Lara Croft Go Flashcards

1
Q

Lara Croft is an iconic game and cultural figure linked to

A
  1. Female lead characters in games
  2. Redefining gender in gaming
  3. Bringing sex appeal to gaming
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2
Q

How are women represented in gaming? How does this possibly stop them from gaming?

A
  1. Often represented as objects of sexual desire that men would describe as perfect
  2. 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
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3
Q

How is Lara Croft a stereotypically female role in gaming?

A
  1. Object of sexual desire, body features exaggerated in older versions of games
  2. Wearing little clothing designed for a male audience
  3. Acquires all features men would describe as perfect
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4
Q

How does Lara Croft subvert a stereotypical female role in gaming?

A
  1. She is an action hero, traditionally a male stereotype in gaming
  2. She is an empowered female heroine who is ready to take on whatever comes her way, rare in the gaming industry at the time
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5
Q

How did Sony appeal to both males and females?

A

By creating an attractive sexualised body with the ability to act out scenarios and activities previously only available to the male body

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6
Q

Is Lara Croft masculinised? Explain why.

A

Yes, Lara is able to go into a male game space, dungeons, tombs, jungles, as no female character has done before

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7
Q

Define turn-based strategy

A

Where gameplay revolves around reaching goals under uncertain conditions, with the player controlling the pacing of the game

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8
Q

What are the conventions of a turn-based puzzle game?

A
  1. Controllable avatar
  2. Levers to control moving elements
  3. Enemies/ obstacles
  4. Different surfaces or levels
  5. Wide viewing angle position
  6. Restricted avatar movement
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9
Q

How is Good vs Evil represented in Lara Croft Go?

A

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

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10
Q

Why are these animals used to portray evil?

A

The media perceives them as dangerous, scary animals
This is created through their constant representation of being unapproachable in different media forms (intertexuality)

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11
Q

What is the place and time represented Lara explored throughout the game?

A

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

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12
Q

How is intertexuality shown in Lara Croft Go?

A
  1. Indiana Jones movie
  2. Original Tomb Raider games
  3. Tomb Raider movie
  4. Retro puzzle game “Secret of Monkey Island”

This shows that Lara Croft Go has a pre-sold audience

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13
Q

What are the traditional action adventure elements in the game?

A

Lara being able to move, shoot, and avoiding hazards

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14
Q

What are the turn-based elements in the game? How are they suited to mobile gaming?

A
  1. By-passing enemies and unlocking paths in order - suits the “short timespan” people sometimes commit to mobile gaming
  2. 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
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15
Q

Describe the features that fall under the visual style of the game and why they are used

A
  1. Use of isometric view - adds 3D mechanic to gameplay and puzzle solving which adds to the aspect of exploration
  2. Use of dark and light to focus on key action
  3. Use of colour - to differentiate between levels and intensity which adds to the mood
  4. Quality animation - background graphics are ‘blocky’, whereas key characters are well animated
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15
Q

Describe the features that fall under the visual style of the game and why they are used

A
  1. Use of isometric view - adds 3D mechanic to gameplay and puzzle solving which adds to the aspect of exploration
  2. Use of dark and light to focus on key action
  3. Use of colour - to differentiate between levels and intensity which adds to the mood
  4. Quality animation - background graphics are ‘blocky’, whereas key characters are well animated
16
Q

How is sound used in the game and why?

A

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

17
Q

Describe the groups of people that play Lara Croft Go

A
  1. Those interested inn thee quality of innovative gameplay
  2. Those with brand loyalty based on the feminine empowerment displayed
  3. Those with brand loyalty based on the sexualisation of Lara
18
Q

Describe the audience of Lara Croft Go by using demographics

A

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

19
Q

Apply the uses and gratifications theory to Lara Croft Go

A

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

20
Q

Describe the advertising and marketing of Lara Croft Go in the 1990s-2000s

A
  1. Heavily sexualised, Lara wearing little clothing
  2. Use of magazines
  3. Aimed at teenage male audience
21
Q

Describe the advertising and marketing of Lara Croft Go in 2015

A
  1. Serious interviews on social media
  2. Screenshots on app store, google play etc.
  3. Competitions on Youtube to stress mobile nature of the game
  4. Less sexualised
22
Q

State the positive impacts of gaming

A
  1. Problem solving and logic
  2. Hand-eye coordination, other skills
  3. Quick thinking and decision making
  4. Mapping and memory
  5. Perseverance
  6. Responding to challenges and frustrations
  7. Simulation, real world skills
  8. Teamwork and cooperation with others
23
Q

State the negative impacts of gaming

A
  1. May harm the brain
  2. Can make people violent
  3. Socially isolates people
  4. Addictive
  5. Can teach wrong values
  6. Bad effects on health
  7. Less time to invest in enriching activities
  8. Can make people less empathetic
24
Do video games have an active or passive audience? (hypodermic needle theory)
Passive as video games may show certain values throughout gameplay. Without realising, the player may act on these values.
25
How can Gerbner's cultivation theory be applied to Lara Croft Go?
Lara is constantly presented as strong, powerful and dominant throughout the game The audience will eventually believe this about Lara and perhaps believe that women in general are powerful as well
26
Define media franchise
A collection of related media in which several works are produced from an original creative work of fiction (e.g. film, TV program, video game) E.g. Tomb Raider is a media franchise that sells film adaptations, comics, novels
27
Was Lara Croft Go a critical success?
Yes, it was well recieved by critics Metacritic rated it 84/100
28
Was Lara Croft Go a commercial success?
It had 11 million views initially and had been downloaded 280,000 times worldwide on iOS after a year at $5 However, this is much less successful income than console game figures A possible reason is how common 'free to play' games are on mobiles compared to consoles
29
State the advantages of multi-platform sales
1. Bigger audience 2. Generates social buzz 3. May create more income 4. Creates greater brand loyalty
30
State the disadvantages of multi-platform sales
1. More expensive 2. Only big studios can do it 3. Longer to develop 4. Not 'exclusive' 5. Only certain 'licenses' cam carry multi-platform
31
How are video games regulated?
By PEGI rating system so consumers are informed about the suitable age to play Lara Croft Go is rated 7+
32
Anaylse the narrative of Lara Croft Go
1. Lara is on a mission to discover an ancient secret 2. There are puzzles to solve in each level which are based on certain moves and attacks 3. Enemies are placed which have specific movement patterns 4. Obstacles such as saw blades and traps are to be avoided 5. Single-use items can be collected to dispatch enemies at a distance and aid Lara's journey
33
Define iconography
Symbols that portray a genree
34
Anaylse the iconography of Lara Croft Go
1. Follows the temple, jungle-theme laid down in previous Lara Croft games and movies 2. The landscape is forest 3. The enemies are sinister, scary creatures 4. The buildings are ancient 5. Lara wears her classic attire which is jungle-themed, as there is instant recognition for loyal Tomb Raider fans
35
Anaylse the characters of Lara Croft Go
1. Lara as heroine 2. Enemies are snakes, spiders, salamanders 3. Boss character as The Queen of Venom who is difficult to beat
36
Anaylse the setting of Lara Croft Go
1. The setting is rainforest 2. Interteuality with previous Tomb Raider outings and established iconography in the Indiana Jones franchise 3. These mysterious settings are a recurrent theme