Assassin's Creed Flashcards

1
Q

Which company created Assassin’s Creed?

A

Ubisoft

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2
Q

How many games are in the main franchise?

A

13

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3
Q

What is a franchise?

A

A collection of related media with several derivative works that have been produced from an original creative work.

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4
Q

How much is the AC franchise worth?

A

$4.6 billion (as for 2020)

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5
Q

When did the first game come out?

A

November 2007

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6
Q

What are some other ubisoft franchises?

A
  • Just Dance
  • Rayman
  • Brawlhalla
  • Rabbids
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7
Q

What is the video game industry being blamed for?

A

Violence, mass shootings

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8
Q

What is moral panic?

A

A widespread feeling of fear in response to the idea that a group of people is dangerous and poses a threat to society’s values and interests

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9
Q

What is an example of moral panic?

A

Columbine school shooting:
- 15 deaths
- Violent videogames were blamed
- One of the shooters was an ethusiast of the Doom franchise
- After this, videogames were under a lot of scrutiny

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10
Q

What are some benefits of the development of videogames?

A
  • Creates jobs
  • Improves concentration
  • Teamwork skills
  • Boosts the economy
  • Escapism
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11
Q

What was the Bobo Doll Experiment?
(Albert Bandura 1961)

A

It proved children can learn to be violent from watching others be violent
- Adult actors hit a doll, when the child was left alone they also hit the doll
- This can also be applied to videogames

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12
Q

What is Albert Bandura’s Social Learning Theory?

A

Proposes that people learn from observing, imitating, and modeling others’ behaviours

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13
Q

What is Ubisoft Connect?

A

A multi-platform digital distribution, multiplayer communications service.
Players can purchase new games and manage downloads.
In-game achievements can be earned to gain points.

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14
Q

How are Ubisoft targeting and maintaing their audience?

A
  • Multiple installments keeps fans waiting for the next game
  • Ubisoft Connect allows fans to communicate with eachother to discuss the games
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15
Q

Gaming and Youtube

A
  • Reviews and Let’s Plays
  • Reach a wider audience
  • Creates a community
  • 200 million watch gaming content daily
  • Lots of creators = diverse representation
  • Sponsored posts/reviews
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16
Q

Gaming and Audiences

A
  • 53% of people play on mobile daily
  • 1/3 of the global population plays videogames
  • Games have become more mainstream
  • 74% of players use multiple platforms
17
Q

Gaming and the Film Industry

A
  • The industries have been collaborating since the 1980s
  • Movies get turned into videogames (Harry Potter, Star Wars, The Matrix)
  • Some games become movies (Street Fighter, Super Mario, FNAF)
  • Videogame movies generally have a bad reputation
18
Q

Gaming and the Toy Industry

A
  • Collabrations with brands with Lego (e.g Animal Crossing)
  • Increasing popularity of video-game toys (Huggy Wuggy)
  • Skylanders incorporated toys into their game
  • Collectables
19
Q

What is Albert Bandura’s Media Effects theory?

A

The idea that media can directly implant an idea into the mind of audiences.
Audiences acquire attitudes, emotional responses, and new styles of conduct through modelling

20
Q

What are some criticisms of the Media Effects theory?

Albert Bandura

A
  • Implies that consumers are passive, when in reality they are active and critical
  • Perhaps too simplistic
21
Q

What is Henry Jenkins’ Fandom theory?

A

Fans are devoted followers of media texts who actively engage with the products to construct their own meanings and interpretations beyond the original message
- Creation of fanart, cosplays, fanfiction
- Blurs the lines between consumers and creators
- Creates a sense of community where ideologies can be discussed