me.
I have spoke to Patrick, the course leader, about this and he said laser cutting with thick plastic could also be a possibility instead of this. This will definitely be a consideration, although i would really like to 3D print them so i can make the game as professional as possible.
In the tutorial, we also spoke about my designs for the game pieces and how i have decided to do them digitally to keep in with the rest of the game and thinking about mass production and how paper cut pieces would be too costly and time consuming. He also agrees with how they need to be simplified, but suggested that i make them in the same style as the monopoly character.
I think this is a great idea, it will make the game uniform, and would cater more to the age range i think. I just now have to experiment with simplifying the characters, keeping them recognisable.
Chapter 2 Revised
Feminist
film theory rose out of Second Wave feminism in the 60’s and 70’s, the
theorists based their work on the issues that were brought to attention in the
women’s movement. Studies have revealed experiences in which women alone have
faced throughout history that once more, creates a division between sexes.
·
Political
oppression. Women, especially historically, haven’t had a substantial role in
politics, not having control in what changes the society in which they live in.
·
Domesticated
roles. Women have assigned to domestic roles, even in the work place women are
usually given roles in which can be seen as a ‘women’s’ job. For example,
cooking, cleaning, catering, caring for children and the elderly.
·
Violence
against women. Women have and continue to be victims to violence at the hands
of men. Rape, sexual harassment and physical abuse, are all issues that can be
applied worldwide.
Josephine Donovan (2012:168-169)
Although
Second-Wave feminism is said to have began in the 1960’s, the book ‘The Second
Sex’ written by Simone de Beauvoir in 1949 was a key text, which influenced
feminists in this movement. She had noticed how women at the time were very
unhappy in their day-to-day lives, which encouraged her to write the book. Even
after the beginning of the 20th Century, and the suffragists being
the first women to openly voice their opinions of oppression, after the
second-world war it seemed Europe had only gone backwards. With the scare of
communism spreading throughout countries, the role of the traditional housewife
was yet again pressured onto the women for stability. Any kind of uprising
within society was thought as a possible way to weaken the country in their
time of panic, so once again women were oppressed to their traditional
ideological roles of being domesticated figures ‘Woman was ordered back into the home the more harshly as her
emancipation became a real menace.’ De Beauvoir (1949:24)
It was this
same issue of women being forced into a domesticated housewife role that Betty
Freidan wrote her book ‘The Feminine Mystique’ (1963), which became another key
text in the movement, she questioned women’s position within society, which was
a question central to Second-Wave feminism Hannam (2013:137). Betty Freidan
labelled this issue as ‘the problem with no name’, as she interviewed white,
middle-class, suburban housewives that stated their lives had no sense of
fulfilment.
‘Personal is
Political’ was one of the biggest slogans to come out of Second-Wave feminism,
as feminists were bringing to attention the way in which women were portrayed
as sexual objects to sell products within advertising. This created an issue of
the ‘ideal body shape’, leading to anxiety within women for the ‘perfect body’,
with possible eating disorders emerging. ‘‘Norms of feminine appearance’, they
promote are unobtainable for most women’ Saul in Chaudhuri (2006:7)
A lot of texts
were written within the movement that helped show the ideas expressed by the
feminists. One of the most influential texts was Kate Millett’s book, Sexual
Politics (1969), where she expressed that patriarchy was the reason in which
social forms were underpinned, giving feminists a way to challenge the division
between public and private that was critical to liberal political thought.
Hannam (2013:145)
Alongside these
issues, feminists fought for equal pay, an end to sexual discrimination at
work, pre-paid housework, childcare facilities and contraceptive advice,
although reproductive rights, including free contraception and abortion on
demand were the issues central to the women’s movement (Hannam 2013:143). ‘No
woman can call herself free who does not own and control her body. No woman can
call herself free until she can choose consciously whether she will or will not
be a mother.’ Rossi in Donovan (2012:51)
Second-Wave
feminism challenged women’s roles within society, which were widely accepted,
and in turn, made huge steps in changing aspects of life for women. In most
countries the movement helped the aid of legislations that were made for equal
pay, against discrimination in the work place and the legalisation of abortions
(Hannam 2013:155). Also women’s organisations were put in place and shelters
for battered women also were made available. But it has to be said that there
is a level of controversy around the movement, as it was lead by white,
middle-class, educated, heterosexual women. Women from other minorities mention
how the movement cannot speak for all women, as there was not a range of
experiences from different classes, races and cultures. ‘when the women’s
movement raised the issue of sexist oppression, we argued that sexism was
insignificant in light of the harsher, more brutal reality of racism.’ hooks
(1987:1)
The
issues that arose within the movement, influenced a new way to critically
analyse films and pin point the issues enforced by patriarchy in society and
how these are reflected into the cinema by the use of narrative, camera angles,
sounds and even what happens behind the scenes, the ‘Cinematic Enunciator’
(Silverman 1983).
