Thursday 6 January 2022

Videogames case study 1: Lara Croft Go

 Create a blogpost called 'Lara Croft Go CSP case study' and complete all the following questions under the subheadings Language, Representation, Industries and Audience. 


Language

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

Lara croft is the main character of Tomb Raider. She first appeared in 19996

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

Indiana Jones

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


Merchandise

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

Mobile devices

5) What type of game is Lara Croft Go?

Puzzle game

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

It makes you progress through multiple puzzles and adventures

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

A jungle theme to portray adventure

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

Animals that appear in the backdrop

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

A jungle whereas other games may be in an ancient temple

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? 

She has been less sexualised and has become more of a representation for female protagonists


Representation


1) How are women usually represented in videogames?

As side characters, weak vulnerable people who need saving

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

Heavily sexualised with a tank top and high waisted shorts which is not typically ideal for an explorer

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

A female protagonist, and adventurer, a hero

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

Not enough women working in the industry

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


A mix of both


Industries


1) What does PEGI stand for?


Pan European Game Information

2) What is PEGI's job?

Give appropriate rating information on video games

3) Which company created Lara Croft Go?

Square enix

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

Tomb Raider and Hitman Go

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

Merchandise



Audience


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

Puzzle game to invoke curiosity and problem solving

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.

A mobile device when the person is bored like somewhere waiting for a train

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

Simple and smooth

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

Pleasure from solving puzzles

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

Fans of Hitman Go and Tomb Raider


Exam practice optional extension task:


“Videogames are increasingly played and enjoyed by a wider and more diverse audience." 

Does your study of Lara Croft Go support this view?

Write a detailed three-paragraph answer to this question using the information you have learned in this case study.


Grade 8/9 extension tasks


Language
1) Watch some Lara Croft Go gameplay online or, even better, play the game yourself. How is the game constructed to attract and maintain the engagement of an audience?

2) How is narrative, character, iconography and setting used to create intertextuality? (Links to other genres and media texts)

Representation
1) Read this NME feature on the history of the Lara Croft character. Do you agree that she is now a 'feminist icon' rather than a 'trapezoid-boobed pinup'? What do these terms mean?

2) Have later versions of the Tomb Raider/Lara Croft franchise featured a less-sexualised version of the character? Does this suggest society is changing in its attitude towards women?

Industries
1) Why do videogame producers prefer the self-regulation of PEGI to government regulation? Why is videogame regulation increasingly important in the 21st century?

2) Watch the full lecture embedded above: Distilling a franchise - the making of Lara Croft Go. How did the designers make conscious decisions based on previous franchises to create a successful game?

Audience
1) How has the marketing of Lara Croft/Tomb Raider franchise changed over the last 20 years and how might an audience respond to this? Think about reception theory - preferred and oppositional readings. 

2) Does Lara Croft Go target a female audience? Why do you think female gamers dominate the phone/tablet market?

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