Media Question: How are female protagonists represented in 'Lara Croft: Tomb Raider' and 'The Hunger Games'?
Expectations set both female protagonists up to be the dominant gender, but are they represented as this or do they still face sexual objectification?
Within
this investigation I will investigate at how female protagonist are represented
in the action genre of film. Specifically I will analyse the two texts 'Lara
Croft: Tomb Raider' and 'The Hunger Games'. Some audience members might
stereotypically believe that the first expectations of both female protagonists
are that they are a dominant and positive representation of the female gender,
but are they actually represented in this contemporary form or are they still
being objectified in the ways Laura Mulvey discusses in the male gaze theory. I
firstly will explore if the female protagonist has a reliance on men, secondly
I will investigate if their ideology and mindset is relative to the present or
some what dated? Lastly I will discuss the representation of the female body,
are females still being objectified? Is a realistic body images being projected?
and if so why must this be the case? To help answer my investigation I will
apply relative theory such as the audience theory, uses and gratifications and Laura
Mulvey, The male gaze. In addition feminism and post feminism.
In
recent years there has been an increasing number of action heroines within the
film industry (1). Women in modern society are seen as equals to the male
gender leading the way for strong, female characters to be created in the film
industry as a means of inspiring and encouraging this outlook that may have not
have been seen in the past. However it is hard to depict whether who are being
represented in the idealistic way imagined; are they dominant, powerful women
or are they just simply seen as a “chick with a gun” (2)? This is what I will
investigate via critical analysis, theory and secondary research.
The idea of being able to control an attractive and feisty female
character is an element which the video games target audience of males between
fifteen and twenty-six (6) would be drawn to. In an interview with an
enthusiastic fan of the video games he stated that he was cautious and
protective over the character of Lara when playing, ironically he found himself
not just controlling her but looking after her as well. (7) This tells us that
before a film was even created the female role of Lara was already given a
stereotypical outlook by game players and created for the male audience so even
if the film adaptation was developed with the idea that she should be seen as a
strong, female protagonist she has already been represented in such a way that
many individuals already see her in a particular manner. The idea of being able to control an attractive and feisty female
character is an element which the video games target audience of males between
fifteen and twenty-six (6) would be drawn to. In an interview with an
enthusiastic fan of the video games he stated that he was cautious and
protective over the character of Lara when playing, ironically he found himself
not just controlling her but looking after her as well. (7) This tells us that
before a film was even created the female role of Lara was already given a
stereotypical outlook by game players and created for the male audience so even
if the film adaptation was developed with the idea that she should be seen as a
strong, female protagonist she has already been represented in such a way that
many individuals already see her in a particular manner.
The
first case study I looked at was ‘Lara Croft: Tomb Raider’ in which actress
Angelina Jolie plays one of the most well-known female actions heroes. Despite
her character being portrayed as this tough female who is not only intelligent
and beautiful but is control on the males around her, within the text she is
still very much sexualized according to Laura Mulvey’s male gaze theory (3).
Throughout the film the character’s heavy layering of sexual signifiers such as
her glasses, holster and garter belts, short shorts and long swinging hair
automatically build her up as a visually pleasing aspect taking away the
seriousness of what she is supposed to be representing. One may see this as
Croft using her beauty to her advantage in the film to gain what she wants (4)
but her persona as a seductive supervixen is still not diverting away from the
past stereotypical female roles in film like it claims to be attempting to do
(5). Originally Lara Croft was created as a video game before later being made
into a film, the idea being that the male dominant audience of the video gaming
industry could almost control this idealistic women who are represented in a sexual
manner but still play an action genre game; this being said even with the
expansion of this into the film industry and the widening of the audience she
is still associated with this original by many people. It could be said that
she is not this image of empowerment nor is she operating outside the
boundaries of traditional gender restrictions, so by being the way she is
conforms to the stereotypical gender role.
In the ‘No Guns’ scene of Lara Croft: Tomb Raider she is positively conveyed as
a dominant female. She not only takes control at the beginning of the scene by
telling the other men to leave so she can deal with the antagonist on her own
so they do not get harmed but she also successfully defeats him with her body
strength alone despite him being a being a dominant male. Unlike other scenes
she is not sexually objectified in anyway by the camera. The camera angles
mainly show her facial expression, followed by long shots of her fighting the
antagonist.
However saying this there are particular elements of
her character in the film which do keep to the idea of the female protagonist.
The
first case study I looked at was ‘Lara Croft: Tomb Raider’ in which actress
Angelina Jolie plays one of the most well-known female actions heroes. Despite
her character being portrayed as this tough female who is not only intelligent
and beautiful but is control on the males around her, within the text she is
still very much sexualized according to Laura Mulvey’s male gaze theory (3).
Throughout the film the character’s heavy layering of sexual signifiers such as
her glasses, holster and garter belts, short shorts and long swinging hair
automatically build her up as a visually pleasing aspect taking away the
seriousness of what she is supposed to be representing. One may see this as
Croft using her beauty to her advantage in the film to gain what she wants (4)
but her persona as a seductive supervixen is still not diverting away from the
past stereotypical female roles in film like it claims to be attempting to do
(5). Originally Lara Croft was created as a video game before later being made
into a film, the idea being that the male dominant audience of the video gaming
industry could almost control this idealistic women who are represented in a sexual
manner but still play an action genre game; this being said even with the
expansion of this into the film industry and the widening of the audience she
is still associated with this original by many people. It could be said that
she is not this image of empowerment nor is she operating outside the
boundaries of traditional gender restrictions, so by being the way she is
conforms to the stereotypical gender role.
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