Psychoanalysis plays a big part in some feminist film
theories, although accepted by some theorists, not all agree with the concept.
Lucian Freud's Oedipus complex is very controversial, he analysed children and
their sexual development from a very young age, stating that male children have
a sexual attraction to their mother, but fear ‘castration’ when they see their
mother's ‘lack’ of a penis. The child then identifies with the power of this
father, moving his attraction for his mother onto other objects or fetishes.
The female child on the other hand, has penis envy and moves her sexual desire
from the mother onto something else.
Not all feminist film theorists approve of Freud’s
findings, they are predominantly sexist towards women. His mention of the women’s
‘lack’ of a penis, and the boy’s identification with the power of his father,
only enforces societies ideology of women, as lesser to the man. The ‘other’ of
man.
‘Freud is target number one as a personal male
chauvinist whose so-called ‘scientific’ propaganda has been responsible for
damning a generation of emancipated women to the passivity of the second sex.’
Juliet Mitchell (1974:303)
Although the theorists who do use this approach for
their own theories, see it as an important tool, focusing on how his theory
relates to women, understanding how women are oppressed by men from an early
start within life, and use this as a tool to figure out strategies for change.
‘An
entire system has been built up in this perspective, which I do not intend to
criticize as a whole, merely examining it’s contribution to the study of woman.
It is not an easy matter to discuss psychoanalysis per se. Like all religions –
Christianity and Marxism, for example – it displays and embarrassing
flexibility on a basis of rigid concepts.’ de Beauvoir in Mitchell (1974:305)
Laura
Mulvey is a feminist film theorist who bases her work around the importance of
Freud’s psychoanalysis theories. She is mainly noticed for her theory of the
‘Male Gaze’, where she explores film as it ‘reflects, reveals and even plays on
the straight, socially established interpretation of sexual difference which
controls images, erotic ways of looking and spectacle’ Mulvey (1975:1). She
claims that the camera angles, editing, narrative and dialogue all coheres the
audience to view the film with male spectatorship. She states that there a two
ways in which you can gain pleasure through cinema, one being Scopophilia, a
term created by Freud, which is the pleasure of looking, Freud also ‘associated
schopophilia with taking other people as objects, subjecting them to a
controlling and curious gaze.’ Mulvey (1975:3), this is applied to Mulvey’s
‘Male Gaze’ theory as she points out how women are objectified within cinema
and are used for the object of male desire. Mulvey claims that the cinema
surroundings, the dark atmosphere and the characters unaware they’re being
watched, forces the audience to take on this way of viewing, almost like a
‘peeping-tom’. The second way is a voyeuristic gaze, which in Freud’s Oedipus complex,
can be a fetish in which the child can replace the mother’s desire for.
Mulvey
explains how cinema is made by man, for man, and how female roles are there as
an erotic object for the male characters and an erotic object for the male
audience (Mulvey 1975:6). With this concept she states that every film is
viewed with the male gaze and how this is unavoidable as the female characters
are mirroring societies ideologies of women.
‘The
image of woman as (passive) raw material for the (active) gaze of a man takes
the argument a step further into the structure of representation, adding a
further layer demanded by ideology of the patriarchal order as it is worked out
in its favourite cinematic form – illusionistic narrative film.’ Mulvey
(1975:11)
The
‘Male Gaze’ theory is well acknowledged as useful film analysis, with examples
in cinema, media and art. But the question of whether this could change would
be difficult if Mulvey was right when she said everything was made by man, for
man. De Lauretis said that through Women’s Cinema, the male gaze is no longer
forced upon the spectator.
