OUR JOURNEY


GRADUATE PROJECT
JANUARY - FEBRUARY 2022 (5WKS)



OVERVIEW


This project is on institutionalised sexism found in mainstream videogames such as Mario, Legend of Zelda, and Residential Evil. Through a series on ‘Tropes Vs. Women’ narrated by Anita Sarkeesian in Feminine Frequency, I was able to learn, recognise and still appreciate videogames. I created this installation to inform families how these are reinforcing and maintaining harmful gendered stereotypes and we should learn to break this vicious circle. The installation uses suspended dialogue to add context and dividing curtains to give caution as well as challenge the parents to proceed. In each scene, they depict the overused and exploited plot by the game industry with the damaging stereotypes on both genders which transfers into today’s society.


REASERCH & DEV

Research

Ideation

Development
Learning Blender

Directions I took

What research I included




IDEATION, RESEARCH & STORYBOARDING





1ST DEVELOPMENT - BLENDER



2ND DEVELOPMENT - BLENDER



THE SCENES






HOW RESEARCH WOULD BE DISPLAYED - RESEARCH WOULD BE COMPILED AND SIMILFIED INTO DIGESTIABLE SIZE INFORMATION ALONGSIDE RHETORIAL QUESTIONS FOR THE VIEWER TO LEAVE WITH AND ENCOURAGE OPENING THE DISCUSSION WITH THEMSELVES OR THEIR PEOPLE





EXHIBITION CONCEPT


HOW IT WOULD LOOK

IDEA 1 - BIGGER DISPLAY = FEELING OVERWHELMED, SELF APPLICATION IN MAINSTREAM GAMES (EACH ‘SCENE’) & ENCOURAGES SELF-EXPLORATION AROUND DISPLAY



IDEA 2 - ‘GAMER VIEW’/ OBSERVER - IMPLICATION THAT THESE PLOT DEVICES APPLY INSIDE AND OUTSIDE THE EXHIBITION BY SIMULATING BYSTANDER OBSERVER WHICH IS QUITE COMMON WHEN WITNESSING MISJUSTICE