assasins creed Flashcards

1
Q

product context

A
  • Part of the very successful games franchise, was developed by Ubisoft in 2012
  • The game was originally exclusive to the PS Vita but was later (2014) released in a modified HD version across a large range of consoles and platforms (including PS3, Xbox 360 and Microsoft Windows)
  • Offers familiar pleasures to existing fans (narrative situation of the Assassins v the Templars, open world gameplay etc.) along with new elements to target a wider audience (e.g. the use of a strong female protagonist)
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2
Q

Consider processes of production, distribution, and circulation:

A
  • The game was released on the Sony handheld device PlayStation Vita. It was developed by Ubisoft and released alongside Assassin’s Creed III on the PlayStation 3.
  • This simultaneous release might be discussed in terms of an attempt to have maximum impact on the three major markets for console and video game release (Japan, North America, and Europe).
  • In terms of production the game was a multinational development which is typical of game production in larger studios such as Ubisoft.
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3
Q

Consider the relationship of recent technological change and media production, distribution and circulation:

A
  • The game itself as part of a well-known and popular franchise may be seen as an attempt to bring high game production values to the burgeoning new mobile gaming arena.
  • It is significant that the game was originally exclusive to the PS Vita but was later (2014) released in a modified HD version across a large range of consoles and platforms (including PS3, Xbox 360 and Microsoft Windows).
  • In terms of distribution these versions of the game could be purchased over the internet using such outlets as Steam, the PlayStation Network or Xbox Live Arcade.
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4
Q

Consider the regulatory framework and the role of regulation in global production, distribution, and circulation:

A
  • Video games are now regulated by the PEGI system (Pan European Game Information) which provides age ratings and visual descriptors in attempt to protect children across Europe.
  • The game was classified 18 by PEGI (when violence reaches a stage where it becomes a depiction of gross violence, apparently motiveless killing, or violence towards defenceless characters.)
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5
Q

Consider the impact of digitally convergent media platforms on global production, distribution and circulation:

A
  • It is significant that the handheld 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 in terms of promotion/marketing and circulation.
  • The internet/Wi-Fi functionality of the PS Vita allows users opportunities to download additional content (DLC) such as weapons, characters and “skins” or outfits.
  • It also affords users the chance to engage in multiplayer versions of the game. These features promote gamer engagement and identification with the game.
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6
Q

theory
cultural industries, hesmondhalgh

A
  • 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.
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7
Q

social and cultural contexts

A
  • The representation of female characters, under-representation of women in video game development and an assumed minority of female video games players are areas that could be explored.
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8
Q

Consider how producers target, attract, reach, address and potentially construct audiences:

A
  • The game is for a handheld device. This may imply it is aimed at a more casual or mobile gamer
  • The game features a female protagonist. This is unusual in the franchise and may be considered in terms of appealing to a different demographic
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9
Q

The interrelationship between media technologies and patterns of consumption and response:

A
  • The game is linked to a more traditional console version, and which was simultaneously released with this game. This might be considered as an attempt to draw gamers from different platforms to purchase additional hardware and adopt new gaming habits.
  • 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.
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10
Q

theory
media effects, bandura

A

bandura:
- The game received an 18 rating from PEGI due largely to violent content.

  • With an active role by the player in the video game, it could be argued that audiences are likely to imitate the behaviours portrayed in the game.
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11
Q

theory
fandom jenkins

A
  • The Assassin’s Creed franchise has a strong, well-developed fan-base which could be a factor within the success of the video game
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