QUESTION: With reference to Stuart Hall, analyse the idea that characters in the media are heavily stereotyped in the video game you have studied. (Tomb Raider)
With reference to Stuart Hall, analyse the idea that characters in the media are heavily
stereotyped in the video game you have studied. (Tomb Raider)
INTRODUCTION:
The video game industry often portrays characters in a stereotypical manner, with the aim of
targeting specific audiences. In this analysis, the concept of gender will be explored in the
video game 'Tomb Raider' (‘TR’).
POINT 1. Lara Croft as sexualised
‘TR’ has been consistently criticised for stereotyping the representation women. Lara Croft
possesses a conventionally attractive face and an unrealistic exaggerated hourglass figure
in order to appeal to male audiences, and some critics have even deemed her as a ‘sham of
a sexualisation’. Her early signature outfit is also dysfunctional, consisting of tight shorts, a
tank top, and boots. Stuart Hall states that ‘producing meaning depends on the practice of
interpretation, and interpretation is sustained by us actively using the code’. In regards to
‘TR', this idea of women as sexual objects has been interpreted in society and the media for
years as a result of patriarchy. Women have even been expected to adhere to these
standards to sexually gratify men. By depicting women in this way, it can be said that ‘TR’
reinforces the idea that a woman's value is based on her physical appearance.
POINT 2. Lara Croft as strong
In spite of the fact that ‘TR’, as well as other video games, has shown to perpetuate
stereotypes, ‘TR’ has also challenged other stereotypes regarding women. Lara Croft has
become a symbol for female empowerment, breaking the women were confined to. She
takes upon the role of an archaeologist, historically and stereotypically made for men, and
completed her education in UCL, a top-ranking university. She also demonstrated that she is
physically capable of protecting herself and defeating other male characters, such as taking
down Bigfoot and threatening to take Larson down as well in ‘Anniversary’. Hall states that
‘codes fix the relationships between concepts and signs. They stabilize the meaning within
different language and cultures.’ But, with new and changing codes, media producers can
promote greater equality and representation for all which can be preserved for the better of
the future.
POINT 3. White saviourism
Critics to this day still propound the idea that Lara Croft perpetuates the problematic white
saviour trope in popular culture. They believe that as she is represented as a white female
character who ventures to non-Western countries to uncover ancient artifacts, she reinforces
the colonialist narrative of Western superiority and non-Western inferiority. Additionally, she
is also represented as the chosen one who must save the island's indigenous population
from a dangerous supernatural force. Despite the changes made to the Lara’s character in
recent years, some video game critics still argue that Lara's character continues to reinforce
harmful narratives of white superiority, and that ethnic people are portrayed as helpless
victims.
POINT 4. Indigenous people
Furthermore, indigenous people are also critiqued for being represented as the stereotypical
aggressive antagonists that Lara must avoid or defeat in order to progress through the
game. They are generally seen as violent and savage. Hall states that ‘The image itself –
whether moving or still and whether transmitted by a variety of different media – seems to
be, or to have become, the prevalent sign of late-modern culture.’ He discusses how visual
image can be incredibly persuasive in terms of influencing our attitudes and beliefs. This
implies the idea that this representation of indigenous people can massively influence the
thinking of audiences, leading them to believe that this is not just a stereotype but an actual
representation.
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