<p> This study is aimed at exploring a better understanding of gender-biased context in digital games. Based upon a female analysis of <i>Tomb Raider </i> series, this study attempts to compare the appearance and figure of female characters in video games by researching the representative game. A focus group with a group of women from different countries has been used to better understand how women feel and react to female images in the video game <i>Tomb Raider</i> and figure out how female protagonist Lara Croft changed in the video game. The thesis attempts to offer a better understanding of biased context in video games and to compare differences in dressed figures of female characters through the <i>Tomb Raider</i> series. From this, the sexualization of female figures and their images of power has positively changed during last two decades. Ultimately, the connotation of this thesis is to discuss the possibilities of negative effects on audiences in digital games, typically for the young generation.</p><p>
Identifer | oai:union.ndltd.org:PROQUEST/oai:pqdtoai.proquest.com:10975189 |
Date | 16 January 2019 |
Creators | Liu, Jingjing |
Publisher | University of South Florida |
Source Sets | ProQuest.com |
Language | English |
Detected Language | English |
Type | thesis |
Page generated in 0.0017 seconds