Wednesday, 25 September 2013

The Hollywoodisation of Video Games

Hollywoodisation is 'the metaphor developed of America sharing its culture with the rest of the world' (Wasser, 1995). This has become prominent in cinema globally, but does it occur in other forms of media?

I am going to argue that Hollywoodisation has become more prevalent, or even epitomised, in videogames.

For this blog I will be drawing examples from a number of video games that I believe are related to Hollywoodisation.

Let us start from the beginning. Donkey Kong Arcade introduced the 'convention that spectacle be subsumed to the demands of the narrative' (Klein, 2004 p 366) to video games way back in 1981. The action of avoiding barrelsfire and death pits made sense within the narrative of climbing up a construction site to punch a monkey.



More recently the Kingdom Hearts series 'has first-rate cinematography, exquisite costumes and settings, internationally known stars, and even special effects' (Klein, 2004, p 375), all elements that are used when describing Hollywood films. The costumes that look amazing in the games would look silly in the context of a film. The settings of the game would cost too much money to be reasonable in making a film. It has voice actors such as Haley Joel Osment and Mandy Moore in the game. None of the game is filmed, the whole game is special effects. The first Kingdom Hearts game came out in 2002 and it had 'Hollywood production values, a tight story and smart script' (Wu cited in Klein, 2004 p 376) and more. This is only one example of a video game being more Hollywood than Hollywood but there are many more examples I could draw from.



Movies will always have their entertainment value and for the foreseeable future will appeal to a mass audience, but there is no entertainment more engaging than immersing yourself in a cinematic game. I don't believe movies should be based on video games (Super Mario BrosTomb Raider) as movies are, quite frankly, an inferior product. Video games can build from film, they are not set by the same constraints as films (runtime, actors). Video games can be above 'the Hollywood standard: stronger scripts, better acting, improved mise-en-scene, and advanced sound and image technology' (Klein, 2004 p 374).

I love movies, don't get me wrong, but if I was asked what were my favourite cinematic experiences none of my answers would be from a film. I'm interested in hearing your thoughts on Hollywoodisation and video games, let me know what you think in the comments.




References

Klein, Christina 2004, ‘Martial arts and globalisation of US and Asian film industries’, Comparative America Studies, vol. 2, no. 3, pp. 360-384.

NINTENDO 1981, Donkey Kong, Arcade, Japan:Nintendo 

SQUARE 2002, Kingdom Hearts, DVD Playstation 2, Japan:Square.

Wasser, F 1995, ‘Is Hollywood America? The Trans-nationalization of the American Film Industry’ Critical Studies in Mass Communication, Vol. 12, pp.423-437.




Also, I'm not sure if I have any dedicated followers on here, but if you exist, thank you for taking the time to read my blogs. Sadly, this will be the last blog I will be posting here. If you want to read more from me check out my other blog Culture Burst where I will try and post something new every week or check out my YouTube channel where I will start posting some more quality content soon. And follow me on Twitter



Monday, 23 September 2013

The Spectacular Specular Economy

Like, Comment, Subscribe, Upvote, Thumb, Retweet, Share. This is the currency used in the Specular Economy.

But what is the Specular Economy?

'A two-way projection on to the screen and the circulation of an interation with those images and texts into the wider world.(...) a specular economy whose foundations are derived from the much longer tradition of celebrity culture and whose repercussions relate to an emerging comfortability with a society of surveillance,' (Marshall, 2010 p 498.)

Sites such as YouTube and Reddit utilise the notion that people want to be known by strangers. With the globalisation of media it is entirely possible that anyone can be a celebrity.



I wish I was beyond fishing for Internet Celebritification.

I am going to give a story of how I was robbed of some sweet, sweet Specular currency.

Recently, I was driving with my girlfriend. We drove past this little possum chilling in the gutter. My girlfriend got out of the car to shoo it off the road and the little guy climber up her leg and onto her shoulder. I was laughing, safe in the loving coccoon of the car, taking photos. We ended up getting the possum to get into a tree. I took some decent shots and proceeded to upload them to Reddit. It was a modest post, it got a little bit of attention, I got 216 Internet points for it.



But if you google the title of my post you will see it on 9gag, DailyFailCenter, LolShelf and a couple of others. The thing that annoys me most though, is the 9gag watermark on most of the pictures. And also the huge success it has had on other sites, with my title. How can this girl be everyone's girlfriend?

