ANIMAL CROSSING: Audience consumption Flashcards

1
Q

What audiences does ACNH appeal to?

A

Universal audience appeal
* Casual Gamers:
* Young adults/females:
* Children:
* International audiences

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2
Q
  • Why does ACNH have universal global appeal?
A
  • Children= Family friendly
  • Adults= Depth, narrative, customisation
  • Global Appeal: Major markets in Japan/ North America/ Europe due to universal themes.

Gender queer= Avatar customisation (can choose gender, hair, eye colour, skin tone)

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3
Q

Who are the pre-sold audience demographic for ACNH?

A
  • Franchise fans (series begun in 2001)
  • Will appreciate familar/new elements
  • Minimises risk
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4
Q

What is ACNH largest audience?

A
  • Female fans (19-24)
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5
Q

ACNH: Psychographic appeal?

A
  • Non-competitive gameplay
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6
Q

Uses and gratification theory definition

A
  • A communication theory
  • That explores why and how
  • individuals actively seek out specific media to satisfy their needs.
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7
Q

What need/gratfication would ACNH meet?

A
  • Affective needs: (escape from stress through customisation)
  • Social interactive need: (players can host online gatherings/ invite friends/ throw virtual events)
  • Cognitive need
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8
Q

How does ACNH satisfy cognitive needs?

A
  • Blathers provides detailed information about collected fossils, insects, art peices thus earning players cultural and scientific knowledge.
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9
Q

Name 4 features of ACNH that contributes to the franchises ability to retain players?

A
  1. Regular updates/ DNC’s
  2. Community/social interactions and game play
  3. Seasonal changes, real time events
  4. Customisation, self expression and creativity:
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10
Q

Audience appeal- Regular updates and DNC’s

A
  • Provides players with ongoing content to explore.
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11
Q

Audience appeal- community and social interactions

A
  • Community is fostered in game and amongst players.
  • In game= visitations, trading, sharing
  • Players= Communication through in game chat/ external platforms.
  • Creates belonging
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12
Q

Audience appeal- seasonal changes and real time events

A
  • The game incorperates real time mechanics and seasonal changes
  • Encourages players to return to the game to experience time-limited events.
  • The anticipatation of events maintains annual engagment.
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13
Q

Audience appeal- customisation and self expression

A
  • The game provides extensive customisation options.
  • Players can customise homes, avatars, architecture.
  • Ability for self expression creates attachment and ownerships.
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14
Q

Animal Crossing: Social Context: Covid and economic success.

A
  • Research finds that lockdown gave people time to indulge in games (such as Animal Crossing)
  • 62% of UK adults played video games during the pandemic, says Ofcom.

convenience of digital distribution helped boost sales

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15
Q

What did ACNH supply audiences during the lockdown?

A
  • Escapism
  • Social interactions
  • Sense of routine and normalcy
  • Postive and uplifiying aesthetics and atmosphere
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16
Q

What does Jenkins mean by “Participatory culture”?

A
  • Fans actively engage with and contribute media content
17
Q

How do the fans in ACNH engage in “Participatory Culture”?

A
  • Custom designs (patterns)
  • Custom clothes, furniture
  • Sharing creations with others
18
Q

What does Jenkins mean by “Fan Labour”?

A

Fans willingly contribute their
* Time, Skills and Creativity
* To produce fandom-related content .

19
Q

How do the players of ACNH engage in “fan labour”

A
  • Participation in online communities (sharing tips, tricks, inspo, exchange dodo codes)
  • Twitch streaming gameplay
  • YT Walkthroughs
20
Q

Explore how digitally convergent media fosters new forms of game consumption,
particularly social gaming, streaming, and virtual interaction

A
  1. Content sharing
  2. Streaming
  3. Social gaming/ Online Mutiplayer
21
Q

Explore how digitally convergent media fosters new forms of game consumption, particularly streaming

A
  • Many players stream their game play via Twitch/Yt.
  • Creates a new type of entertainment in which audiences can watch, engage and interact with gameplay.
22
Q

Explore how digitally convergent media fosters new forms of game consumption, particularly through social gaming

A
  • Players can visit eachothers islands, interact in real-time.
  • Friends and families can play together on in game experiences
  • Converges internet technology with gaming
23
Q

Explore how digitally convergent media fosters new forms of game consumption,
particularly content sharing

A
  • Many players share screenshots/videos from their gameplay on social media platforms.
  • r/AnimalCrossing is a subreddit dedicated to ACNH (has over 1 million members)
24
Q

Examine how Animal Crossing leverages digital convergence for cross-promotional
opportunities (e.g., in-game events, partnerships with brands like Sanrio, social
media campaigns)

A
  • Puma/ Build a bear
  • Designers like Marc Jacob and Valentina did virtual catwalks of their clothes in the Game.
  • digital partnerships–The Biden Campaign launched “Biden headquarters” in the game.
25
Guerilla Marketing: ACNH
*ACNH let companies/brands play the game for free. Companies like Gucci and H & M created their own island in the game. (these brands create publicity in social media, encourging players to particpate) ## Footnote This generates free advertising and expands the brand's reach through organic social sharing