Video game playing has become an increasingly popular interest for many people. Every video game is unique in its own way and how it is shaped to the audience at hand. With all the video game playing, this gives rise to possible concerns as to how the media portrays such aspects in a game. One debate about video games that is an increasingly popular subject to talk about is how gender is portrayed in video games for both men and women. In many video games, women are shown as having a passive role, while men hold a more dominant role. In the video game Tomb Raider, Lara Croft is a character this is being talked about because she is the main character and is a female. Previous video games have created the media representation that females are …show more content…
stereotypically less important and portrayed as a negative player in the game. However, in Tomb Raider Lara Croft distinguishes different roles that strays away from the typical stereotypes such as woman holding little to no importance in a game, and they are visually are portrayed differently than males. The new portrayal Lara sets, is a new representation for female characters in video games, that allows the audience to shape their views for women in video games as being more positive and holding larger roles. Prior to Tomb Raider, many games have had females in them that show they hold little to no importance in the game.
These characters are most of the time submissive players, which are characters who do not possess qualities of authority and gives up his or her power to help them achieve their own goal. The media and prior research on this topic of a female submissive character is all based on how each person interprets it. Jeroen Jansz who is a professor of communication and media at Erasmus University and his colleague, Raynel Martis, wrote an article discussing the role that females hold in video games. In the article titled "The Lara Phenomenon: Powerful Female Characters in Video Games," they go on to explain, “People actively interpret what they have seen in the media and attribute specific meaning to [it]” (Jansz and Martis 142). In this instance many previous games, like Super Mario Bros, shows Princess Peach as a damsel in distress and constantly needs help. People then do not want to actively see females hold any other role in a video game except for a submissive one. However, Lara Croft has created a new representation that people can interpret females, in fact, can hold dominant roles in games. Lara is dominant in Tomb Raider and escapes the media representations that surround females in games, and sets the new meaning to how females are interpreted in …show more content…
games. Lara Croft is the protagonist throughout the game. With having not even played the game and looking solely based on the cover of the game, Lara is standing with a bow and arrow in her hand. She appears to be looking powerful and in charge, by holding a weapon in her hand and standing determined with a serious look on her face. Seeing a female on the cover of a video game holding a weapon seems to be unheard of until now. Martis and Jansz, conducted a study to research the portrayal gender has in video games and explained that “ the vast majority of [individuals] were males on the covers of video games” (Jansz and Martis 143). Out of the research conducted, none of the games analyzed concluded to have a female character on the cover and play a dominant role. As seen in Tomb Raider, Lara Croft actually is portrayed in a dominant role with being on the cover and also having a weapon and being very serious and having that determined look in her eyes. This gives the audience the sense that Lara is actually depicted as a strong and dominant female character, over all other characters in the game. This portrayal of Lara is straying away from what female characters appear to be in many games. To look further at other representations of females in video games, the 1996 Tomb Raider edition of Lara Croft’s appearance is one that has a high emphasis on the figure of her body instead of the game itself. Her appearance is based heavily on the sexualized root of her character. Dennis Scimeca, who is a staff writer for the Daily Dot newspaper, wrote an article talking about the message the game gave towards women. In that article titled “The message that Microsoft’s ‘Tomb Raider’ controversy sends women” he argues “ Lara Croft wasn’t entirely a positive figure for women” (Scimeca). The first portrayal of a female character in the Tomb Raider series was intensely criticized for having her gender be the main focus of the game. Scimeca further goes on to explain, “[Lara] was hyper-sexualized with huge breasts and really short shorts” (Scimeca). Her imagine was in fact based on having larger than normal breasts and having a slim waist. Female characters in video games must appeal to the audience, which is predominantly male. In this way, developers create the normal view society holds for females to look like that is being provocatively dressed and skinny. However, that is not the case for the new Tomb Raider Lara is featured in. In the newest edition of the game series, Lara’s new appearance is one that is being called a complete reboot of the previous series games.
