I'd like to send you this blog to thank you for your openness, honesty and willingness to participate in the Growth brainstorming session this week! I know you like adventure time so you might enjoy the format of this 'thank you'!
Finn Jake and I would like you thank you for sharing with us!
I hope you've had a relaxing weekend
It can be scary to answer a stranger's questions...
But you acted like a champ!
I was really impressed with your drawing ability
I was super impressed at how well you can speak English too
Especially since you've only been in Australia for one year
I bet sometimes being in a different country feels like being stuck in the middle of the ocean!
Did you know that you are much more likely to succeed in English at school if you speak your first language comfortably?
The success rate is even higher if you learned English in your home country
From what you shared with me, I got to see what I've been reading about in action
So thank you! I wish you all the best for the rest of the school year :)
Simon here again. Last week I got to show you how video games like Southpark: The Stick of Truth use multi-modal techniques to give the player information without actually saying it explicitly. Multi-modality can also refer to how information is presented or given to you as a student. Continuing with this theme after thanking you with a video-log last week I've decided to present you with a form that is used constantly on the Internet and that is a "blog" post.
You may enjoy checking out some of my previous posts on this blog that I wrote for another uni subject last year, particularly with your interest in video games. A blog is a very common form of communication these days as it simultaneously incorporates a number of forms into the one presentation. They are particularly popular in contemporary setting because:
- They are easily updated
- They are interactive
- They incorporate multiple media forms such as images, text and video
- They make liberal use of hyperlinking to provide a reader with even more information on a topic of interest
For example I can place this video here because I know you play and enjoy Prototype:
This was a promotional video for the game advertising some of the crazy stuff you can do within the game. Notice as well that I can do cool stuff like make text wrap around to the side of of an image, which draws the reader's eye and just makes the page look more interesting. This is a technique used in magazines all the time, but it's particularly effective in blog form.
I can also place links in images like this one to the right to take you directly to a website such as Wikipedia, which will give you more details about the blog topic!
Wondering what does this have to do with school yet?
So you might be wondering what this has to do with school? Well quite a lot, as it turns out. As a year 10 student you are in one of the toughest eras of your school life. As you've discussed in your growth class, many people in your life including your friends, teachers and parents are wondering and asking you what you hope to achieve in your adult life. There is no easy answer to this question, I'm afraid. As part of this confusion I'm sure you must often wonder what the point of coming to school to learn things that seem irrelevant sometimes.
I want to thank you for sharing some of your frustrations about school with me, and being honest and open with me in your classroom. As a future teacher I hope to be able to learn from the challenges you are facing now to make a more engaging and fun classroom for future students. Instead of writing things down in a text book, wouldn't it be great to learn by playing a video game or creating your own blog posts or video logs? By engaging with different modes of teaching, we hope to engage you in better learning!
Few
video game characters have been subject to as much discussion and controversy
as the Tomb Raider’s Lara Croft. Some have hailed
her as a feminist icon. Others have critiqued her as a sexual object for
males to fantasize over. Hall (cited in Raessens, 2005, p.375) argues that the reception
and consumption of a product are “active, interpretive and social
event(s)”. Effectively, Hall distinguishes between three ways in which a
text can be read: the dominant or preferred reading, the negotiated reading and
the oppositional reading. The two interpretations of Lara Croft mentioned above
are examples of negotiated and oppositional readings of the Tomb Raider franchise.
Source: Google Images
So let us unpack some of these readings a little further.In 1997 The
Face magazine interviewed Toby Gard, the original creator of the Lara Croft
character. Below is a short excerpt from that interview (cited in Mikula, 2003,
p. 79) that is relevant to this discussion:
The Face: Is Lara a feminist
icon or a sexist fantasy?
Lara the Survivalist - Source Google Images
Toby Gard: Neither and a bit
of both. Lara was designed to be a tough, self reliant, intelligent woman. She
confounds all the sexist clichés apart from the fact that she’s got an
unbelievable figure. Strong, independent women are the perfect fantasy girls –
the untouchable is always the most desirable.
Lara
Croft’s figure is described in plain terms by Mikula (2003, p. 79) as “excessively
feminine – her breasts are massive and very pert, her waist is tiny, her hips
are rounded and she wears very tight clothing.” If a viewer simply focuses on
these physical attributes, I can see why there are a variety of views that
consider this character to be problematic. Yet in the very next sentence Mikula
(2003, p.79) goes on to describe some of Lara’s other attributes: “she is also
physically strong, can fight and shoot, has incredible gymnastic abilities and
is a best selling writer”.
I
don’t know about you guys, but these are certainly qualities that I wish I had!
On top of this, at the time of this titles release in 1996 there was not a
single video game title on the market that presented a lead female character
with these attributes. In fact, most commonly women were (are arguably still
are) presented in games as damsels in distress.
