Tomb Raider Anniversary (2007) CSP Research

Media Language

A semiotic analysis of the visual style inevitably engages with the study of genre and narrative with the mise-en-scene of the game - apparent in the gameplay and the cover art work - referencing sci-fi, fantasy and action adventure as well as the conventions of different types of gameplay.

Mise-en-scene analysis:
  • Costume: Protagonist is sexualised as she is not fully dressed
  • Colour: Consists a lot of green which suggests adventure
Semiotics: how images convey cultural meanings
  • Green signifies adventure
  • gun signifies action
  • pyramid signifies puzzles

Narrative 

  • Gameplay works through narrative codes to construct narratives of adventure and enigma for the character.
  • Video game's art work conforms to particular styles of fantasy and hyper realism.
  • Binary oppositions are used to show conflict and give the audience clues.
  • The video game allows participation in and development of narrative
  • Todorov theory shows the narrative of Tomb Raider.

Genre

  • First person, shooter and role playing games.
  •  Action adventure conventions which reference Hollywood cinema.
  • Uses genre conventions that overlap. Conflicting which invites a larger audience using female and usually male adventure action features.
  • Neale shows that differences in genre create excitement.

Media Representation

The focus of representational issues in Tomb Raider is clearly gender - the central character, Lara Croft, is iconic in gaming and has become central in the controversial debates around the representation of women in gaming.
  • Lara Croft has been interpreted differently by different groups.
  • The physical representation of Lara Cas a case study in the history and development of computer games. 
  • Gender and video games can also be considered in the wider context of the games industry which has been accused of misogyny.
  • Van Zoonen shows how Lara is objectified by her body.
  • Lara does not however act like the stereotype girl which demonstrates that gender is not performative.

Media Industries

Tomb Raider is published by Eidos Interactive a UK company - the release of the anniversary edition is typical of the way in which institutions remake and reimagine their products in order to extend the life of the franchise.
  • The structure of Eidos Interactive as a company and its control of production, distribution and exhibition.
  • The availability of different platforms of gaming
  • The institution reflects gaming's origins in small, independent companies in contrast to its current status as a global, billion dollar industry.
  • It is regulated through PEGI.

Media Audiences

Discussion of audience in the game industry interconnects with issues of representations in the assumptions about the nature of the typical gamer. Tomb Raider has been one of the most successful games franchises reaching a mass, global audience.
  • Psychographics and demographics of the target audience for Tomb Raider.
  • Uses a female protagonist to target a female audience.
  • Controversies around playing of video games - moral panics.
  • Applies Gerbner's cultivation theory.
  • Encoding and decoding

Cultural Context

Tomb Raider Anniversary is an entry in the long running franchise; a remake of the original Lara Croft game in 1966. Its longevity is a mark of its cultural significance with the character of Lara Croft a recognisable icon beyond the gaming audience, signifying a range of meanings around contemporary femininity.

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