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Tétel Korlátozottan hozzáférhető Girl Power versus The Male GazeUszkai, Patrik; Kalmár, György; DE--Bölcsészettudományi KarIn my thesis I will mainly focus on female action hero movies, and how well the heroines are constructed in these movies, from a number of different aspects. These include aspects such as how empowering they are for women, how they relate to the male gaze and how seriousness and the fun element appears in these movies. I will mainly look at Kill Bill V1 and V2(Quentin Tarantino, 2003), but also analyse it along with similar movies from the 2000’s such as Catwoman(Pitof, 2004) and Charlies Angles(McG, 2003), while also comparing them to more older movies such as the Alien and Terminator 2. In this paper, I will mainly argue that while the heroines of Alien and Terminator 2 cross-dresses as males to be action heroes, the heroines of the 2000’ embrace their femininity and slender figures as female heroes, with much greater focus on empowering other women – at the cost of greater vulnerability and exposure to the male gaze.Tétel Szabadon hozzáférhető Where’s My Playboy Bunny Outfit?Uszkai, Patrik; Orosz Réti , Zsófia; DE--Bölcsészettudományi KarGames – online, offline, paid, and free in worlds of fantasy lands and cities filled with human bodies have been analysed to examine and gather the most prominent trends in bodily representation. For this purpose, the very core of the body had to be defined, how we see them, and how are they represented in a medium that gains inspiration from films yet also draws on a very different toolkit. While movies proved to be a good starting point, video game bodies differ on many levels from human bodies that appear on screen. In addition, not only bodies complicate the matter, but the medium as well: the core element that we are in control of one body inside game world, different camera views appear as we play and encounter cutscenes, and the added element that these bodies are not just there for solely aesthetic or story purposes, but for gameplay further complicate how we view them. That being said, the dominant trend that can be identified within single-player games is one of rigid, hypersexual bodies, carefully constructed within an idealised realism, infused further with other gendered roles. In case of online games, the same hypersexual tendencies can be observed, taken even further, and removing even that thin layer of humanness to maximise profit and player satisfaction in visual pleasure provided by bodies and commodity fetishism.