target audience of lara croft
presold users so 35+ who played the game in their youth creating nostalgia.Those interested in the quality of the innovative gameplay.
Those with brand loyalty to the Hitman Go series.
Those with brand loyalty based on the feminine empowerment displayed.
Those with brand loyalty based on nostalgia or even the sexualisation of Lara Croft (especially if they played older Croft games when at a formative age)
Tomb Raider fans who find the video game nostalgic / appreciate the sexualisation of Lara Croft Go (particularly male teenagers) / audiences who enjoy the quality of the game (female audiences).
what does the game offer
narratives ,fighting scenes and entertaining chases
its gives a sense of compitition and chievement by solving pussles and fighting creatures
what is banduras theory
that violence negatively affect the consumer in lara croft .the violence can actually provide a sense of cartharsis and can release pent up aggression in a safe way .
what uses and gratifications does this game provide
escapism with lush forests and caves appealing to an explorer .the use of mythical creatures and dinosors interest fantasy enjoyers.
how is lara croft represented
thorugh the male gaze and is highly sexualised to appeal to male heterosexual audiences through revealing clothes and low camera angles.she also holds 2 guns whcih make her seem strong and aggressive so she is a hero .she also displays her butt and boobs in the cover.atypical because she is exploring differently to upper class white people.
why would girls also like this game
strong female lead protagonist and so they relate to her identifiction.
what type of audience do they have
active audience becuse they can make choices about weapons ,clothing etc or tasks to complete next so they shape the narrative .they are actice on social media with walkthrough on youtube,wiki pages,fan art , fan fiction and cosplay
what is the preferred reading
they enjoy the adventure and are happy with her character
what is the oppositional reading
t rex too scary or disagree with the sexualised image of lara croft
who is the antagonist
nattler another strong female lead
what is the representation of ethinicity
post colonal white girl invades land. So extremely racist representations of minorities.This relfects many of the atitudes of western audience targeting them effectively .
what did the designers do
they had to exaggerate her features to makesure she was a women i.e big breasts to sexualise her .
orogins of lara croft
She was created by a team at the British developer Core Design and made her debut in the 1996 game "Tomb Raider." She was originally intended to be South American however her name was changed from’ Laura Cruz’ to Lara Croft to appeal to the British target audience and sounding more “UK friendly”.
games she had appeared in
spin-off games
printed adaptations
animated short films
3 featured films - Lara Croft: Tomb Raider (2001), Lara Croft: Tomb Raider - The Cradle of Life (2003), Tomb Raider (2018)
associated merchandise - handmade objects, t-shirts, hoodies, hats, pin badges, mugs and Lara statue figures.
what is the appeal of the game
Acrobatics and platforming are key features of a Tomb Raider adventure, and we quickly realized that Lara had to be fully animated. Our animator did an amazing job of quickly producing a first batch of short animations for Lara, and immediately everything felt better. Again, we looked back at Lara’s classic animations from the first Tomb Raider and they fit right in with our turn-based game.”
what are all the uses and gratificationsthat apply to the game
ENTERTAINMENT: giving them creative, fun, videos, images, storylines etc to hook the player.
EDUCATION: by giving them something to do and giving them mind games to think.
SOCIAL INTERACTION: uses game as a talking point
PERSONAL IDENTITY: for other girls to look up to lara croft as a strong, independent woman.
ESCAPISM: escape from there daily life by going on an alternate, unreal dimension.
What might audiences use Lara Croft Go for.
Entertainment and diversion > Audiences get enticed into the game as they solve puzzle-solving problems.
- Social Interaction > Audiences talk to their friends about the game.
- Personal Identity > Audiences find out who they really are.
- Knowledge > Audiences are informed about the world around them (tropical forests, tombs etc)
Why might an audience have a dominant reading towards Lara Croft Go?
Lara Croft is seen as a highly-intelligent, badass, masculine character.
whoa re the companies that world on lara croft go
Lara Croft Go is the combination of two successful franchises – Lara Croft Tomb Raider and the Hitman Go mobile game.
Tomb Raider is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, it is now controlled by Square Enix after their acquisition of Eidos in
social historicle and cultural contecxts
Lara Croft first appeared in 1996 Eidos Playstation game Tomb Raider and was the first computer game to feature a female character as the protagonist rather than a supporting role or a secondary character.
The narrative of Tomb Raider was influenced by Indiana Jones and featured the daughter of a Lord (later a famous archaeologist), called Lara Croft on various missions through settings such as jungles, tombs and jungles. The genre is action-adventure and involves many conventions of this genre such as fighting villains using weaponry.
Lara Croft, Kim Kardashian, and Marcus Rashford each offer unique insights into the intersection of gender, identity, and power within their respective domains. Lara Croft's journey in the video game industry reflects both progress and challenges in gender representation, moving from an initial hypersexualized portrayal to a more authentic and relatable character. Kim Kardashian's impact extends beyond entertainment, reshaping beauty standards and demonstrating the power of personal branding in the digital age. Marcus Rashford leverages his celebrity status to effect social change, highlighting the potential for athletes to influence important issues.
All three figures share a common thread in their ability to connect directly with online participatory audiences, blurring the lines between personal and promotional content. They illustrate the evolving nature of celebrity culture in the digital era and the ways in which celebrities can shape cultural conversations, advocate for causes, and influence consumer behavior. Overall, their stories reflect the complex interplay of gender, identity, and power in the modern media landscape.