This study is aimed at exploring a better understanding of gender-biased context in digital games. Based upon a female analysis of Tomb Raider 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 Tomb Raider 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 Tomb Raider series. From this, the sexualization of female...
Lara Croft, the heroine of the hugely popular Tomb Raider videogame series, is a representative of f...
In the recent years there has been a large social movement to indicate different problems in society...
Over the course of the last 30 years video games have not only grown in their usage but their techno...
This study is aimed at exploring a better understanding of gender-biased context in digital games. B...
This study is aimed at exploring a better understanding of gender-biased context in digital games. B...
Video games have been the target of controversy for years, whether about violence or inappropriate...
Due to immense popularity of video games the author investigates the presence of gender portrayal wi...
This work focuses on a gender analysis of female characters in video games, specifically the action ...
A survival battle royale video game, PlayerUnknown’s Battlegrounds, has achieved huge popularity as ...
The aim of this essay is to examine how Lara Croft, Bayonetta, Emily Kaldwin and Billie Lurk have be...
This article considers the combination of game play and narrative which combine to produce cross-gen...
Computer and video games have taken the world by storm, since their creation the interest for these ...
Since Lara first “bust” onto our screens in 1996 in Tomb Raider (Edios Interactive), she has been a ...
Content analyses indicate that women and girls are gender-stereotyped and negatively portrayed in vi...
Since Lara first “bust” onto our screens in 1996 in Tomb Raider (Edios Interactive), she has been a ...
Lara Croft, the heroine of the hugely popular Tomb Raider videogame series, is a representative of f...
In the recent years there has been a large social movement to indicate different problems in society...
Over the course of the last 30 years video games have not only grown in their usage but their techno...
This study is aimed at exploring a better understanding of gender-biased context in digital games. B...
This study is aimed at exploring a better understanding of gender-biased context in digital games. B...
Video games have been the target of controversy for years, whether about violence or inappropriate...
Due to immense popularity of video games the author investigates the presence of gender portrayal wi...
This work focuses on a gender analysis of female characters in video games, specifically the action ...
A survival battle royale video game, PlayerUnknown’s Battlegrounds, has achieved huge popularity as ...
The aim of this essay is to examine how Lara Croft, Bayonetta, Emily Kaldwin and Billie Lurk have be...
This article considers the combination of game play and narrative which combine to produce cross-gen...
Computer and video games have taken the world by storm, since their creation the interest for these ...
Since Lara first “bust” onto our screens in 1996 in Tomb Raider (Edios Interactive), she has been a ...
Content analyses indicate that women and girls are gender-stereotyped and negatively portrayed in vi...
Since Lara first “bust” onto our screens in 1996 in Tomb Raider (Edios Interactive), she has been a ...
Lara Croft, the heroine of the hugely popular Tomb Raider videogame series, is a representative of f...
In the recent years there has been a large social movement to indicate different problems in society...
Over the course of the last 30 years video games have not only grown in their usage but their techno...