Thesis (UNI Access Only)
Lara Croft (Fictitious character); Tomb raider (Game); Monsters in mass media;
This thesis explores the role of the video game character Lara Croft as an example of the practical applications of technological monsters. Using Martijnte Smits’ (2006) monster theory as a framework, Lara Croft is analyzed and argued to be a monster that inhabits both masculine and feminine sides of the gender binary, creating a question for how the binary operates. Using cut scenes from the narrative Tomb Raider (1996-2015) game series as evidence, I argue that Lara Croft pushes the boundaries of the gender binary and questions how that push has allowed more monsters into the mainstream popular culture. I also argue that the transgressive potential of Lara Croft has changed from her first introduction in the gaming industry through today. These create more transgressive examples of how monsters create a culture that is always in flux.
Year of Submission
Master of Arts
Department of Communication Studies
Bettina Fabos, Chair, Thesis Committee
1 PDF file (v, 60 pages)
©2017 Ashley Patricia Jones
Jones, Ashley Patricia, "Breaking out the monster in Lara Croft" (2017). Dissertations and Theses @ UNI. 401.