‘When
I look at the movies, film theorists try to tell me that the gaze is male, the camera
eye is masculine, and so my look is also not of a woman’s. But I don’t believe
them anymore, because now I think I know what it is to look at a film as a
woman’ de Lauretis (1987:113)
Women’s
cinema is films by women, made for women, or dealing women or all of these
combined, de Lauretis says that with these elements, the notion of the ‘Male
Gaze’ is no longer present. Although, these are examples of film, which are not
designed for the male viewer, these films are rarer than the popular Hollywood
Cinema. With Martha Lauzen’s research into the ‘Celluloid ceiling’ (2005)
bringing the problems within the Hollywood Film Industry to attention, as
women’s chances to advance within the industry are much harder than it is for a
man (Chaudhuri 2006:6), meaning that women’s cinema and the absence of the
‘Male Gaze’ will still only be the ‘other’ to Hollywood’s male spectatorship
films.
The concept of ‘otherness’ is also used a lot within
feminist theories, relating it to how women are the ‘other’ to the man. There
are a lot of examples of this within film, by analysing the camera angles,
shots, narrative and genres you can see how these patriarchal ideologies show
through. Although the concept of 'otherness' was first developed within
philosophy in 1807 (Hegel, G), it has been adapted over time by numerous
theorists. It was only in 1949, Simone de Beauvoir related this to the way in
which men treat women in her book, The Second Sex.
'Otherness' is how the majority within patriarchal societies label minorities; this can be within different cultures, societies and gender.
'Otherness' is how the majority within patriarchal societies label minorities; this can be within different cultures, societies and gender.
'Woman is the other of man, animal is the other of
human, stranger is the other of native, abnormality the other of norm,
deviation the other of law-abiding, illness the other of health, insanity the
other of reason, lay public the other of the expert, foreigner the other of
state subject, enemy the other of friend' (Bauman 1991: 8).
Edward Said wrote Orientalism in 1978, on how the East represent the West as 'other', portraying the cultures using stereotypes, creating a false image for others to believe in, this is what he called Orientalism.
‘No one today is purely one thing. Labels like Indian, or woman, or Muslim, or American are not more than starting-points, which if followed into actual experience for only a moment are quickly left behind. Imperialism consolidated the mixture of cultures and identities on a global scale. But its worst and most paradoxical gift was to allow people to believe that they were only, mainly, exclusively, white, or Black, or Western, or Oriental. Yet just as human beings make their own history, they also make their cultures and ethnic identities. No one can deny the persisting continuities of long traditions, sustained habitations, national languages, and cultural geographies, but there seems no reason except fear and prejudice to keep insisting on their separation and distinctiveness, as if that was all human life was about. Survival in fact is about the connections between things; in Eliot’s phrase, reality cannot be deprived of the “other echoes [that] inhabit the garden.” It is more rewarding - and more difficult - to think concretely and sympathetically, contrapuntally, about others than only about “us.” But this also means not trying to rule others, not trying to classify them or put them in hierarchies, above all, not constantly reiterating how “our” culture or country is number one (or not number one, for that matter).’
― Edward W. Said, Culture and Imperialism
Simone de Beauvoir on the other hand, uses the concept of 'otherness' to demonstrate how patriarchal society (men) categorise women.
'Thus humanity is male and man defines woman not in herself but as relative to him; she is not regarded as an autonomous being… She is defined and differentiated with reference to man and not he with reference to her; she is the incidental, the inessential as opposed to the essential. He is the Subject, he is the Absolute – she is the Other.’ De Beauvoir (1949:8)
Beauvoir's concept of the 'other' with regards to feminism, is now widely used within feminist film theory, using it as a way to analyse how images and social conventions relate to gender inequality.
Edward Said wrote Orientalism in 1978, on how the East represent the West as 'other', portraying the cultures using stereotypes, creating a false image for others to believe in, this is what he called Orientalism.