Source: Google images
Not
all commentators hold such a positive view of Lara Croft. Australian feminist
author and journalist Germaine Greer refers to the character as
“a sergeant major with balloons stuffed up his shirt…she’s a distorted,
sexually ambiguous male fantasy” (cited in Mukula, 2003, p. 79). However, if we
are to look at some of the situations in which Lara is placed, she certainly
breaks the mould when in comes to traditional gender roles. In the original Tomb Raider game Lara is the only survivor
of a horrific plane crash and is forced to survive alone in the wilderness for
weeks while also being a trained rock climber, combat expert, motorcyclist and
world-renowned archaeologist.
I
can think of numerous examples of more problematic depictions of women than
this, that’s for sure! Grand Theft Auto V
was released a little less than a month ago to much critical acclaim, yet
has come under fire for its sexist depiction of female characters. Even
as recently as today I have read an article about the sexy yet
impractical depiction of female soldiers in Crytek’s upcoming shooter Warface.
While
the debate continues to rage about the issue of women in video games, some perceive
characters like Lara Croft as a step in the right direction. A female
participant of the womengamers.com website (cited in Mikula, 2003) posted that
Lara does not need a man to rescue her should she break a nail, reflecting that
this character is considered a positive influence among some young women. Note:
I am unable to provide a link for this comment as the website no longer exists.
So
while an argument can be made for the less stereotypical aspects of Lara’s
character, the publishers of Tomb Raider
recognized early the tremendous impact a clever marketing campaign could have
on a predominantly male video game audience. Interestingly though, the original
Tomb Raider title was instrumental in
drawing a large following of young women (Knight, 2010). While women were not
necessarily drawn to the overt sexualisation of Lara Croft, perhaps they were inspired
by a female character who diverted from traditional gender roles and enjoyed
the exploits of a real adventurer.
The early years of Lara - Source Google Images
In
the early years of the Tomb Raider
franchise, Lara Croft’s sexuality and appearance was leveraged to great effect,
including magazine covers and other images such as the ones
embedded to the right. In the early days, the games’ creators clearly had no qualms
with playing up Lara’s sexiness, and as discussed earlier, not many strong
female lead characters existed in video games at the time. This likely
contributed to the great success of the title, which spawned a slew of sequels
and even a Hollywood film series starring Angelina
Jolie as Lara herself. Knight (2010)
discussed Jolie’s portrayal of the character at length, acknowledging that many
consider Jolie’s work to best the best depiction of the character to date. She
also describes the tendency of Lara in the film series to dominate the many
male characters, further enforcing the positive change in gender roles sparked
by this franchise.
Angelina Jolie as Lara Croft - Source: Google Images
However,
the old adage ‘sex sells’ certainly comes to mind even with just a cursory
glance at many of the images used in magazine spreads and other forms of
advertising to depict the Lara Croft character. This aggressive sexualisation
became noticeable within the game itself, with sequels Tomb Raider 2 and 3 increasing Lara’s aggression and sex appeal.
Interestingly, as the character’s assets became the focus more over time, the
game itself started to suffer, with more attention given to Lara’s polygon
count than the actual gameplay of the title itself. The following editorial
(cited in Makula, 2003, p. 82) describes this transformation:
“In Tomb Raider II and III,
Lara became an obnoxious sex object, more intent on stealing the hearts of men
than relating to her female following. Her physique became more and more
unrealistic as the series progress. Her attitude became more deliberately
sexual as well”.
This
evolution or transformation of the character is depicted in the image embedded
below:
The Evolution of Lara Croft - Source: Google Images
Perhaps
one of the more troubling demonstrations of the sexualisation of this character
is via the creation of the infamous Nude Raiderpatch.
I recall that when I was aged 13 and playing the original Tomb Raider a rumour circulated around my school that there was a
cheat code you could enter into the game, which removed the character model’s
clothing. I will leave it to your imagination as to whether I searched for this
cheat code or not, but such a code did not exist. This did not stop an
enterprising individual from creating a modification to the PC version of Tomb Raider that enabled players to play
with a naked character model of Lara. This is perhaps a more distasteful
example of the power of prosumer culture.
It
is intriguing how different readings of a title can influence future
development. This is particularly relevant to Tomb Raider. Many years after leaving the franchise, Tony Gard (Lara’s
original creator) was brought back to consult the development team (Makula,
2013; Knight, 2010). He encouraged a reduction in Lara’s breast size, arguing
that the character had become too sexualized.
