Videogames case study 1: Lara Croft Go

 


1) Who is Lara Croft and when did she first appear in a videogame?

- lara croft is a charater inspired by the actress Angelina Jolie and tomb raider series.

2) What classic films influenced the creation of Lara Croft and the Tomb Raider games?


3) How has Lara Croft and Tomb Raider moved beyond just being a videogame?

a
 reboot of the franchise, and its sequel, reinstated Lara Croft as the first lady of gaming once more. And for the new film version 
4) What devices can you play Lara Croft Go on?
-mobile and tablet

5) What type of game is Lara Croft Go?
turn-based puzzle video game

6) How does Lara Croft Go use narrative (storyline) to make the game enjoyable for the audience?


7) What iconography can be found in Lara Croft Go? How does this help communicate the genre of the game?


8) What other characters or enemies feature in the game?

  • Amanda Evert. The primary villain of Tomb Raider: Legend, Amanda was an old friend and archaeology partner to Lara Croft.
  • Doppelgänger.
  • Jacqueline Natla. 
  • James Rutland. 
  • Larson. 
  • Marco Bartoli. 
  • Mark Willard. 
  • Pierre Dupont.
9) What is the setting for Lara Croft Go? How does this compare to previous Lara Croft or Tomb Raider games?



Representation


1) How are women usually represented in videogames?
- women have mainly seen to be sexualized in video games

2) How does the character of Lara Croft reinforce female stereotypes in the media?

- Lara croft is a female character who is sexualised, which is something very stereoypically seen in the media.
3) How does the character of Lara Croft subvert female stereotypes in the media?
- She is the main  female character and she asserts dominance which is very different because normally a male character would play this role in videogames.

4) Why do some people believe the videogames industry is sexist and needs to change?
- women in the videogame industry are overly sexualised and are seen as a pleasure for the male target audience. Many oppoaitional readers disagree with this as videogames shouldn't be seen this way.

5) Do you think Lara Croft is an empowering feminist icon or just another objectified woman designed to appeal to male gamers?
- I think she is an empowering feminist icon, as normally seen, in videogames females arae represented enough as the main character or icon, so it subverts that stereotype.



Industries


1) What does PEGI stand for?

-Pan European Game Information

2) What is PEGI's job?
-PEGI helps parents to make informed decisions when buying video games

3) Which company created Lara Croft Go?
- square enix

4) What two popular videogame franchises were combined to create Lara Croft Go?

5) What else is part of the Lara Croft/Tomb Raider franchise?


Audience


1) Why might an audience enjoy playing Lara Croft Go?

2) Where and when might an audience play a game like Lara Croft Go? Think about the device it is played on and the times of the day someone might want to play the game.

3) How did Square Enix design Lara Croft to make it appealing to an audience?

4) Which of Blumler and Katz's Uses and Gratifications theory might apply to Lara Croft Go?

5) Who is the target audience for Lara Croft Go? How does brand loyalty contribute to this target audience?

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