‘No one today is purely one thing. Labels like Indian, or woman, or Muslim, or American are not more than starting-points, which if followed into actual experience for only a moment are quickly left behind. Imperialism consolidated the mixture of cultures and identities on a global scale. But its worst and most paradoxical gift was to allow people to believe that they were only, mainly, exclusively, white, or Black, or Western, or Oriental. Yet just as human beings make their own history, they also make their cultures and ethnic identities. No one can deny the persisting continuities of long traditions, sustained habitations, national languages, and cultural geographies, but there seems no reason except fear and prejudice to keep insisting on their separation and distinctiveness, as if that was all human life was about. Survival in fact is about the connections between things; in Eliot’s phrase, reality cannot be deprived of the “other echoes [that] inhabit the garden.” It is more rewarding - and more difficult - to think concretely and sympathetically, contrapuntally, about others than only about “us.” But this also means not trying to rule others, not trying to classify them or put them in hierarchies, above all, not constantly reiterating how “our” culture or country is number one (or not number one, for that matter).’
― Edward W. Said, Culture and Imperialism
Simone de Beauvoir on the other hand, uses the concept of 'otherness' to demonstrate how patriarchal society (men) categorise women.
'Thus humanity is male and man defines woman not in herself but as relative to him; she is not regarded as an autonomous being… She is defined and differentiated with reference to man and not he with reference to her; she is the incidental, the inessential as opposed to the essential. He is the Subject, he is the Absolute – she is the Other.’ De Beauvoir (1949:8)
Beauvoir's concept of the 'other' with regards to feminism, is now widely used within feminist film theory, using it as a way to analyse how images and social conventions relate to gender inequality.
Semiotics is
another tool used by feminist theorists to analyse film. Semitics is almost
like another language, used to interperate hidden meanings. Semiotics (semiology)
was first started in the work of Ferdinand de Saussure, where he stated that
there are hidden signs within text that isn’t its usual meaning, but an
alternative meaning, which derives from social behaviours. Using semiotics can
show how ideologies are shown within films by semiotic signs. For instance,
traditional ideologies of women are commonly represented within a lot of films,
with female characters playing a housewife, being maternal or emotional, these
are only a few example of the ideologies of women that patriarchal society
enforce upon us, condemning women to an oppressed existence.
Chaudhuri
writes how Althusser’s idea of the ‘Ideological State Apparatus’, which is the
media, schools, family and law courts all promote representations of gender,
which are taken in and accepted by society (2006:67). This is how we don’t
question the representation of genders within media and film for example, as
these establishments drive this in to us from a young age.
Ronald Barthes’
theory on ‘myth’ is also important when looking at ideologies, as the two go
hand-in-hand, it is through history and culture that we create myths. For
instance, the colour red is seen to be a symbol of many things, but if we
choose ‘love’ as an example, it has no real connection to love at all, other
than it being the colour of roses, which we also use as a signifier of love,
but it is only through history and culture that we have made this connection, through
the act of giving this object as a way to show affection. But it is these ways
of finding the small, possible connections between things that we can start to
analyse text or image.
‘Myth divests
the sign ‘woman’ of it’s denotative meaning (a human being or person with the
potential for bearing children) and replaces it with connotative meanings, such
as ‘woman as other’, ‘the eternal feminine’, or ‘object of male desire’, which
give the air of being woman’s ‘natural’ characteristics when in fact they have
been constructed through patriarchal discourse’ Creed (1987:300)
A number of
feminist film theorists acknowledge the importance of semiotics as a tool of
analysis within films, using it as a way to find hidden connotations,
ideologies and uses of myths within the narrative, camera angles and dialogue.
Claire Johnston, driven from the works of Louis Althusser and Roland Barthes,
applies their concepts of semiology and applies it to feminist analysis of
films. She discovers that ‘signs’ show myths of ‘woman’, created by patriarchy,
reflecting societies sexist views on women.
‘Iconography as
a specific kind of sign or cluster of signs based on certain conventions within
the Hollywood genres has been partly responsible for the stereotyping of women
within the commercial cinema in general, but the fact that there is a far greater
differentiation of men’s roles than of women’s roles in the history of the
cinema relates to sexist ideology itself, and the basic opposition which places
man inside history, and woman as ahistoric and eternal.’ Johnston in Kaplan
(2000:23)
I think the changes that i made since the previous tutorial has really improved the chapter as a whole, it now clearly defines the issues brought to light within second wave feminism, and how the theorists used these issues within their work. I also think these outlined issues will come in useful within my next chapters as i can relate analysis back to the issues.
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