use to construct identities. Explore this idea in relation to two video games you have
studied.
INTRODUCTION:
David Gauntlett suggests that the media provide audiences with resources which they use to
construct identities. This idea will be explored in the two video games ‘Grand Theft Auto’
(‘GTA’) and ‘Tomb Raider’ (‘TR’).
POINT 1. ‘GTA V’ Character Creation
Gauntlett has proposed the idea that as a result of the rise in media consumption, this has
changed audiences from passive consumers to more active consumers who can think
critically for themselves. This enabled them the control over the way they use the media to
craft their own identities, instead of media producers moulding their identities. In fact, media
producers even encourage this creativity. This can be seen in ‘GTA Online’ (2013) wherein
players have a high degree of control over the appearance and lifestyle of their characters.
Audiences use this to construct their own identities by explore new aspects of themselves,
such as new hair colours or tattoos. This is a significant shift in the power dynamic between
producers and audiences, allowing audiences to personalise their identities in a way that is
consistent with their own values and preferences.
POINT 2. ‘TR’ Lara Croft as Strong Female
Lara Croft as a character has evolved over time, becoming a symbol for female
empowerment and breaking the boundaries in which female characters and female
audiences were confined to. She demonstrates to audiences that female characters can be
just as capable and interesting as their male counterparts. This can be seen in ‘Tomb
Raider: Anniversary’ (2007) when she tells Larson, ‘you’re well on your way’, implying that
she is capable of taking him down the same way she took down bigfoot. Gauntlett states that
‘popular culture offers a range of… characters from whom we can acceptably borrow
ideas… for use in our own’. Audiences who look to Lara Croft as a role model can take
inspiration from her to shape their own personal identity, and to perhaps become more
competent as females as well as males.
POINT 3. ‘GTA V’ Character of Michael
Video game players may continue to take inspiration from characters, and can identify with
them on a deeper level as the complicated story of Michael from ‘GTA V’. Gauntlett explains
that ‘ideas about lifestyle and identity that appear in the media are resources which
individuals use to think through their sense of self and modes of expression’. His
complicated nature encourages audiences to explore different aspects of their own lives,
such a growth, courage and resilience. Furthermore, Michael's complex background
highlights the importance of overcoming past traumas and moving forward towards a better
future. He reinforces the notion that it is never too late to turn your life around. Audiences
may use his character to gain insight into their own personal struggles and seek out ways to
overcome them in their own lives.
POINT 4. ‘TR’ Character of Lara Croft
Through Lara Croft, video game players are given the opportunity to embody Lara’s
character, allowing them to explore tombs, solve puzzles, and fight enemies. All of which can
be challenging and requires players to be critical, patient and resilient. Gauntlett suggests
that audiences can ‘create, maintain and revise a set of biographical narratives – the story of
who we are, and how we came to be where we are now.’ Audiences may use what they
have learned in video games and apply it to their own struggles in life. The narrative arcs
and character development of Lara Croft in ‘Shadow of the Tomb Raider’ (2018) further
offers audiences resources to which they can use to create their own story. One major