Jared Friedberg wrote an piece of work for Georgia State University, titled “Gender Games: A content analysis of Gender Portrayals In Modern, Narrative Video Games” which discusses the binary gender in video games and how gender was looked at in those narrative games. He states, “ Lara’s physical appearance…is far less emphasized than previous games” (Friedberg 82). The game developers toned down her appears and took out the sexualized root to her. This shows her to have an average body build and a realistic look by being able to get her clothing dirty and being able to get cuts and injuries to her body. Martis and Janez further also explain “The female characters were generally ‘hypersexulized’… [having] revealing clothing or partial nudity” (Jansz and Martis 143). This is not the case for the new Lara Croft as she has a realistic and simplistic body figure with her hair in a pony tail, and remaining mostly clothed, going against contrary portrayal as women being over emphasized with abnormal body figures and
clothing. Adding on to the idea that Lara being able to be cut up and be able to damage her body, this is an important aspect because female characters tend to have little importance in a game, therefore don’t normally have the ability to be cut or damaged at all. In Lara’s case, throughout the gameplay she becomes dirtier and dirtier. In the beginning of the game, it appears that Lara will not be engaging in anything too strenuous on the ship, as she is just going to explore human history being an archeologist. However, as Friedberg points out “the game throws [Lara] into very dangerous situations” (82). Washing up on the shore of the island, Lara soon becomes covered in mud and remains that way for the remainder of the game. Eventually she has to fight off the villagers of the island, and becomes bloody, cut up and sweats from all the ongoing trials she endures on the island. These aspects of Lara are particularly important because females trend to not be associated with being sweaty, bloody and cut up from things in a video game. These traits by contrast, do not mirror what people think of females in video games. The females are in the background of video games and are not involved in getting dirty or cut up, but Lara distinguishes a difference in Tomb Raider, having her be the most important character in the game. Going on about the beginning of the game, the very opening scenes of the game, Lara’s narrative begins, which plays an important role in the dynamic changes in the representation of her. One could say that the game is going to be about a hopeless woman trying to survive. In fact, during the very first moments of the game, a cut scene is shown of Lara being helpless and about to drown from her sinking ship. She then finds someone to help her but slips and plunges into the ocean and resides on an island with nothing to survive. In this instance it appears to the audience that Lara is helpless and a damsel in distress who is going to lack importance in the game. Jordyn Giulio, who is a graduate from the University of Gonzaga, wrote an article titled “Portrayals of Women and the Demographics of the female Gamer” discusses how women are viewed in certain video games. She goes on to say “Even when there was a main female character… [They] share the primary status with a male character, thus downplaying their importance” (Giulio 5). In the opening scene of the game, it gives us the sense that, although Lara is the main character she is still going to hold a lesser importance in the game because that’s the stereotype given to main characters that are females. The game plays on the users expectations, by giving them what they expect to see with female characters, that is, a damsel-in-distress figure at first, only to subvert things as the game goes on. With Tomb Raider being an action packed video game, with violence all around, Lara must find a way to respond on the island she washed up on, in order to find a way to survive. In this instance, it would be uncommon for a female character to be in this position to have authority and be so violent in a game. Most video games as described by Martis and his colleague are “ dominated by masculine themes as, for example, action, war, violence, competition” (Jansz and Martis 143). Tomb Raider is no exception to that statement; however they go on to explain that in those games, the main protagonist is predominantly a male figure. In Lara’s case, though she is the dominant protagonist in this game and contradicts that males are always seen as the dominant figure and that notions of war and violence are only for men.
