Monday, 27 April 2015

Representation of age in Oculus (2013)


  • The girl is between the ages of 12 and 14
  • She is playing a game with war connotations when she should be helping her family move in. This represents her as childish, irresponsible and naive. She also shows traditionally masculine behaviours.
  • She is dressed in practical, plain clothing which suggests she isn't bothered by appearances and that she prioritises comfort over fashion. This is reflected in her hairstyle which is a no fuss ponytail
  • She is presented as physically strong due to the war iconography which contrasts the audiences expectations of a young girl
  • The boy is between the ages of 9 and 12
  • He is also playing the game with his sister however this is more suitable for his age range and suggests that he is masculine in his behaviours.
  • He is dressed in plain, practical clothing which is suitable for his environment, presenting him as sensible, which subverts the common representation of pre-teen boys being hasty and irresponsibly.
  • The audience is lead to believe that he is physically strong due to the war iconography as well as intelligent as he has been clever enough to not get "killed"
  • When threatened, the older girl protects her younger brother. This conforms to common representations of older children being physically and mentally stronger than their younger siblings and acting protectively however it subverts the representations of males being protective of females
  • The girls clothes are dark coloured and of a feminine style, suggesting that she is trying to be mature and responsible, a behaviour commonly associated with teenagers who wish to be viewed as assertive and confident,

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