Toru Iwatani was born January 25, 1955 in Meguro ward of Tokyo, Japan. He is known to be the creator of the world famous and most popular arcade game called Pack Man. When he was 22, in 1977, he joined the NAMCO LIMITED company- a computer software company in Tokyo who produces video games. At the time their focus was on projection based amusement rides and light gun shooting galleries. He is also completely self taught without any training or schooling in computers, visual arts or graphic design. When Iwatani first started working at NAMCO he thought that he would be working on the pinball machines and was fairly satisfied about it. So when they had him work on something else he was very disappointed at first. They had him work on video games in 1978 instead but he compromised with working on a game that was a pinball-inspired paddle game-Gee Bee. Later he designed Bomb Bee and Cutie Q in 1979 by modifying Gee Bee. Iwatani wanted to create a game that would interest women though and be somewhat comedic. He believed that there was too much violence in the games now and solely guys were the ones going to the arcade to play them. Here is what Iwatani said on the matter during an interview with Programming for Work; "There were no games that everyone could enjoy, and especially none for women"(Toru Iwatani). He wanted a lighter atmosphere …show more content…
When two of the slices were gone he saw the shape of the Pan-Man but Iwatani says that that is only half true. "In Japanese", he says, "the character for mouth (kuchi) is a square shape. It's not circular like the pizza, but I rounded it out"(Toru Iwatani). He also said that the pizza, as well as listening to women talk, helped aid the idea that food would be the best way to interest women to play his game and into the arcade. He called the game Puckman-after the word paku paku in Japanese which describes the motion of opening and closing the
During the Genpei War, a young women who name was Tomoe Gozen was a Japanese women Samurai. She was born in 1157 to 1247 and in Japanese standards. She died at the age of ninety-one years old. Tomoe Gozen was one of the few women Samurai legends. She fought alongside her husband, Minamoto no Yoshinaka, then against her cousin Taira. Tomoe Gozen was famous as a swordswomen, a skilled ride, and a superd archer. She was her husband, Minamoto, first captain. Tomoe Gozen at least took one person head off during the battle of Awazu in 1184. Late in the Genpei war was a conflict between two Samari clans, the Minamoto clan and the Taira clan. Both of the families wanted to control the Shogunate. At the end, the Minamoto clan won and then established the Kamakura Shogunate in 1192. After the war, some people say that Tomoe stayed in the fight and died. Others say she rode away and carrying a man’s head. Still others says she married Wada Yoshimori, then she became a nun.
prince kuhio or his real name Jonah Kūhiō Kalanianaʻole born on the island of kauai. Prince kuhio heir of kaumualii who was the last ruling ali'i of kauai.He was named after his grandfather kuhio kalaniana'ole.After his parents past away he became an orphan, later on he was adopted by king david kalakaua and his wife Queen kapi’olani who was his hanai mom and him being adopted by royalty he became a royal prince.After the overthrow rebellion was built to fight against the republic of hawaii.Since the rebellion wasn't strong enough to beat the republic troops and the police prince kuhio and everyone in the rebellion were captured and sent to prison.Kuhio was sentenced a year in prison and the rest of the people were executed.After he served
Toyotomi Hideyoshi a preeminent daimyo, warrior, and a samurai in the Sengoku period throughout Shogunate Japan. Hideyoshi was regarded and well known as Japan's second pronounced leader and unifier of Japan. A well-respected man in the Japanese army. Toyotomi Hideyoshi was born in 1536. He was part of stopping the civil war that ended that conflict in that era, in Shogunate Japan. Hideyoshi is remarkable for saving millions of lives and is remembered throughout history for his work in Japan.
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
The sun, that shines ever so brightly, wakes you from your deep slumber. It is noon. Exhilarating dreams of being a secret agent illuminates your mind, but cannot be expressed in the real world, so you close your window blinds. As you walk away from reality, a light bulb then appears above your head. You have an epiphany. You realize you can be the crime fighting, devious, secret agent you always wanted to be, but you must do one thing first—turn on the game console. You are now channeling yourself into a different world, where every fantasy you have ever had is considered normal. As you continue to dwell in your fantasy, you encounter a very submissive woman with enormous sized breasts, and other curvy features to match—features that then become expected in the real world. Although, there are others that disagree, this hypersexualization of female characters in video games is taking a toll on gamers, by portraying fantasy to be something real. Gamers are becoming more prone to objectifying, and expecting women in the real world to have unrealistic bodily features. Also, based on the negative connotation that these video games entail, females are discouraged to play such video games, because it leads to negative self-perceptions. Consequently, hypersexualizing female characters in video games should be discouraged because it teaches gamers to accept stereotypical views of women, desensitize them to interpersonal violence, and, worst of all, it causes female gamers to have negative self-perceptions.