In the Lilies of the Field by William E. Barrett, Homer and Mother Maria both display straightforward, hardworking, and stubborn character traits. Firstly, Homer and Mother Maria both display a straightforward personality by being brutally honest about their opinions. For example, when Mother Maria asks Homer to build a chapel, Homer speaks his mind by telling her he does not want to build it. Mother Maria shows her straightforward behavior during Homer’s stay at the convent. One morning, when Homer sleeps in late, Mother to becomes extremely upset and is not afraid to show how she feels about him. Secondly, both Homer and Mother Maria display a hardworking spirit. Homer is a hardworking man because after finally agreeing to build the chapel,
Julius Caesar is mentioned throughout the book, A Long Way Gone, many times. In A Long Way Gone, Ishmael would be reading Julius Caesar or a soldier would be reciting some of the speeches in the play. In Chapter 12 of A Long Way Gone, Ishmael is called over to talk with Lieutenant Jabati. Then, Lieutenant Jabati showed Ishmael the book he was reading, which was Julius Caesar, and asked Ishmael if he had ever heard of the book. Ishmael had read the book in school, and began to recite a speech from the book. After this happened, Lieutenant Jabati and Corporal Gadafi used emotional arguments to motivate the people in the village to stay there and support the military. Also, Lieutenant showed all the people in the village dead bodies to help
Even though I found solace in the female video game characters of my childhood as these icons of Amazonian womanhood, with age I have come to realize that many of these female characters often rely on dated stereotypes. So much so, that many of these female characters become walking tropes, displaying only the most basic of female stereotypes: a love for shopping, makeup, and shoes. Anita Sarkesian, a feminist blogger who critiques anti-woman tropes in video games, created the name of this particular trope, the 'Ms. Male ' character. The 'Ms. Male ' character is defined as a female character with little-to-no personality or defining traits outside of traditionallly regressive “female” characteristics. This allows a game designer to take
...an male gamer as opposed to a foreign male consumer because of the different cultural ideologies. While most foreign countries oppress women, the American culture pushes for women’s rights. The American society allows women to obtain more powerful roles and they are accepted in those roles much more than other foreign countries. Online gaming allows for consumers to see these differences within cultures through the play experience.
Reinhard, Carrie L. "Hypersexualized Females in Digital Games: Do Men Want Them, Do Women Want to Be Them?"Department of Communications. 2006. Print.
Wonder Woman herself, although portrayed as the epitome of strength and power, is an example of why the heroic archetype is still largely biased in favour of the male. Although the comic book heroine bravely rescues men from danger and defeats villainous evildoers, she is still created in the image of a perfect woman and it is clear that the male gaze came into play during the creation of her hourglass figure and her impossibly tight costume. She is a creature of the male fantasy, and supports the dominant order of things rather than threatens it. She is more of a sexual fantasy than a role model for women and girls, and therefore does not truly embody the true heroic archetype. This idea is echoed in The Tomb Raider video game series. Lara
In this male driven era, women are perceived to be fragile and submissive. This, in turn, affects the purpose and outcomes of the products offered by the gaming industry. Production companies strive towards games that recognize males as alpha models that control the realms of the universe. Females, if at all included, are recognized as delicate flowers that need to be rescued or as seen as the ultimate prize. In the Sex Roles journal, the authors emphasize, “Female characters rarely appear, and that when they do, they are mostly in a submissive, secondary role” (Jansz & Martis 2007). Gender stereotypes are evident in most AAA games, such as GTA 5 and Temple Run. However, the few exceptions lie within indie games such as Even Cowgirls Bleed where women take the main lead. The representation of gender stereotypes in games is studied through the analysis of Temple Run and Even Cowgirls Bleed.
A feminist movement in its own right has begun in the gaming community. Women are generally believed to be understand by members in many geeky, gamer or nerdy parts of today’s society. In the gaming industry women are statistical and cultural outliers. Gender stereotypes about girl gamers or ‘Gamer Girls’, the latter of which has begun to receive a negative meaning, keep many women from fully participating in the rich game industry culture. Female workers in the gaming industry get mixed signals from an industry that on the outside appears to desire gender diversity in order to attract the growing ranks of female gamers but on the inside it is resistant to change its sexist and discriminatory practices that make women feel singled out and alone. Females of the gaming community not only receive sexist and vulgar remarks from their male counterparts of the community but the very companies, making the games they love to play, single them out more than anyone else. Being that game development is a very male dominated job in the gaming industry it is understandable that women would feel a little advised not to pursue a career in gaming but the few women that do brave the doubts are met with criticism and dominating remarks. They are paid less than their male counterparts and are given less chances at promotions.
