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Mass Media in Social Life
Lara Croft, Tomb Raider: Changing Images of Women in the Mass Media By James M. Henslin
With digital advances, video games have crossed the line
from what are usually thought of as games to something that more closely resembles interactive motives. Costing an average of $10 million to produce and another $10 million to market, The mass media not some video games have intricate subplots and use celebrity only reflect gender voices for the characters (Nussenbaum, 2004). Some introduce stereotypes but new songs by major rock groups (Levine, 2008). Sociologically, they also play a role what is significant is the content video games. They expose in changing them. gamers only to action but also to ideas and images. Just as in Sometimes they do other forms of the mass media, the gender images of video both games communicate powerful messages. simultaneously. The Amidst the traditional portrayals of women as passive image of Lara Croft and subordinate, a new image has broken through. As not only reflect exaggerated as it is, this new image reflects a fundamental women’s changing change in gender relations. Lara Croft, an adventure-seeking role in society, but archeologist and star of Tomb Raider and its many sequels, is the also, exaggerating essence of the new gender image. Lara is smart, strong, the change, they and able to utterly vanquish foes. With both guns blazing, she is mold new the cowboy of the twenty-first century, the term cowboy being stereotypes. purposefully chosen, as Lara breaks stereotypical gender roles and dominates what previously was the domain of men. She was the first female protagonist in a field of muscle-rippling, gun- tooting macho caricatures (Taylor, 1999). Yet the old remains powerfully encapsulated in the new. As the photos on this page make evident, Lara is a fantasy girl for young men of the digital generation. No matter her foe, no matter her predicament, Lara oozes sex. Her form-fitting outfits, which flatter her voluptuous figure, reflect the mental images of the men who fashioned this digital character. Lara has caught young men’s fantasy to such an extent that they have bombarded corporate headquarters with questions about her personal life. Lara is the star of two movies and a comic book. There is also a Lara Croft action figure. For your consideration: In one to two short bond papers, answer this using 3,000 words. Provide 10 literatures to back your thoughts and ideas. 1. Why is gender change mostly one-way—Females adopting traditional male characteristics? 2. Who is moving into traditional territory of the other? Do people prefer to imitate power or weakness? 3. How far stereotypes have actually been left behind? 4. Using the three sociological Paradigm: Structual Functionalism, Conflict, and Symbolic Interactionism, explain the idea and concept of gender and stereotypes from the above article.
SocArXiv Effects of Hypermasculine and Heteronormative Elements in Video Games On Gender Role Beliefs Among Young Adult Males and Comparisons To Sex-Positive Media