Stuart Hall’s 1973 academic work ‘Encoding/Decoding’ focuses and
distinguishes three models that are applied to understanding how people read
and interpret texts such as Television and Video Games. This Blog will define
and discuss Hall’s three readings, these being the dominant-hegemonic
reading/preferred reading, the negotiated reading and the oppositional reading.
Throughout I will relate each reading to Gender representation in the Video
Game ‘Super Mario Brothers’.
The first reading defined by Hall is the dominant-hegemonic
reading/preferred reading. Hall (1973, p. 59) states “When the viewer takes the
connoted meaning from, say, a television newscast or current affairs programme
full and straight, and decodes the message in terms of the reference code in
which it has been encoded, we might say that the viewer is operating inside the dominate code.” In reference to video games
this means that the player openly accepts or believes the message or
representation of characters the video game is portraying. An example of this
reading in reference to ‘Super Mario Brothers’ is the Princess Toadstool (the
only female character) who is reliant on a male to rescue her. This view is
reflective of the dominant society of the time so it isn’t challenged and seems
normal as it is prevalent in our lives, or the idea is prevalent in our lives.
(This is not my view and is starting to change but at the time this game was in
production this view was evident and is reflected in the game).
The second reading by Hall is the Negotiated reading. Hall
(1973, p. 60) comments “Decoding within the negotiated
version contains a mixture of adaptive and oppositional elements: it
acknowledges the legitimacy of the hegemonic definitions to make the grand
significations (abstract), while, at a more restricted, situational (situated)
level, it makes its own ground rules – it operates with exceptions to the
rule.” In relation to Super Mario Brothers this can be seen at the time of its
creation/publication that the views of society are reflected in the gender
representation of the characters. The player knows that the representation
reflects societal views yet don’t necessarily conform and take it on board.
Just because the Princess requires Mario and Luigi to rescue her doesn’t mean
that the player has to conform to this view of gender representation, the
player can rather understand why there is this gender representation.
The third and final reading by Hall is the Oppositional reading.
Hall (1973, p. 61) presents “it is possible for a viewer perfectly to
understand both the literal and the connotative inflection given by a discourse
but to decode the message in a globally contrary way. He/she detotalizes the
message in the preferred code in order to retotalize the message within some
alternative framework of reference.” This reading is the view the player
ignores or disagrees what is being represented. In relation to Super Mario
Brothers the oppositional view and the one I agree with is that women aren’t
objects, there is no need for a women to rely on men to be rescued or saved.
Reference List:
-Hall,
S 1973, ‘Encoding/Decoding’, in S Hall, D Hobson, A Lowe and P Willis (eds), Culture, Media, Language, Hutchinson,
London, pp. 51-61.
-Picture: <http://victorflynnfletcher.deviantart.com/art/Super-Mario-Bros-Logo-Fanmade-349545223>

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