But alas, t'is the nature of the specular economy 'The images are not just for our own personal consumption and they are not just conveyed images' (Marshall, 2010 p 500). So if people want to steal my intellectual property I can't be too annoyed. I put it on the Internet to begin with.

At least KarmaDecay exists and tells the world that it was originally my photo.


References

Marshall, P.D 2010, ‘The Specular Economy’, Society, vol. 47, no. 6, pp. 498-502



Monday, 16 September 2013

The Sexism in Donkey Kong and Super Mario

You have to listen to this song while reading this blog.




Inspiration for this blog post comes from a video by Feminist Frequency. The video "Damsel in Distress - Tropes vs Women in Video Games" explain how women are portrayed as objects in video games from a feminist point of view. I am going to refute her points, despite it being covered many times before.

Anita Sarkeesian used the original Donkey Kong Arcade game as an example, she went somewhat into depth on the spin-off series 'Super Mario' but she missed many important aspects of both series.


I will be using Stuart Hall's reading strategies to help organise my refutes to the claim that video games are sexist towards women. Hall's three reading strategies are the 'preferred reading', the 'negotiated reading' and the 'oppositional reading' (Hall 1973). These reading strategies can be used singularly or be used together.

I am going to be discussing Stuart Hall's three reading strategies in regards to gender firstly in the Donkey Kong Country series and then the Super Mario series.


In the original game all of DK's (Leader of the bunch) bananas are stolen by King K.Rool, the baddest evil lizard king in Donkey Kong Country. This spurs DK to leave his tree house and quest to get his bananas back and get revenge. The series of games follows the same formula but with each game the main protagonist of the game is rotated. In DKC2 the game follows Diddy Kong and his girlfriend Dixie Kong chasing after King K.Rool to rescue Donkey Kong. The third game has Dixie as the main protagonist working with Kiddie Kong to rescue Donkey Kong (he's the first member of the DK Crew) and Diddy Kong from King K.Rool.



My negotiated reading is that the Donkey Kong Country games are completely devoid of any sexism. There is no female damsel in distress throughout the series. The games even subvert this by having the original main protagonists become dudes in distress in later games. Dixie is introduced as Diddy Kong's girlfriend and by her second game she is the main protagonist. Even in the second game she was more useful than Diddy Kong, she could hover. In a game where the biggest threat is falling to a grisly death a few seconds extended air time really helps immensely. Donkey Kong has a girlfriend as well, instead of getting captured by Bowsers and Ganons she runs her own business. Sure she is pretty for a monkey, but so is DK and a pretty monkey like him should not feel sexist for having an attractive monkey partner.

An oppositional reading, or the Anita Sarkeesian reading, is that this game does not exist. Despite using the original Donkey Kong Arcade game as an example of the Damsel in Distress 'trope' and the Mario games that spiraled from it, Sarkeesian never mentioned the DKC franchise. The reason for this is that it opposes her belief that games are sexist towards women. 


Anita Sarkeesian used Princess Peach as one of her main examples of sexism in video games. Her view was that Peach has only been playable in two games. Those two games were Super Mario Bros 2 and Super Princess Peach. She does acknowledge that she is playable in other games, but they don't count because reasons. 

In SMB2, Princess Peach outshines the three other playable characters (Mario, Luigi & Mushroom Head) for the same reason Dixie does in DKC, she can float. 

In Super Princess Peach, Peach admittedly gets by on her mood-swings. She burns people with her rage and drowns people with her tears and she switches between rage and sadness within a second. Sarkeesis may have a point that this is an unfair depiction of a woman. Though, to keep in line with Hall's method of reading I will justify it.


See the picture above? Notice those Heart-shaped hearts in the top right? That is her health bar. How many times has Mario had a health bar in a sidescrolling platformer? Notice the size of Peach? She is huge and she did not have to eat any mushrooms. She has four available super powers to use at her will. If you could control her in other Mario platformers the game would have no challenge, this girl is a beast. Sarkeesian mentioned two instances in this game that made it disempowering towards women. I mentioned seven instances that empower women and I haven't played the game since it came out.