The new Lara - Source: Google Images
In
2013 we live in a time where the gritty reboot is a popular way of revitalizing
an ailing franchise and this game is no exception. Earlier this year a
rebooted title simply called Tomb Raider was
released with a considerably less sexualized Lara Croft, and was a surprising
success. This game sought to retell Lara’s origin story with significant focus
placed on the player engaging with a much younger version of Lara who
throughout the game grows into a strong independent survivalist. Reviews were extremely positive
across the board. This of course brought with it new controversies, including a
game scene that implied an attempted rape, causing a great amount of
furor. The developers’ intended reading is that putting
Lara through horrific situations will develop a bond between the player and
character that encourages protecting Lara. A similar technique is used in the hugely
successful video game The Last of Us,
which has an extremely strong female co-protagonist named Ellie. In my opinion, Ellie is a perfect example of
a non-sexualized female character done right. She is intelligent, courageous
and displays maturity beyond her years, and not a single piece of marketing has
displayed her in any other light than this.
I
was a teenage boy when the original Tomb Raider released, so the
sexualisation of Lara's character didn’t seem like a problem to me at the
time. However, it is great to be able to look back on this franchise as an
adult and see that video games are evolving as an entertainment medium and can approach
much more complex issues and not be so one-dimensional. The new Lara title may
not be perfect, but it is a great step in the right direction that put the
focus back on presenting a stellar game - that being a game focused on interesting characterization
beyond the physical, and intense cinematic gameplay.
Having
looked at some of the ways that Tomb
Raider has been read by critics over time, one can clearly see the impact
that a consumer’s reading has on shaping their opinion. Halls’ observations (cited in Raessens, 2005) about the way a text is read affecting its public
perception is clearly as relevant today as it was 17 years ago. While the video
game industry can be still be seen often as a bit of a boy’s or men’s club, I
will be pleased to see more titles take a more mature approach and allow us to
develop less superficial readings of the medium.
Gritty, tough and awesome - Source: Google Images
References
Knight, G L 2010, Female Action Heroes: A Guide to Women in Comics, Video Games, Film, and
Television, Greenwood, California.
Mikula, M 2003, ‘Gender and videogames: the political
valency of Lara Croft’, Continuum:
Journal of media and cultural studies, Vol 17, No. 1, pp. 79-87.
Raessens, J 2005, ‘Computer games as
participatory media culture’, Handbook of Computer Game Studies.MIT Press
Cambridge.Mass, pp.373-388.
Christina Klein’s (2004) article on the
effects of globalization on the US and Asian film industries is quite an
intriguing one. It highlights those intersecting cultures and their effects
that flow on through and back to each country. While Klein (2004) focuses on
the film industries, I have decided to focus on the flow on effect that this
has had on the video game industry as well. As we’ve progressed through the
ALC215 we have learned of the increased impact of the video game industry as an
entertainment business. Just two weeks ago Grandof Theft Auto Vbecame the fastest selling entertainment
product in history, eclipsing previous records set by box office juggernauts
like Harry Potterand The Avengers. With figures like 800 million dollars in 24
hours it’s clear that video games are big business.
Source: Google Images
While Klein (2004) highlights Asian
influences on films such as 1999’s TheMatrix, from my own experience I recall a popular title that released in
1998 called Shadow Warrior. This
title was a clear satire of many popular Asian stereotypes and featured
references to anime and other pop culture, particularly surrounding Japan. At
the time perhaps I was too young to notice, but notably this game attracted a
lot of controversy for what some people felt were unhelpful depictions of Asian
culture. This was particularly evident in a lot of the character dialogue
spouted by lead character named Lo Wang. The name in and of itself is a
double entendre but lines such as “Ah better than acupuncture” or “Two Wang’s are better than one” are used
frequently. Sze-Fai Shui (2006) discusses the controversy that surrounded this
title upon its release, describing a letter written to a popular video gaming
magazine decrying the titles unrealistic depiction of Asian culture.
Even still this title was considered quite
a hit for its time and a reboot for the title was released just last week. Reviews have been very positive for this title, and without exception every
one that I have watched or read have mentioned a huge reduction in the perceived
racist content in this title. Lo Wang’s personality is still as abrasive as
ever but the double entendre’s and lines have been toned down dramatically.
Similar to week 7’s discussion of Lara Croft it seems modern reboots
that focus on maturing their lead characters are having great success when they
focus on improving the core gameplay rather than exaggerated characters.
Cultural influences are inherently built in to
many entertainment mediums and it is interesting to see the different reactions
to these cultures.
References
Klein, C 2004,
‘Martial arts and globalization of US and Asian film industries’, Comparative America Studies, vol.2,
no.3, pp.360-384.
Sze-Fae Shiu, A
2006, ‘What yellowface hides: video games, whiteness, and the American racial
order’, The Journal of Popular Culture,
vol.39, no.1, 109-125.