“The test of a round character is whether it is capable of surprising in a convincing way. If it never surprises, it is flat. If it does not convince, it is a flat pretending to be round.” -E.M. Forster
In 1904, he received his bachelor's degree at the university of California. Soon he designed sewer pipes for the San Francisco sewer department. He became a cartoonist and sportswriter for the San Francisco Chronicle (1904-07), San Francisco Bulletin, and New York Evening Mail(1907-21). That is where made three long running comic strips. His comics impacted cartooning in the nineteen hundreds by creating difficult machines for simple tasks. Such as wiping your mouth or waking you up. These machines could involve thirteen or more components
Through its enthralling investigation of misogyny in the video game industry powered by male dominated culture, the documentary GTFO: Get the F&#% Out directed by Shannon Sun-Higginson calls attention to the harsh reality women face when gaming. It was particularly interesting to see how if we look at all the factors that have evoked this awful image regarding women we could have a better understanding as to why misogyny exists and what we can do to change it. I’ll specifically explore Sun-Higginson’s examination of the representation of women in video games in order to consider how their sexist portrayal elicits objectification, discrimination and aggression from men. First, I’ll discuss stereotyping in video games as well as examine how male
Takashi Murakami is an incredible, talented Japanese artist whose modern artwork has attracted even the biggest names in the industry for collaborations, such as Kanye West and Louis Vuitton. Although Murakami does not think of his artwork as Pop Art, his work does have a Pop Art feel to it. To people without the knowledge of history behind his work, they will think that his work is happy and colorful, but behind the bright colors and the happy caricatures, Murakami tells a story that was inspired by the struggles of discriminated people.
The success of Astro Boy led to the overnight development of an Anime industry filled with copycats, originals, and half way attempts that lead to what we see today. Famous names like Miyazaki, Otomo, and Rintaro all made their start in the industry that came from the humble beginnings as the gleam in the eye of a man named Tezuka.
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
Many video games portray women as objectified beings, purely used for sex appeal and to attract the larger male gamer population. We also see men idealised in a similar way as well – the males in video games are portrayed as muscly, brawny men. However, we rarely see a scantily clad man in a game, but there is a vast abundance of games which feature women wearing ‘sexy armour’, or a noticeable lack of substantial amount of clothing. This isn’t female-friendly as these games are made for men, causing women to feel alienated and uncomfortable.
Haruki Murakami was born on January 12, 1949 in Kyoto, Japan to an interesting time-period. It was just several years after the end of World War II, 1945, and the fall of the Imperial Japan and its capital, Kyoto (Anderson). The postwar events of the 20th century, including The American Occupation of Japan from 1945 to 1952 has influenced his works (Anderson). Murakami’s parents were teachers who taught the Japanese language and literature, so at an early age, he was immersed into this literary world. As an only child with strict parents, Murakami often felt alienated and this feeling in particular is reflected and can be seen in his writings (Anderson).
In conclusion, the video games that contain sexual themes becomes more graphically portrayed. And the video games that use Damsel and Distress plot reduce women to a state of victimhood. The way female characters’ dress in the videogame reinforced gender-role stereotypes. As most of those games show female character wearing revealing clothes, which reduce their identity to mere sex objects. However, developer put emphasis on the masculinity and physical power in male character. They way those games portray female and male character it reinforces gender-role stereotype. This can negatively affect the identity and the perception of the person playing those games,
Gaming has long been considered a male-dominated activity. There have been numerous scientific studies conducted to analyze the impact video games have on an individual and vice versa, however one of the most common discussions concerning the gaming community is sexism. With today’s growing audience and the popularity of smart phone gaming, it is a mystery as to why gaming has managed to keep its male-minded stereotypes. Most games reflect the sexist gender roles imposed upon gamers by society, however today’s response is a heated protest, some more dramatic than others. Most gamers are demanding more female protagonists, and developers are listening, but it’s a slow climb to equality in the world of pixels and fantasy. Let us discuss the surrounding influences of the video game community, some setbacks and remarkable breakthroughs in diversifying, and the ways gamers shape the games they play.