I mentioned earlier that Sarkeesian said that Peach was only playable in two games. I should specify that Sarkeesian only meant sidescrolling games in the main series and not in any of the spin-offs. Even though Super Princess Peach is a spin-off and Super Mario Bros 2's plot happened in a dream.

I would argue that the spinoffs do count. I can see how Sarkeesian would not mention them as it is an example of gender equality, something Sarkeesis is fighting for. Peach is playable in most of the Mario Sports titles (too many to list here), a capable fighter in Super Smash Bros Melee & Brawl, a swashbuckling adventurer in the platformer Yoshi Island DS and the platformer/RPG Super Paper Mario, a party member in Super Mario RPG, a staple in the widely successful Mario Kart & Party series and she is about to be a playable character in the upcoming game Super Mario 3D World.





By being playable in all those games I believe she is undermining her role as a princess. She has the most important job in the Mushroom Kingdom, she does not have time to be out jumping on platforms, she needs to be governing her kingdom. By putting her life in peril she is putting the needs of her own over the needs of her kingdom. If anything this should be considered harmful to women as it shows that a successful woman in a position of authority was selected only on her position of birth and gender, not of her qualifications for the job. Maybe if she started to spend more time getting her people to build anti-Bowser cannons instead of them getting captured all the time Peach would have more time to govern instead of getting kidnapped. 

Realistically Peach should have paid some Toads to go rescue Mario and Luigi in Super Princess Peach instead of risking her kingdom. I can understand that she may feel bad about constantly being rescued by Mario and she may want to return the favour but it really is just bad leadership.

If I were going to make a Princess Peach game it would be an RTS. Peach would play the tactician and defend her kingdom from enemies seen throughout the Super Mario games. It makes too much sense to not make it. It is empowering women. It shows her being a princess without neglecting her duties and the men saving her are doing it under her command not because they didn't have any sinks to fix. 

Source

The Super Mario series can just as easily be read as sexist towards men as it can sexist towards women. In the main series of games it is shown that every man is dastardly and evil, whereas women are a symbol of peace and hope. Bowser is bad because he kidnaps royalty and kills Mario and Luigi with fireballs, hammers and simply by touching them. Everyone seen in the Mushroom Kingdom is a soldier enlisted by Bowser and they too can kill with a touch. Mario and Luigi say they are plumbers but they have been on princess saving duty since the 80s. They are definitely the two most highly trained soldiers in Peach's army and they have gotten so used to the constant bloodshed that now they smile while they are stomping the enemy.


None of the enemies are depicted as female. There is a female Goomba shown in one game and she was a protagonist. There is Birdo, the dinosaur boss with a bow in Super Mario Bros 2 but she was born a male. Birdo has figured out the only way to survive in this horrific dystopia is to pretend to be a woman. Throughout the series men are shown to be nothing but vile soldiers, with a single track mind, risking life and limb to save the most important person in the Mushroom Kingdom. The main protagonist in the series die from being touched by an enemy, thus showing how powerless a man is. The best way to survive in the game is through going after typically femenine items such as flowers, jewellery and costumes. This enforces that the feminine way is superior to the masculine way. 

I could go on, it's fun. This is what Hall was communicating, texts can be manipulated through critical thinking to suit any agenda one may have. Anita Sarkeesis used examples that supported her cause but was not open to discuss any examples she may have missed that opposed her cause. I do not believe that there are a bunch of faceless men building these games trying to oppress any gender. They try to make a game that sells and they will stick to safe stories and mechanics that have worked before. 

If you believe I have been unfair in my examples or have overlooked something, please let me know in the comments and I will discuss this further with you.

References

Hall, S. 1973, Encoding and Decoding in the Television Discourse. Birmingham [England: Centre for Cultural Studies, University of Birmingham, 1973. 507-17


Raessens, J 2005, ‘Computer games as participatory media culture’, Handbook of computer game studies 2005, MIT Press, Cambridge, Mass, pp. 373-388

Bibliography


RARE, 1994, Donkey Kong Country, Super Nintendo Cartridge, Super Nintendo Entertainment System, USA:Nintendo

RARE, 1995, Donkey Kong Country 2: Diddy's Kong Quest, Super Nintendo Cartridge, Super Nintendo Entertainment System, USA:Nintendo

RARE, 1996, Donkey Kong Country 3: Dixie Kong's Double Trouble!, Super Nintendo Cartridge, Super Nintendo Entertainment System, USA:Nintendo


