OSP - Lara Croft GO Flashcards

1
Q

The visual representation of Lara Croft has changed since 1996. Why?

A

Technology - advancement
Socio-cultural determinants
ethical values and politics of the media

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2
Q

What does she do? – narrative (Todorov’s narrative structure and Barthes action & enigma codes)

A

Lara Croft GO is a turn based puzzle (enigma codes) - adventure (action codes) set in a long-forgotten world. The game explores the ruins of an ancient civilization, discovering well-kept secrets and archaeologist Lara Croft faces deadly challenges as the player uncovers the myth of the Queen of Venom. The equilibrium is established as the game starts; the disequilibrium will be the challenges that each level of the game reveals; the new equilibrium is the resolution = the game is completed.

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3
Q

Propp’s Character Types + Stereotypes

A

Lara Croft shows the tougher, resilient side in females that goes against old stereotypes as women are generally supposed to be the softer, more loving characters.

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4
Q

Male Gaze Theory - Laura Mulvey

A

Despite being a female lead character in an action/adventure game, the representation of Lara Croft reinforces the gender stereotype established by Mulvey’s Male Gaze. The minimal clothing and sexualised representation of her body allows the male audience to gain satisfaction.

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5
Q

Representations - why is she important?

A

Males usually play the lead, both in shows and games. Lara Croft is an inspiring figure for all females, and she also shows men that women can be just as good.

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6
Q

Why aren’t women interested in video games? - Male dominated

A

The main character is usually male, if the main character is a woman it’s usually an overly sexualised representation. Lara Croft has been made masculine and is able to take on masculine scenarios like no other female character before. She has a hyper feminized body but is able to use it in a very masculine way, this way she appeals to both gender audiences.

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7
Q

Why aren’t women interested in video games? - Over sexualization of female characters (Mulvey’s male gaze)

A

Lara Croft was originally designed for male pleasure. Females may get tired of being hyposexualised and therefore reduce their time in gaming. They also may not be able to relate as much and this will reduce their interest.

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8
Q

Positives of Lara Croft GO - casual

A

Mobile gaming, can play wherever you are. They are also simpler and are more appealing.

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9
Q

Positives of Lara Croft GO - growing female presence

A

With a female lead, girls around the world would be interested in the game as they can relate in an ordinary way. This means that the audience will grow.

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10
Q

Positives of Lara Croft GO - gender stereotyping

A

Gender stereotypes are defeated in Lara Croft as the character doesn’t fit the usual feminine criteria, but instead, has a very masculine attempt to things.

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11
Q

How does Lara Croft conform to traditional representations of women and yet also subvert this stereotype?

A
conform: 
"To some people Lara was a sex symbol and was this beautiful woman who was positioned as a pinup character in the advertising," she says.
- body type
- hyper sexualised
- purely for male pleasure
- objectified

Subvert:
“But she was also inspirational on so many levels and had a fairly fleshed out character and a very interesting one, and inspirational in terms of her independence and quick wit.”
- strong
- lead

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12
Q

In fact, early data from parent company Eidos suggested that 40% of the early players were female. Context

A

“The initial attraction to the game was feeling represented,” she says.

“It was really cool to see this beautiful woman who was so powerful and in control.”

“I know so many women who talked about wanting to be an archaeologist or wanting to go into these other fields because Lara inspired them.”

Ms Marie says there was a “perfect storm” when Lara popped up into public consciousness.

“She was a female protagonist and there weren’t many,” she says.

“It was also really at the time where Girl Power was starting to gain movement because of the Spice Girls.”

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13
Q

Stats

A

“I think we had budgeted 100,000 units… and we ended up selling 7.5 million units of the first Tomb Raider. Lara Croft became arguably as iconic as James Bond did in films.”

Lara may be less prominent in mainstream media now, but the 2013 reboot was the best-selling game in the history of the franchise, and a new film is set to come out in 2018.

Now, 20 years on, Tomb Raider has evolved and the Lara Croft character is noticeably less sexualised - the hotpants have gone and her breasts have shrunk.

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14
Q

Lara Croft Films

A

Angelina Jolie starred in two blockbuster Hollywood adaptations - Lara Croft: Tomb Raider (2001) and the sequel Lara Croft: Tomb Raider - The Cradle of Life (2003).

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15
Q

Apply narrative theory to the gameplay (Todorov + Campbell)

A

The gameplay follows a narrative, and the audience easily catches on. The balance of both victory and disappointment provides the scale of equilibrium. Campbell’s monomyth theory also relates to the game as the narrative is very linear.

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16
Q

Nostalgia

A

Older audiences may still play newer versions of the game due to nostalgia.

17
Q

Who is the target audience for Lara Croft Go?

A

Those interested in the quality of the innovative gameplay, those with brand loyalty based on the feminine empowerment displayed, those with brand loyalty based on the sexualisation of Lara (especially if they played older Croft games when at a formative age).

18
Q

U&G in Lara Croft GO

A

The need to be informed and educated about the world in which we live. The need to identify personally with characters and situations in order to learn more about themselves. The need to be entertained. The need to use the media as a talking point for personal relationships.

19
Q

What pleasures and uses does playing Lara Croft Go offer?

A

Lara Croft Go offers the pleasure of victory, entertainment, and enjoyment of Lara’s character. There are set-backs like death and obstacles, which keeps the game interesting.

20
Q

Positives associated with gaming

A

stimulates the brain
releases endorphins
relieves stress
develops problem solving skills

21
Q

Negatives associated with gaming

A
addiction
less motivation 
poor mental health
increased health risk
social disconnection 
bad grades
22
Q

PEGI (Pan European Game Information)

A

Pan European Game Information is a European video game content rating system established to help European consumers make informed decisions when buying video games or apps through the use of age recommendations and content descriptors. This exists so games would reach the appropriate audience, and no one would have a bad experience with gaming. This wouldn’t have been necessary in the 1980s/1990s as the video game industry was minimal, and people would mainly buy things based off of recommendations.

23
Q

Masculinity and femininity in Lara Croft

A

masculinity: action, fighting
femininity: body type

24
Q

‘Gender representation in video games is fair and balanced.’ How far do you agree with this view?

A
  • over sexualisation
  • male dominance
  • ‘damsel in distress’
  • female-leads sell fewer copies
  • men are said to be more violent
25
Q

Scopophilia

A

Literally, the love of looking. The term refers to the predominantly male gaze of Hollywood cinema, which enjoys objectifying women into mere objects to be looked at (rather than subjects with their own voice and subjectivity).

26
Q

Stuart Hall - reception theory in Lara Croft

A

Preferred: feminist icon, brave, strong, agile, intelligent, dominant female, indestructible, athletic, slim, not afraid, female heroin character, positive role model

Oppositional: unrealistic body shape, compared to barbie, unattainable figure, beauty standards