assassins creed

Cards (104)

  • MMORPG - massively multiplayer online role-playing game, a game that allows multiple players to interact with each other and with the game world simultaneously
  • NPC - non-playable character, an artificial intelligence controlled character within a video game or computer program.
  • augmented reality is a technology that enhances real-world images with computer-generated information
  • persistent worlds are when games continue even if the player is not playing
  • CRPG - computer role playing game
  • avatar - a character that represents the player
  • in 2020, there were 2.7 billion gamers worldwide
  • 25 new games are released daily on stream
  • gaming is now worth $180bn globally
  • in the us, 45% of gamers are women
  • the average video gamer is 30 years old, and have been playing for around 13 years
  • 45% of gamers are women, and women over 18 represent 31% of the gaming population, dominating the statistic of 19% of under 18 boys are video game players.
  • 51% of households say that they own atleast one game playing console, majority owning two
  • 36% of players play on a console, and 25% play on their phone
  • in 2018, 89% of Uk parents admitted that they do not follow restrictions of age when buying games for their children
  • banduras theory of media effects explains that the media can 'implant' ideas into their audiences minds. this idea is agreed with by the wider media who state that gaming is the reason for aggression in young people as well as their lack of sociability
  • gerbners cultivation theory explains that the media is a tool used to 'skew' peoples ideas of society and influences their views of reality
  • previously, the industry was regulated by the BBFC (british board of film classification) and worked alongside PEGI to help rate the games in terms of age and suitability: for parents purchasing games for their children
  • now, the GRA (games rating authority) rates alongside PEGI
  • PEGI ratings are based upon content such as violence, language and sexual themes
  • assasins creed game age ratings:
    • valhalla -> 18
    • odyssey -> 18
  • 92% of parents recognise the positive impacts of video games, such as education, creativity and entertainment
  • 1 in 3 parents admit to buying a game that was too old for their child
  • assassins creed is one of the most popular video game franchises in the world
  • assassins creed was created by UBISOFT (a french game company) which was then branched out globally due to its successful franchise
  • assassins creed is appluaded for its freeform gameplay, its detailed graphics and the games enjoyment
  • liberation
    • released in 2012
    • action adventure game
    • released on playstation vita
    • fourth spinoff of the franchise
  • Product Context
    - has new elements like a strong female protagonist to target wider audiences
  • Historical Context
    - the hand held game console has become increasingly popular and a big industry over the years
  • Economic/Political Context
    - Video games are culturally and financially significant across Japan, Europe and the USA
    - The release of new gaming technology or games from popular franchises can be major economic events.
  • The relationship of recent technological change and media production, distribution and circulation
    - The PS Vita was designed with many features usually associated with smart phones (touchscreen as well as Wi-Fi, 3G and Bluetooth).
    - It is significant that the game was originally exclusive to the PS Vita but was later released in a modified HD version across a large range of consoles
  • The role of regulation in global production, distribution and circulation
    - The game was classified 18 by PEGI because there was a lot of unjustified violence (motiveless)
    - there have been a number of incidents that have occurred as a result of video game
    - there is an immersive nature of video games; you are actively committing violence
  • The impact of digitally convergent media platforms on global production, distribution and circulation

    - The hand held game could be linked to the full PS3 console version of the game (owning both versions would unlock additional game content).
    - This use of convergence is relevant- pushes audiences to spend as much money on the franchise as possible
  • Regulation - Livingstone and Lunt

    - hard to protect individuals but also offer choice
    - can easily access and lie about age
    - can download games via the Playstation Store and you can pirate the games too- made the regulation very difficult
    - easier for people under age to get hold of it
  • Cultural Industries - David Hesmondhalgh

    - The game is part of an established franchise with a large fan-base. Producers are clearly attempting to harness the popularity of this franchise to encourage sales both of the game itself and the hand-held device the PS Vita.
    - Ubisoft released a range of videos such as gameplay, hints & tricks to attract global audiences online.
  • Social & Cultural Contexts
    - underrepresentation of female characters in video games
    - video game industry tends to be a more male-dominated industry
    - this game has a female protagonist
    - subverts expectations of female characters in games
    - female audiences may become more interested in genre
    - franchise could generate more sales
    - audiences may like the repetition and difference aspect
  • How producers target, attract, reach, address and potentially construct audiences
    - The game is for a hand held device.
    - This may imply it is aimed at a more casual or mobile gamer
    - targeted at more on the go gamers
    - The game features a female protagonist. This is unusual in the franchise and may have been done to appeal to a different demographic, ie. casual female players
    - The existence of a female protagonist may also be to constructing audiences as they offer a platform for female gamer identification.
  • The interrelationship between media technologies and patterns of consumption and response

    - The two versions of the game are also linked in terms of downloadable content and special features
    - This relates to changing patterns of consumption.
    - Gamers might be being encouraged to have a more complete or satisfying experience by using a range of interlinked products that offer exclusive downloadable content.
  • Media effects - Albert Bandura

    - The game received an 18 rating from PEGI due largely to violent content.
    - if you are a young player, you may imitate the violence seen in video games
  • Fandom - Henry Jenkins
    - Video games offer social experiences (online multiplayer options) as well as communities outside of the core game experience. Fans may be passionate exponents of a game or the harshest critics and can often impact the development of games directly.