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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
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Rock out Guitar Hero-style with Bratz June 24, 2006 - by Ian Bogost
Yes, I give you Bratz Groovin' Guitar Game, featuring both knock-off gameplay and these image-obsessed, consumer-frenzied slut-dolls. As manufacturer MGA Entertainment promises, you can "become a rock guitar goddess and play along with the Bratz™! The totally-hot TV graphics tell you when to play!" Like many Bratz products (seriously, you may not want to click that link), the game serves as both a revenue generator and a link in a complex and massive chain of intellectual property. However, retailers do seem to be taking it upon themselves to exoticize the game's capabilities. Consider the following, from the product description at Wal-Mart.com:
The BRATZ are really rocking to the beat. Be a rock star in the comfort of your own home! Just plug in to your television, choose your mode and pretend you're on the stage! The game detects your finger movements on the guitar so you can interact with the character on the screen!
I particulary like how the marketing rhetoric reframes "you push buttons" into "the game detects your finger movements." Amazing, the guitar actually knows the location of my fingers (thanks to buttons, on which they might be depressed). I'm also thankful that Wal-Mart reminds me to pretend I'm on stage. I guess we've sapped all the brain matter out of our preadolescent girls through branded products, so perhaps the instructions are necessary. Interestingly, the Target version of the guitar is considerably different. Based on the Bratz Rock Angels line, the guitar is red in color and the box comes emblazoned with the promise of a "Rock Angelz World Tour" instead of a lavendar "Groovin' Guitar." I always did think Target was sassier than Wal-Mart, didn't you? Cynicism aside, this product does demonstrate the mass-market appeal of Guitar Hero... the game is still sometimes complex for the very young, and more importantly kids don't recognize most, if any of the songs. Now your young lass can rock out to Bratz favorites like "Looking Good" and "Who I Am" may provide a more "appropriate" preteen performance fantasy than axe-grinding to Black Sabbath. When you're done with Groovin' Guitar, don't miss Bratz Dance Mat 2, a plug-and-play DDR-style pad. And you can enjoy even more marketing manipulation (har) with Bratz Twister. (And even more incidentally, is anyone else disturbed by the incredible detail on the Bratz Wikipedia entry? Don't miss the description of MGA's dispute with Mattel over the trademark for the name "Kianna." -- What world is this I'm living in?) Comment from Jeremy Douglass on June 26, 2006
Ian, are you familiar with web cartoonist Howard Sherman's theory about Bratz? He guesses that they appeal because they represent our sensory homuncili - and thus our subjective physical experience of life. The explanation is a bit too simple, but the core idea (that cartoon exaggeration is a rhetoric of participation / a metaphor for agency or experience of the world) has some interesting implications for games. As icons, the "Botox-lipped fashionistas" might represent ideas about beauty or lessons about consumer behavior than Barbie, but as avatars they also might represent a stance towards agency or interactivity (big eyes, big feet, big hands). ...or they might just be sexualized Kewpie dolls. Comment from basicelectronic ltd on September 12, 2006
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