Abstract
An analysis of the role of gender in the 1996 video game, "Tomb Raider", using multiple theoretical approaches to discuss issues of gender roles and gender identity. The author argues that prior to Tomb Raider, popular games revolved around a male protagonist, but with the introduction of Lara Croft, the gaming world has changed. The article explores the implications of the female protagonist in Tomb Raider, characterizing Lara Croft as a techno-puppet to the male-gaze, a drag queen, a dominatrix, and a powerful feminist role model. Artistic and creative game patches provide an “opportunity for feminists to influence the formation of new computer game gender configurations”.
Preservation Process
Archived from http://switch.sjsu.edu/archive/nextswitch/switch_engine/front/front.php%3Fartc=222.html. Documentation of the preservation processes used for this collection is available at https://github.com/NickSzydlowski/switch. Metadata for this item was created and augmented by Marc Cordonero, Spring 2022, ART 104.
Recommended Citation
Schleiner, Anne-Marie
(1998)
"Does Lara Croft Ware Fake Polygons,"
SWITCH: Vol. 9:
No.
1, Article 4.
Available at:
https://scholarworks.sjsu.edu/switch/vol9/iss1/4