The Lara Phenomenon
Powerful Female Characters in Video Games
Datos Bibliográficos
| ID | 11996468 |
|---|---|
| Autores | Jeroen Jansz (0000-0002-7206-3102, University of Amsterdam, autor de correspondencia), Raynel G Martis (University of Curaçao) |
| Año | 2007 |
| Volumen | 56 |
| Número | 3-4 |
| Páginas | 141-148 |
| Fecha de publicación | 2007-02-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Sex Roles (JOURNAL) |
| Identificadores de la revista | ISSN: 0360-0025 • E-ISSN: 1573-2762 |
| Editorial | Springer Science+Business Media (PUBLISHER • DE) |
| DOI | 10.1007/s11199-006-9158-0 |
| OpenAlex | W2131717409 |
| Idioma | EN |
| Citas recibidas | 60 |
| Referencias citadas | 31 |
The content of games is an understudied area in social scientific research about video games. The purpose of the present study is to contribute to the understanding of the portrayal of gender and race in games. Previous research on game content has revealed that stereotypical masculine characters dominate video games and that those characters are generally White. Nowadays, quite a few video games have women in leading parts; Tomb Raider’s Lara Croft is the prototypical example. In our study we investigated the so-called ‘Lara phenomenon,’ that is, the appearance of a competent female character in a dominant position. We also studied the portrayal of men and the race of both male and female characters. We did a content analysis on the introductory films of 12 contemporary video games. Our results show that female characters appeared as often in leading parts as male characters did. They were portrayed with a sexualized emphasis on female features. Most game characters belonged to the dominant White race, the heroes exclusively so
Character (mathematics · Content (measure theory · Content analysis · Epistemology · Multimedia · Phenomenon · Race (biology · Social science · Sociology · Video game · White (mutation · Computer Science · Digital Games and Media · Gender Studies · Media Influence and Health · Media, Gender, and Advertising · Psychology · Social Psychology
Playing out identities and emotions
Videogame Content
Callous/Malice
Children's Motivations for Video Game Play in the Context of Normal Development
Communication in multiplayer gaming
Gender Technological Performativity
Queen Marika, the Eternal
Ain't no man
Making and interpreting
Sexualización de Valquiria
Desigualdades en el mundo de los videojuegos desde la perspectiva de los jugadores y las jugadoras
Character Gender and Disposition Formation in Narratives
Negotiated Empowerment and Split Performance
Kawaii Killers and Femme Fatales
Sex Sells? Two Experiments Testing Exposure to Sexualized Female Video Game Characters on Purchase Intention
Character Portrayals in Digital Games
Examining How Sex Appeal Cues and Strength Cues Influence Impressions of Female Video Game Characters
Empowered by the Experience
Sexy, Strong, and Secondary
Recoding motherliness and femininity in the Plague Tale game series
Subversive Ludic Performance
Defining pink games
Video Games in/as Culture
Underrepresented Rather than Misrepresented? A Content Analysis of Female Characters’ (non)Sexualization in Virtual Reality (VR) Games
Female Characters from Adult-Only Video Games Elicit a Sexually Objectifying Gaze in Both Men and Women
Fixed Roles and Situated Actions
Violent Female Action Characters in Contemporary American Cinema
A Content Analysis of Female Body Imagery in Video Games
Gender and Race Representation in Casual Games
Real feelings for virtual people
SeX-Box
Content Analysis of Video Games
Times They Are A-Changin’? Evolving Representations of Women in the Assassin's Creed Franchise
Are We What We Play? Global Politics in Historical Strategy Computer Games
Gendered Choices
Evidence of Ambivalent Sexism in Female Video Game Character Designs
Damsels and darlings
Perils of the princess 2.0
Damsel in this Dress
Girls@Play
Playing The Sims2
Gendered violence and sexualized representations in video games
The virtual census
Seriously, get out’
Women in Video Games
What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis
Changing informal institutions via mimesis
Sexualized Avatars Lead to Women’s Self-Objectification and Acceptance of Rape Myths
Selling Gender
Increased Cognitive Load during Video Game Play Reduces Rape Myth Acceptance and Hostile Sexism after Exposure to Sexualized Female Avatars
Effects of sexualized video games on online sexual harassment
The Past is Your Playground”
Body Gaze as a Marker of Sexual Objectification
Masculine Pleasures as Normalized Practices
Predicting hostility towards women
Visualizing War? Towards a Visual Analysis of Videogames and Social Media
Cultural Geography and Videogames
Worlds of Affect
Depictions of Female Protagonists in Digital Games
"Writing "Gamers
Media, Gender and Identity
Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior
Parasocial Interaction
The role of media figures in adolescent development
Popular Video Games
Morphology of the Folktale
Death with a Story
Television Images and Adolescent Girls' Body Image Disturbance
Video Kids
The Video Game Theory Reader
Mapping the Bit Girl Lara Croft and new media fandom
Death with a Story
Shirts vs. Skins
Interactivity
The Emotional Appeal of Violent Video Games for Adolescent Males
The Story of Phoenix Quest
Keeping Abreast of Hypersexuality
An Examination of Violence and Gender Role Portrayals in Video Games
Nothing Like a Brisk Walk and a Spot of Demon Slaughter to Make a Girl’s Night”
Mediated Messages
Arcade Video Games
Defining Identification
Presence, Explicated
The effects of violent video games on aggression
The effects of violent video games on aggression. A meta-analysis
| Obras citantes distintas | 60 |
|---|---|
| Citas por año | 3,53 |
| Intervalo de citas | 2009 - 2026 (18) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 60 |