Thursday, October 22, 2009

In this week’s reading by Deuber-Mankowsky, ‘The Phenomenon of Lara Croft’, Mankowsky wrote, “The only thing distinguishing the main character of Tomb Raider from those of other video games were her sex and improved graphics.” I felt somewhat bothered by Mankowsky’s description of the international fame and glorification of this character. Growing up in a somewhat rural location, much of my adolescence was spent outdoors or buried in books. I never really understood the appeal of video games and the technology that gives them life. This obsession is borderline, no, IS quite disturbing when viewed through Mankowsky’s microscopic lens.
Through researching the contributing social, political, cultural and economic factors, Mankowsky dissects this character with rigorous force. “The problem that Lara Croft poses for feminist theory results from precisely those multiple means we saw celebrated in the opening line of her admirer’s poem: through them Lara has been able to span the gap between men’s sexual fantasies and women’s longing for supernatural agility. More than merely an object of male desire, Lara Croft became the first positive female role model on the computer game market. She opened up the virtual game world to a whole generation of young women and girls.” Okay, I’m on board with the fact that this character is the antithesis of the prototypical video game hero—the muscular, gun-toting ex-military man in combat boots is replaced by a hot girl who kicks ass for the benefit of the good. I believe that the portrayal of Croft as a strong, independent woman is positive, but I don’t know that I would call her as a “positive female role model”. What’s difficult for me to grasp is how a video game character could really be a positive influence on anyone.


This article isn't very well-written but does a good job of communicating the point.

http://www.helium.com/items/233252-role-models-or-eye-candy-the-portrayal-of-female-video-game-characters5

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