Lara Croft Go Flashcards
Lara Croft is an iconic game and cultural figure linked to
- Female lead characters in games
- Redefining gender in gaming
- Bringing sex appeal to gaming
How are women represented in gaming? How does this possibly stop them from gaming?
- Often represented as objects of sexual desire that men would describe as perfect
- This possibly stops women from gaming as they see these overly sexualised figures that represent them, and eventually decide that the game is not for them
Women also see that being a sex symbol isn’t compatible with being a powerful female icon
How is Lara Croft a stereotypically female role in gaming?
- Object of sexual desire, body features exaggerated in older versions of games
- Wearing little clothing designed for a male audience
- Acquires all features men would describe as perfect
How does Lara Croft subvert a stereotypical female role in gaming?
- She is an action hero, traditionally a male stereotype in gaming
- She is an empowered female heroine who is ready to take on whatever comes her way, rare in the gaming industry at the time
How did Sony appeal to both males and females?
By creating an attractive sexualised body with the ability to act out scenarios and activities previously only available to the male body
Is Lara Croft masculinised? Explain why.
Yes, Lara is able to go into a male game space, dungeons, tombs, jungles, as no female character has done before
Define turn-based strategy
Where gameplay revolves around reaching goals under uncertain conditions, with the player controlling the pacing of the game
What are the conventions of a turn-based puzzle game?
- Controllable avatar
- Levers to control moving elements
- Enemies/ obstacles
- Different surfaces or levels
- Wide viewing angle position
- Restricted avatar movement
How is Good vs Evil represented in Lara Croft Go?
Good is portrayed through the character of Lara, and evil through:
1. The Queen of Venom - chases Lara
2. Salamanders - mimic Lara’s movements
3. Spiders
4. Snakes
Why are these animals used to portray evil?
The media perceives them as dangerous, scary animals
This is created through their constant representation of being unapproachable in different media forms (intertexuality)
What is the place and time represented Lara explored throughout the game?
She explores the ruins of an ancient civilization in the Amazon Jungle while going through an adventure
There is no specific timescale, but is modern-day in Lara’s weaponry
How is intertexuality shown in Lara Croft Go?
- Indiana Jones movie
- Original Tomb Raider games
- Tomb Raider movie
- Retro puzzle game “Secret of Monkey Island”
This shows that Lara Croft Go has a pre-sold audience
What are the traditional action adventure elements in the game?
Lara being able to move, shoot, and avoiding hazards
What are the turn-based elements in the game? How are they suited to mobile gaming?
- By-passing enemies and unlocking paths in order - suits the “short timespan” people sometimes commit to mobile gaming
- Involves collecting items that unlock special powers and tools and enemies Lara must overcome - aren’t as many different enemies and collectibles as memory size and immediate recognition is key for mobile gaming
Describe the features that fall under the visual style of the game and why they are used
- Use of isometric view - adds 3D mechanic to gameplay and puzzle solving which adds to the aspect of exploration
- Use of dark and light to focus on key action
- Use of colour - to differentiate between levels and intensity which adds to the mood
- Quality animation - background graphics are ‘blocky’, whereas key characters are well animated
Describe the features that fall under the visual style of the game and why they are used
- Use of isometric view - adds 3D mechanic to gameplay and puzzle solving which adds to the aspect of exploration
- Use of dark and light to focus on key action
- Use of colour - to differentiate between levels and intensity which adds to the mood
- Quality animation - background graphics are ‘blocky’, whereas key characters are well animated
How is sound used in the game and why?
Doesn’t overwhelm thee player with sound effects as it is a puzzle game
Use of atmospheric sounds that don’t distract the player from thinking
Describe the groups of people that play Lara Croft Go
- Those interested inn thee quality of innovative gameplay
- Those with brand loyalty based on the feminine empowerment displayed
- Those with brand loyalty based on the sexualisation of Lara
Describe the audience of Lara Croft Go by using demographics
Gender - males (who appreciate sexualisation), females (who appreciate female empowerment)
Ethnicity - white (personal identity by relating to Lara), worldwide
Age - 35+ (pre-sold audience who enjoy nostalgia), teenagers (who appreciate sexualisation)
Region - worldwide
Class - social grade D-E for teenage audience, B-C2 for 35+
Sexuality - heterosexual males
Psychometrics - explorers, strugglers, mainstreamers
Apply the uses and gratifications theory to Lara Croft Go
Entertainment - enjoying puzzle game aspect (explorers), enjoying nostalgia
Diversion - indulging in the narrative and forgetting about problems, believing they are Lara
Personal identity - females feeling empowered by Lara, adventurous people relating to her
Social interaction - discussing events in the game, recommending others to play
Education - learning about female empowerment in video games
Describe the advertising and marketing of Lara Croft Go in the 1990s-2000s
- Heavily sexualised, Lara wearing little clothing
- Use of magazines
- Aimed at teenage male audience
Describe the advertising and marketing of Lara Croft Go in 2015
- Serious interviews on social media
- Screenshots on app store, google play etc.
- Competitions on Youtube to stress mobile nature of the game
- Less sexualised
State the positive impacts of gaming
- Problem solving and logic
- Hand-eye coordination, other skills
- Quick thinking and decision making
- Mapping and memory
- Perseverance
- Responding to challenges and frustrations
- Simulation, real world skills
- Teamwork and cooperation with others
State the negative impacts of gaming
- May harm the brain
- Can make people violent
- Socially isolates people
- Addictive
- Can teach wrong values
- Bad effects on health
- Less time to invest in enriching activities
- Can make people less empathetic