Kim K and Lara Croft Flashcards

1
Q

comsumerist culture

A

theory that individuals who consume goods and services in large quantities will be better off
- essentially, people NEED things

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2
Q

cultural significance of KK hollywood

A

it epitomises society’s current interest in fame and celebrity

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3
Q

overview of KK Hollywood

A
  • objective is to go from a Z-list to an A-list celebrity (develop fame)
  • play alongside famous celebs: kendall jenner, the queen others
  • focuses on looks and who you’re seen with (modern perception of celebs)
  • reflection of Kim K as she has approves almost every aspect: her personality, life choices, wardrobe admirations. feel like you’re in her inner circle.
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4
Q

how does KKH reflect society’s idea on celebrities?

A

being a celebrity is about appearances: what you look like, who you’re seen with, where you’re seen, what you’re wearing

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5
Q

What does KKH say about Kims values?

A

Believes looks, beauty, and recognition are the key values in life

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6
Q

use of locations in KKH

A
  • e.g., cape town, the hamptons, dubai, san francisco
  • trendy, hip, famous places that are expensive to live in
  • associated with wealth
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7
Q

TA of KKH

A
  • 10 to 15 y/os, female, middle class, white
  • aspirers and mainstreamers
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8
Q

how to ensure ppl play KKH on the weekends

A

Special events: temporary goal arcs available only during the weekends
- earn extra earning and rewards
- can unlock exclusive rewards and kustomise items

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9
Q

how is masculinity and feminity presented in KKH

A

M: alpha male, chilsed, gym bod
F: beautiful, fashionistas, all want to be celebrities, look focused, flirtatious

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10
Q

How KKH made money:

A
  • was a freemium game
  • buy upgrades for customising character
  • certain missions or scenarios can only be played by buying them
  • many tasks require energy, can pay for extra
  • advertisement
  • watch adds to get bonus items
  • some of the retailors you shop in have paid the company to be included to raise their profile (sponsorships)
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11
Q

How has online, social and participatory media aided KKH

A
  • sucess as a celebrity brand on media, exemplified by:
  • 360m+ followers on IG
  • 1.7b+ net worth
  • beauty products she has sucessfullly marketed
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12
Q

How has online, social and participatory media aided brands?

A
  • trends in advertising spending: digital advertising accounts for half the total spending in the UK, 1/3 is on social media platforms
  • however, few brands rely exclusively on OSP media, instead exploit cross media exposure and marketing
  • high capacity for audiences and consumers to interact with brands
  • critical: stereotyping, negative representation, bias, fake news, lack of transparency
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13
Q

Lara croft overview

A
  • character from a franchise called tomb raider
  • looks for treasure in tombs
  • hero, badass
  • sexualised and objectified
  • thought of as a sex symbol
  • made by men for men
  • influenced by indiana jones
  • action and adventure
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14
Q

Difference between older and newer 2018 LC

A
  • less sexualised and less stereotyped
  • less curvy
  • no more short shorts
  • wearing a ponytail instead of a bob cut
  • more dirty (better graphics)
  • more hands on weapons
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15
Q

how can LCG be played

A

Can be bought on steam and played on: iOS, Android, Windows, Playstation 4, Linux

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16
Q

aim of LCG

A
  • LC explores the ruins of a ancient civilizaiton in the Amazon Jungle while fighting menacing enemies, overcoming dangerous obstables and traps, and ultimately uncovering the myth of the Queen of Venom
  • series of puzzles
17
Q

how does the mise-en-scene of LCG add to the drama

A

Setting is an abandoned, underground cave that consists of broken stone slabs => uncovering a mystery, hidden a long time ago, adventurey

18
Q

Male gaze

A

how men see women or how society expects women to look and behave; concentrated with sexuality and emotions or on relationships with their children/romantic partners

19
Q

intertexuality of LCG

A

indiana jones, retro puzzle games, tomb raider movie, original tomb raider games

20
Q

how does KKH and LLC provide diversion/escapsism? (U & G)

A
  • described as escapist fantasies
  • absorb players in alternative relality
  • can identify and control a persona in the form of an avatar
  • immersive gamplay + strong narrative = release from stresses, tensions and demands of everyday life
  • cerebral pleasures of problem solving
  • vicarious pleasure of identitifying with LC as she overcomes obstaclse and defeats adversaries
  • vicarious pleasure in developing a celebrity persona
21
Q

Messages and values in KKH and LCG with the potential to cause concern

A
  • elements of imperialist and colonialist assumptions, implicit western cultural superiority (LCG)
  • gender stereotyping (mainly KKH)
  • encrouagement of specific criteria for sucess: fame, celebrity, stars (KKH)
  • reinforcement of consumerist values (KKH)
  • focus on superficial appearance rather than inner self (KKH)
  • in app purchases (Both)
  • encouragement of individual and simple solutions to problem, often using force, agression or duplicity (both)
  • competition with others prioritised over cooperation or collaberation (both)
  • focus on action rather than qualities such as compassion, caring, empathy (both)
22
Q

messages and values which are positive or beneficial in KKH and LCG

A
  • self sufficiency / self reliance (LCG)
  • gender equality (LCG, could argue for KKH)
  • ambition to succeed (KKH)
  • good behaviour is rewarded (KKH)
  • independence (Both)
  • pleasure of gameplay; imaginative engagement with narrative (both)
  • opporturnity for escapism balances more stressful aspects of life; provides vicarious pleasures (both)
23
Q

underlying messages and values in LCG

A
  • hollywood could be seen as reinforcing white, male dominated, western value systems
  • could argue that the degree to which video games cause concern depends on extent on the age, social loccaiton and cultural background of the player
24
Q

conventions of turn-based puzzle game

A
  • controllable hero
  • marked track
  • levers to control moving elements
  • enemies/obstacles
  • different planes/levels
  • moveable platforms
25
Q

How does KKH and LLC provide education? (U & G)

A
  • access to the wider prescence of LC as an extensive game and film franchise and KK as a multimedia celebrity operation
  • infomraiton gathering and building of sub-cultural capital => provide points of access and supply of material
  • build a game knowledge of strategy and tactics, rewards are supplemented by in-app purchases
26
Q

How does KKH and LLC provide social interaction? (U & G)

A
  • In KKH, players can link online with other gamers to dicuss the game and their tactics
  • KKH gameplay is based on interactions between the avatar and other game characters (mostly disguised IRL celebs) which bring its own cathartic reward, can progress the game
  • LCG, limited for game interaction, other characters are of the ‘kill or be killed’ catergory
27
Q

How does KKH and LLC provide identity? (U & G)

A
  • Both provide role models
  • provide positive and negative character attributes, thus reinforcing player’s learning of good and evil, right and wrong
  • KKH highlights physical appearance and puruit of fame
  • LCG rewards bravery and problem solving skills