Sarkeesian, A 2012, 'Damsels in Distress: Tropes Vs Women Part One', Feminist Frequency, <
http://www.youtube.com/watch?v=X6p5AZp7r_Q&feature=c4-overview-vl&list=PLn4ob_5_ttEaA_vc8F3fjzE62esf9yP61>

Sarkeesian, A 2013, 'Damsels in Distress: Tropes Vs Women Part Two', Feminist Frequency,<http://www.youtube.com/watch?v=toa_vH6xGqs&list=PLn4ob_5_ttEaA_vc8F3fjzE62esf9yP61>

Sarkeesian, A 2013, 'Damsels in Distress: Tropes Vs Women Part Three', Feminist Frequency,<http://www.youtube.com/watch?v=LjImnqH_KwM&list=PLn4ob_5_ttEaA_vc8F3fjzE62esf9yP61>



Tuesday, 10 September 2013

A Blog on Blogs

Hi there BlogFans. Today I am going to take you on an adventure to a dimension you may not know about. That's correct! You are following me into the Blogosphere!

The Blogosphere (http://securetechusa.com/)

By now you probably know what a blog is. It is a virtual place online where people will pretend to be more important than they are and give their ideas on a topic that other people have already done. I know this because I am a blogger. You know this because you are reading my blog.

I blog because I want to be a Prof3ssio4l Wr1t3r one day but a quick search shows that as of October 2011 there were roughly 18.7 million blog writers. This is insane, surely I, a special snowflake, don't have the same dreams and aspirations of 18.7 million other people. That's nearly an Australia's worth of people.

We will have to delve into the Blogosphere to find out who else is blogging.

The Web-log-o-sphere (or Blogosphere for short) is made up of blogs linking to other blogs linking to news articles with all the linking back and forth between news sites and blogs around the world it creates the blogosphere (Poell, 2009 p 244).

New media scholars believe that the Internet extends the public sphere (Hurgen in Poell, 2009 p 239) and through extension of the public sphere it increases public debate (Poell, 2009 p 241).

So to put it elegantly, some people are offering their sides of an argument and comparing it with other blogger's arguments. Whether this be over political ideals, complaining about work or the problems with the latest X-Men movie, blogs are definitely invoking a discussion.

Some other bloggers use blogs as a platform to start their career as a journalist. Though bloggers may not have the ethical training afforded to paid journalists (Benjamin 2011  p 280).

So there you have it, the Blogosphere is made up workers, writers, "journos" and people with political agendas. 18 million of them in March. I'm too scared to see the current statistics of the sea of people I have to contend with.


References

Benjamin in Noor Al-Deen, H; Hendricks, J 2011, Social Media : Usage and Impact, e-book, accessed 10 September 2013, <http://deakin.eblib.com.au.ezproxy-f.deakin.edu.au/patron/FullRecord.aspx?p=795614>.


Poell in van den Boomen, M; Lammes, S; Lehmann, A; Raessens, J; Schäfer, M 2009, Digital Material : Tracing New Media in Everyday Life and Technology, e-book, accessed 10 September 2013, <http://deakin.eblib.com.au.ezproxy-f.deakin.edu.au/patron/FullRecord.aspx?p=474227>.




Thursday, 29 August 2013

Internettal Prosumerism

Are humans prosumers? With the first fast food chains introduced in the 1950's consumers had to start contributing to the production of their restaurant experience (Ritzer, 2010 p18). The introduction of Web 2.0, the widespread sharing of user-generated content, made the prosumer more central (Ritzer, 2010 p14).
It can be said that people were prosumers by nature, hunting dragons and trolls and then consuming them for meat and materials to make weapons out of (citation needed) but the industrial age separated prosumers into producers and consumers (Ritzer, 2010 p14).

But this blog isn't about people in general, it is about me. 

How am I a prosumer?

Well, I'm glad you asked. Take a seat.

What do you see? Is it a blog? I produced that.
If you read the first paragraph you will notice that I got some information from a journal. I didn't produce the journal, but I ate the knowledge out of it and regurgitated it into something I produced. If I am consuming one thing and applying it to something else that makes me a prosumer. 

Something I do in my spare time (never) is upload Let's Play videos to YouTube with a buddy of mine. 



