Videogames CSP 1: Lara Croft Go

Language

  1. When did Lara Croft first appear in a videogame?

    • Lara Croft first appeared in Tomb Raider in 1996.

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

    • Influenced by adventure films like Raiders of the Lost Ark.

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

    • It expanded into films, books, comics, and merchandise.

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

    • iOS, Android, Windows Phone, and PC.

  5. What type of game is Lara Croft Go?

    • A turn-based puzzle adventure game.

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

    • It uses environmental storytelling to guide players through puzzles.

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

    • Jungle, ancient ruins, treasure, and traps; communicates adventure and exploration.

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

    • Spiders, snakes, and environmental hazards.

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

    • Stylized ruins and jungles, in contrast to the realistic environments of earlier games.

  10. How has the character of Lara Croft evolved over the last 25 years?

  • She has evolved from a sexualized action figure to a more complex, emotionally deep character.


Representations

  1. How are women usually represented in videogames?

    • Often as sidekicks, damsels, or sexualized figures.

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

    • Early portrayals focused on her physical appearance and sexualization.

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

    • Modern versions emphasize her intelligence, strength, and independence.

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

    • Due to the lack of diverse female roles and objectification in early games.

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

    • She has evolved into an empowering feminist icon, especially in recent games.


Industries

  1. What does PEGI stand for?

    • Pan European Game Information.

  2. What is PEGI's job?

    • To provide age ratings and content descriptors for video games.

  3. Which company created Lara Croft Go?

    • Square Enix Montreal.

  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?

    • Films, novels, comics, and merchandise.


Audience

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

    • It offers engaging puzzles and adventure in a stylized setting.

  2. Where and when might an audience play a game like Lara Croft Go?

    • On mobile devices, during commutes or breaks.

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

    • By creating accessible puzzle mechanics and a fresh take on Lara.

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

    • Entertainment, personal identity, and social interaction.

  5. Who is the target audience for Lara Croft Go?

    • Fans of Tomb Raider and puzzle game enthusiasts, with brand loyalty playing a key role.

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