Gender roles refer to theoretical construction about how people who belong to different genders should speak, think, dress, act and interact within the context of community they live in. Moreover gender roles divided into two main elements, which are dependent on the cultural context as well as the personal preferences or tendency of someone. Gender representations in “The Hunger Games” represents classical shifts away from mainstream gender roles with some elements and reinforces established gender roles in others. Girls are presented as the fairer gender, with an inclination towards being emotional and kind and rarely have characteristics of toughness and strength as is characterized by boys. On the other hand,
Many video games portray women as objectified beings, purely used for sex appeal and to attract the larger male gamer population. We also see men idealised in a similar way as well – the males in video games are portrayed as muscly, brawny men. However, we rarely see a scantily clad man in a game, but there is a vast abundance of games which feature women wearing ‘sexy armour’, or a noticeable lack of substantial amount of clothing. This isn’t female-friendly as these games are made for men, causing women to feel alienated and uncomfortable.
Since the introduction of Tomb Raider video games to the world in October 1996, Lara Croft has proved to be a laudatory heroine within the world of gaming. The strong, determined, and fierce character provides her audience with the opportunity to immerse itself in an environment of mystery and daring triumph. Although traditionally Lara Croft is portrayed as an unfaltering adventurer, her most recent performance demonstrates the human and vulnerable side to her character. Tomb Raider (2013) reimagines the familiar heroine through her origin story; one filled with tragedy, sacrifice, and wavering morals. Through the strife now discovered within Croft’s history, one may question whether Lara Croft still portrays a character of great heroism. Lara Croft’s portrayal in Tomb Raider’s storyline and gameplay influence her transition into a dynamic, relatable character; thus it is through the obstacles faced in her backstory that she becomes a laudatory heroine.
...ow when gender stereotypes of masculine and feminine ideals will change, but the growing trend of negative elements towards females is fading. A more positive view of woman is growing with the current generation of consoles. More advertisement has been focusing on woman gaining control of the couch. Video games are presenting a new “gender arena” of gender representation, where gamers may both consciously and unconsciously represent a particular or a mixing of genders (Connell 74). Gender is not the only theory to be witness in games, as other theories of race and class can be viewed. Games come in different genres to choose from, and the highly interactive nature of video games presents a challenge towards all forms of entertainment. The embodying idea of gender towards femininity should be practiced, while the attitudes and actions of masculinity should be played.
Even in the virtual world, male completely dominates over women in video games. Meaning that there are a number of male characters while lacking in female heroins. In almost every game that has been used in the sample by Tracy L. Dietz show that there are few to none female heroin characters, while male characters are used almost exclusively. According to Dietz, “ The most common portrayal of women was actually the complete absence of women at all. In ten of the videos that have characters, there were no women. Thus, 30% of the videos did not represent the female population at all (Dietz 434)”. This quote supports the argument that female characters are not present due to the male dominance in a virtual world. These games tend to lack female
The first video games didn’t call for much attention to gender as there weren’t really any humans present. Games such as Snake or Asteroids were really just a revolution in technology. As time progressed, gaming consisted of male-dominated industry whose
Sexism is a very big topic with video games. People always make it so the girls have little to no clothes on. Almost never do they have the guys in video games like this. The guys will get some sweet looking gear and the girls get this little piece of fabric that barley covers the girl’s assets. Guys almost always get the main role in video games, some have where you can choose if you want to be a girl or guy but normally there are less options for the girls and you have to be close to naked. Now don’t get me wrong, there are a few games where the girl gets the lead, some examples are Metroid and Tomb Raider, but there are always games where the girls need saving and they can’t handle themselves. The men always have to go in and save them,