Like, Comment & Subscribe

We consume videogames, but because we film it, commentate and upload it to YouTube we become prosumers. 

By responding to a text, in this case a videogame, we are providing feedback and information about the game that may contribute to a consumer's purchase of the game. A viewer of a YouTube show can contribute to the channel by commenting on it or even by liking it. More importantly, just by viewing a video you are promoting it. You don't even need an account, by watching the video you are saved as some statistics, including the amount of times you viewed the video and how long you held retention watching the video. If 100 people watched an entire video the 'Retention' statistic will increase and YouTube will advertise your video more. 

It is actually scary. I know how many people have viewed this blog. You can leave this page now; I will already know that someone has been here. By viewing this blog you have been an active prosumer, so thank you and prosume some more by leaving your thoughts in the comments below.


References

Jurgenson, N & Ritzer, G 2010, 'Production, Consumption, Prosumption: The nature of capitalism in the age of the digital 'prosumer'', Journal of Consumer Culture, Vol. 10, Issue 1, pp. 13-36.


Sunday, 18 August 2013

Everything is Free

Piracy - The act of being smart enough to not buy things that are available for free.

Copyright Violation - Getting caught pirating.

There will always be a reason to pirate. In Australia television shows aired months to a year after they premiered in America. What was new to us was old to them. In a globalised culture it was paramount for the world to see the same content at the same time so that it could be discussed on forums.

Australia wised up eventually and started airing shows shortly after the American release, but not instantaneous.

Welcome to the World of Today!

As soon as a television show is released in America it can either be streamed or torrented hours after being shown.

This means when Breaking Bad is aired in America, everyone around the world can discuss and speculate simultaneously.

Stolen from Imgur - http://imgur.com/M1TQX

Is watching a television show for free worse than cooking and distributing crystal meth?

According to the Motion Picture Association of America's famous movie trailer, if you steal a movie you might as well steal a car. Except to download a car it would be devastating to one's bandwidth.

If I could pay for a service to watch television shows as they are released and it was reasonably priced I would pay for it. In fact, Norway's rate of piracy has decreased by 80% since 2008 due to convenient legal alternatives. Source.

Image stolen from - http://www.digitaltrends.com/mobile/piracy-drops-dramatically-in-norway/

Whereas piracy is the use of information you do not own, copyright is the infringement of intellectual property to profit.

In layman's terms piracy is what a consumer will take from a producer and copyright infringement is what a producer will take from another producer.
When a musician uses a clip from a song he can be forced to give payments to the original artist. A song cannot be used in a movie if it has not been authorised by the copyright owner otherwise the producers of the movie can get sued.

In conclusion, keep pirating. Even if you don't have to. It isn't about stealing information, it is about sending a message. Through us being radical pirates we are making the world a better place for future generations. But don't violate copyright laws, you might get caught.



Sources

 Martin, B, Moore, C and Salter, C. 2010, ‘Sharing music files: tactics of a challenge to the industry’, First Monday, vol. 15, no. 12, [available: http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2986/2680].

http://www.digitaltrends.com/mobile/piracy-drops-dramatically-in-norway/

http://en.wikipedia.org/wiki/Streaming_media

 http://en.wikipedia.org/wiki/Torrent_file

http://en.wikipedia.org/wiki/Breaking_bad



Monday, 5 August 2013

The Superheroes of Globalisation

I believe when people say they are into pop culture, they really mean they are into cartoons and comic books. Every body loves video games and movies. It is fine to say you love video games and movies. Despite 'The Avengers' making more money than exists in the world reading comics is still a social taboo. 

Today's lesson will focus on how comic books have affected me since my youth, and how manga has fixed me since then.

When I was younger I loved Superheroes like Spider-Man, Batman and Superman. Like every other stupid kid and smart adult. What appealed to me was the amount of power they had and what they did with it.




Superman had every power. If I had the choice I would still choose to have Superman's powerset. He is a god among men, and also among the other gods that reside in his universe. But he never spent any time honing his powers, he was Earth's best defence against space monsters and he was wasting time writing Feature articles for The Daily Planet.

As a young bloke this taught me that you will overcome any weakness as long as you try a little bit.

There is a major flaw in that logic, a flaw that is rectified by the Japanese.

