Mulvey's
breakdown of cinema with consistant referance to Freud's breakthrough, but
often-irrelevant psychology regards the woman's symbolism in the film and where
she stands opposed to the man. In typical cinema where one would expect to find
the visual pleasure of voyeurism, that representation appears to be one of lust
and power from a certain perspective. 'Woman is often only to serve in a
patriarchal society as a signifier other, bound by a symbolic ordering which
man can live out his fantasies through linguistic command by imposing them on
the silent image of the woman, again and again represented to be second to him;
her place as the bearer of meaning, but not it's maker. '
Coward on
the other hand portrays a representation that is less vaguely tied to archaic
psychological ideas and more to more modern ideologies; that women's experience
of sexuality rarely strays far from those ideologies and feelings about their
self-image. This ties in well with the fact that the audience often is more
preoccupied and gives priority to the visual image and impact, rather than
other impressions. 'The camera has been observed in it’s use as an extension of
the male gaze, and men largely control the look; and the female's responsive
look can determine her own power'. This goes against Mulvey's suggestion that
women serve as signifiers of their male partners - 'attraction to imagesof
women's bodies is none other than an attraction to a sight which is in some way
reassuringly pleasurable.’
The two
viewpoints favour the role of male power and male gaze in cinema through the
audience's and camera's perspective, but Mulvey's use of psychoanalysis is far
too dated, regardless of the apparent pre-existing patterns of fascination
already at work within the essay. It would be hard to put these ideas into
context in games or animation and are best left to the areas of film, where
such ideologies are sought out and explored. However, some interesting points
are made when the focus is moved away from psychoanalysis, especially regarding
the relationship between Scottie and Judy in Alfred Hitchcock's 'Vertigo'.
Strict
control over sexuality is suggested to be a characteristic of
male-dominated societies. Marriage is said to secure the women's labour and
reproductive capacity to the advantage of men and that in some societies this
control is references to practices in 18th and 19th century China like foot-binding,
and ancient punishments for adultery, and how Western societies pride
themselves on their advanced morality; but points out that
individuals are supposed to be drawn to one another without having to take into
account property or political preferances.
Mulvey
goes on to suggest that 'men cannot bear the burden of sexual objectification,
according to principles of ruling ideology and the physical structures that can
back it up' - that man is reluctant to be seen as an exhibitionist - justified by
the fact the audience should be able to project themselves to the main male character; and become his own
on-screen surrogate doppelganger. This is true enough for games as well, though
perhaps not in the same context. The player needs to relate to the main
character, but for more reasons beyond sexual gratification, as there is far
more moral choice to be made, and the player must see all things from the
character's perspective.
No comments:
Post a Comment