Strangers In the "Myst" of Video Gaming: Ethics and Representation
Description
In August 1999, Lara Croft donned the cover of Playboy. One month later, she held the cover page of PSM (Play Station Magazine, the most frequent figure appearing on the cover in PSM's history--four times in two years). The two images were strikingly different, as one can imagine. But, the implications of the two representations are indeed significant and call into question the ideas of reality, identity, gender, and representation. Which Lara Croft is "real?" Which one, if either, is a figure with whom girls and women in the world of games and beyond can identify in any meaningful way? Or, is she despite her assertive, powerful character, another unattainable image of sexuality to which girls and women are unable to relate? The character of Lara Croft has grown beyond the fantasy stage to a sense of reality. Girls want to be Lara Croft, and who wouldn't? The boys and men playing Tomb Raidermay play it for a multitude of reasons, but be sure: Eidos, the producer of the game, knows what it is doing...
This article is part of a special issue of the Computer Professionals for Social Responsibility (CPSR) Newsletter.
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