Assassin’s Creed Flashcards

1
Q

Assassin’s Creed: Valhalla successful

A

Builds on an already successful franchise
—>films, tv shows, comics alongside video game series
—>synergetic

Very active fanbase
—>comiccon
—>fanart
—>forums
—>gameplay on twitch + YouTube

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2
Q

PEGI

A

Rated 18

Very violent- blood, battle scenes

Ratings based on age and maturity not difficulty

Livingstone and Lunt: balancing needs of citizens and consumers
—>citizens- what is good for everyone
—>consumers- what we want to do individually

Self regulating industry

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3
Q

Bandura- Bobo Doll experiment

A

Do video games cause violence?

Adult would hit the bobo doll for ten minutes straight in front of a young child
—> child would imitate this behaviour when the adult leaves
—>children copy behaviours that they see

Experiment repeated with violence on tv
—>children repeated the behaviours

Problems
Only testing on really young children instead of a wide range of people- young children learn by copying

Children can recognise that.the bobo doll isn’t a real person- is it really violence?

Most people don’t imitate actions from video games; people are so used to the media format today

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4
Q

Concord

A

Sony’s failed game

$400million spent on the game
—> Sony is a huge conglomerate so it wouldn’t suffer from major losses unlike if it were independent

Curran and Seaton: a few huge companies running the industry chasing profit and power= limited creativity, variety
—>similar to already made games
—>people not willing to pay $40 for a game that is similar to one they already own

Costs would be too high to maintain the game (millions a month) for minimal players

Game was take off all systems, people refunded only weeks after release
—>apology released to prevent a decline of Sony audiences

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5
Q

Ubisoft

A

1986: 5 brothers

Known for assassins creed franchise + just dance

Top 10 indie producers globally

Vertically intergrated

30 countries +20000 employees
—>Ubisoft Montreal lead production studio for AC

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6
Q

Hall Reception theory

A

Audience Position

Dominant position - encoders intended meaning is fully understood and accepted

Negotiated position- encoders meaning is acknowledged but adapted to fit decoders experience

Oppositional position- encoders message understood but decode disagrees

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7
Q

Jenkins’ Fandom Theory

A

Textual poachers
—>exploring media texts, reinventing/reinterpreting them
—>blogs, fan art

Fans become active participants in the construction and circulation of textual meanings

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8
Q

Shirky End of Audience Theory

A

Audiences are prosumers
—>input in production of a product
—>every consumer is also a producer

Media is much more active
—> ore people share content

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9
Q

Seasonal Pass

A

Paid DLC for extra content that would be unlocked seasonally

Game is mmorpg, persistent world story mode game- many people would complete it and never play again after completion
—>creates extended interest for the game for at least 2 years post release
—>more profit as it’s another selling point of the game

Some audiences disagree
—>feel like they are only paying for part of the game

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