The popular culture of the West ... have been increasingly flowing about the world - Hatchten & Scotton 2002 (p4)

Without the digitisation of the world I would lose interest in finding comics. They are too hard to get in Australia without the Internet. But without digitisation, I would never have been introduced to the popular culture of the East. 

Hatchten & Scotton said 'It is argued that many millions more people than ever before now have access to news and information (p4).' I disagree that it is even an argument. There are Scanlators (Scanners and Translators combined) that get hold of manga, scanlate(?) and upload it to the Internet before it is even available for retail in Japan. And millions of people read it on a service that was not available 20 years ago. Also there are millions of people who weren't even born 20 years ago, so there really is no argument.

As I started getting more into the Japanese culture I noticed a trend. The characters actually train and hone their skills.




Courtesy of qbatmanp on deviantArt

Dragon Ball's Goku is the Japanese analog to America's Superman. Both were sent to Earth as infants and both gained the powers beyond Gods. Superman became the strongest being of his race by being exposed to the sun. Goku became the strongest being of his race by being trained by the strongest martial artists on Earth, the God of Earth, the God of the East Quadrant of the Universe, the God of all the Quadrants, and the God that the other God's thought were a myth because he was too strong to believe existed.

Now I am not saying I want to go get super powers and fight crime (I do) I am saying that the culmination of these cultures (Hatchen & Scotton p4 again) has shown me that talent should be honed and practised until you are the best version of you that you can be.

To check out some cool manga try Madman Entertainment 







Sources:


Dragon Ball Z Wikipedia 2013, accessed August <http://dragonball.wikia.com/wiki/Dragon_Ball_Z>


Hatchen,WA& Scotton, JF 2002, The world newsprism:global media in an era of
terrorism, 6th edn, low a State Press, Am es, pp. 3-14.




Monday, 29 July 2013

The Internet is for Porn

Porn. The first wonder of the modern world. The desecration of people for other people's enjoyment. Is it also the Viagra that fuels Globalization so furiously?  Through the early adoption of VHS, invigorating streaming services and creating demand for higher bandwidth Porn has changed how we access information for the last 40 years.

Without porn, information sharing tools would not be as wide-spread as they are today. Porn has had a gaping impact on sharing information globally.

Rantanen suggests that as globalization progresses people will interact less physically and more virtually (Rantanen pg 10, 2005). It is in the nature also of porn that people actually interact more with themselves as they would with other people.

As watching movies became more prevalent in the home with VHS it is safe to say that with the ease of access to information people are spending more time at home watching porn than ever before. The masses of sweaty-palmed males are reaching the same climax individually.

When I asked a 'family member' how informational flows have affected their porn habits he said "it can be accessed from any device and you can find anything you can possibly imagine." Now despite Uncle Jimmy's limited imagination, he does raise some valid points. With the magic of globalisation it is entirely possible that the person sitting across from you on the train is watching the Kraken have his way with Wonder Woman.

Based on the past of pornography and the parallels of globalisation is it possible that by looking at where porn is heading we can also see where we, as a globe, are going?
One of the consequences of globalization thus seems to be a mass-experience monological quasi-interaction - Rantanen 2005
Globalization has indeed made people less social in the physical aspect, but at least we still interact online and we still try to fulfill our sex drives with another person. But what will happen when the porn industry doesn't need the Internet? When the benefit of porn is not the benefit of man? When every great mind is wasted with their SexBot? When there is nothing to gain from more interactive porn will mankind's technological progress get stuck in stasis?


Source - Rantanen, T. (2005) The Media and Globalization, Sage, London, pp. 1-18

Monday, 22 July 2013

An Introduction, A Lifestyle

Welcome to everyone who is viewing this. Whether it be as a scholar, a student or a friend. This blog is designed with the purpose of giving thoughts and updates on Globalisation and how it reflects in the media.

My name is Kris, I have a diploma in Media and Communication and I am currently studying in a Bachelor of Professional & Creative Writing.

I read a lot of books, I play a lot of games and I watch a lot of television.

I have a Youtube Channel that currently is just me and my friends playing videogames. As I learn more and obtain more time I plan on adding reviews and other content to my channel.

Also if you like this blog you should ping over to my other one : Culture Burst where I blog about pop culture.

I hope I have introduced myself proper and I hope you leave feedback and comments on every blog I post here.

Thank you and have a nice day yo.