This article examines the representation of female protagonists in video games by conducting a comparative analysis of Lara Croft from the Tomb Raider series and Aloy from Horizon series. The study investigates the evolutionary changes in the portrayal of these characters and their relationship with contemporary social imaginaries and sensitivities. The article adopts a theoretical framework that combines perspectives from social imaginaries and media studies. The research methodology involves analyzing the narrative storytelling, body representations, and costume design of the characters. The findings highlight the transformations in the depiction of Lara Croft over time, from a hypersexualized damsel in distress to a more complex and empowered character. In the case of Aloy, her representation challenges traditional beauty standards and incorporates imperfections, reflecting an evolving societal acceptance. The study emphasizes the reciprocal influence between societal changes and representations in video games, highlighting the role of these media in shaping collective imaginations.
Questo articolo analizza la rappresentazione delle protagoniste femminili nei videogiochi attraverso un’analisi comparativa tra Lara Croft della serie Tomb Raider e Aloy della serie Horizon. Lo studio indaga i cambiamenti evolutivi nella rappresentazione di questi personaggi e il loro rapporto con gli immaginari e le sensibilità sociali contemporanee. L’articolo adotta un quadro teorico che combina prospettive sugli immaginari sociali e i media studies. La metodologia di ricerca prevede l’analisi della narrazione, della rappresentazione corporea e del design dei costumi dei personaggi. I risultati evidenziano la trasformazione nel modo in cui Lara Croft è stata raffigurata nel tempo, passando da damigella ipersessualizzata in pericolo a figura più complessa ed emancipata. Nel caso di Aloy, la sua rappresentazione sfida i canoni tradizionali di bellezza e include imperfezioni fisiche, riflettendo una crescente accettazione sociale. Lo studio sottolinea l’influenza reciproca tra i cambiamenti sociali e le rappresentazioni nei videogiochi, evidenziando il ruolo di questi media nella costruzione dell’immaginario collettivo.
The representation of women in video games: a comparative analysis between Tomb Raider and the Horizon saga / Picone, Aida; Barbalace, Francesco. - In: CULTURE E STUDI DEL SOCIALE. - ISSN 2531-3975. - (2025), pp. 99-107.
The representation of women in video games: a comparative analysis between Tomb Raider and the Horizon saga
Aida PiconePrimo
;
2025
Abstract
This article examines the representation of female protagonists in video games by conducting a comparative analysis of Lara Croft from the Tomb Raider series and Aloy from Horizon series. The study investigates the evolutionary changes in the portrayal of these characters and their relationship with contemporary social imaginaries and sensitivities. The article adopts a theoretical framework that combines perspectives from social imaginaries and media studies. The research methodology involves analyzing the narrative storytelling, body representations, and costume design of the characters. The findings highlight the transformations in the depiction of Lara Croft over time, from a hypersexualized damsel in distress to a more complex and empowered character. In the case of Aloy, her representation challenges traditional beauty standards and incorporates imperfections, reflecting an evolving societal acceptance. The study emphasizes the reciprocal influence between societal changes and representations in video games, highlighting the role of these media in shaping collective imaginations.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


