Lara Croft Go CSP case study

 Language

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

Lara croft is a female fictional character and main character who first appeared in 1996 by Edios for playstation game Tomb Raider. 

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

    Both Lara croft and Tomb raider games were influenced by the Indiana Jones films.

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

Lara Croft has been featured in films (first one starring Angelina Jolie) and has been on magazine covers, there have also been advertising tie-ins, merchandise, comic books and spin offs featuring the character. Tomb Raider also evolved into films. 

4) What devices can you play Lara Croft Go on?

You can play Lara Croft Go on all mobile devices. (Mobile phone, tablets etc.) 

5) What type of game is Lara Croft Go?

Lara Croft Go is an action-adventure turn-based puzzle game.

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

Lara Croft Go uses narrative by exploring ruins of an ancient civilisation in the Amazon jungle while fighting dangerous enemies, dodging traps/obstacles. 

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

In Lara Croft Go there are iconography such as her weapons consisting of guns and spears connoting the genre of action/adventure. The creatures such as snakes/ spiders also connote the element of adventure in hot climates.

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

There are no other main characters other than Lara herself yet there are opponents that she comes across such as lizards, snakes, spiders and Queen Venom.

9) What is the setting for Lara Croft Go? How does this compare to previous Lara Croft or Tomb Raider games?

Lara Croft Go has a setting of jungles, tombs, ruins with aspects of ancient relics and civilisation. This is practically a copy of the previous lara croft games in order to create brand loyalty and nostalgia for previous lara croft gamers.

10) Read this BBC article on the history of Lara Croft and Tomb Raider. How has the character of Lara Croft evolved over the last 20 years?  

The character of Lara Croft has become less sexualised: her figure more realistic and her clothes are more practical for her activities. Rather than use her sexuality to attract users, they have instead relied on brand loyalty and female empowerment by Lara. 

Representation

1) How are women usually represented in videogames?

Usually, women are sexualised in video games to make them more appealing towards the male audience and associated with being seen as 'damsels in distress' which often need saving by the male protagonists. 

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

 Lara Croft reinforces female stereotypes such as being viewed as an object of sexual desire. Her body features were exaggerated in the early versions of the game and wore clothing which particularly wasn't suitable for her activities in order to please the male audience. She is constructed to be attractive as she acquires all the features some men would call 'ideal'.

3) How does the character of Lara Croft subvert female stereotypes in the media?

Lara Croft subverts female stereotypes as she is an action hero which traditionally is a male stereotype in gaming. She is presented as an empowered female heroine (which was rare in the gaming industry at the time) who acquires character traits that stereotypically only men have e.g strength. 

4) Why do some people believe the videogames industry is sexist and needs to change?

Some people believe the videogames industry is sexist as whenever there is a female protagonist, she is usually sexualised to appeal to men or else they won't play the game. Women are also represented as weak and inferior, in need of being saved by their male counterparts which is sexist and needs to change in order for the gaming industry to be enjoyed by both genders.

5) Do you think Lara Croft is an empowering feminist icon or just another objectified woman designed to appeal to male gamers?

I believe Lara Croft was intended to be an empowering feminist icon by giving her stereotypical male character traits and having her be an action hero yet in order to gain the male gamers they sexualised her character by giving her 'ideal' body features. However, i do still believe she is an empowering feminist icon as she was the first female videogame protagonist to have so much success. 

Industries

1) What does PEGI stand for?

Pan European Game Information 

2) What is PEGI's job?

PEGI is a video game content rating system established to help consumers make informed decisions when buying video games through the use of age recommendations. 

3) Which company created Lara Croft Go?

Square Enix created Lara Croft Go.

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

Hitman Go and Lara Croft: Tomb Raider

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

Indiana Jones

Audience

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

An audience might enjoy playing Lara Croft Go as the game creates a sense of diversion allowing them to escape their own lives and experience a thrill rushing life. There is also personal relationship involved with the character Lara Croft as fans of the previous Lara Croft games may long for a sense of nostalgia. 

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.

Since Lara Croft Go is a mobile device game, players would usually play anywhere when bored or on the go at anytime e.g on the bus.  

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

Square Enix designed Lara Croft Go by having similar features to Hitman Go which was a successful previous game of theirs as well as having similar features to previous Lara Croft & Tomb raider games again for the sense of nostalgia and familatrity. 

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

Diversion- The game allows you to escape from the real world and dive into a world of adventure, mystery, puzzles. 

Personal Relationship- Old Tomb Raider fans will feel a connection/ nostalgia with the character of Lara Croft Go. 

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

The game is targeted towards those with an interest in the quality of innovative game play, also those with brand loyalty with Hitman Go series.

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