Assassins Creed Audiences Flashcards

1
Q

Developed by

A

Ubisoft

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2
Q

Which game is for audiences

A

Assassins Creed 3 Liberation

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3
Q

Release day

A

October 30th 2012

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4
Q

Game was exclusive to

A

PS vita But later on lots of

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5
Q

Primary target

A

Historically male - seriously + competitive
Homogeneous- most developers are male

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6
Q

Why a lack of female audience

A

“damsel of distress”
submissive misoginised and objectified
Developers make the women unrealistically desirable- minimal clothing

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7
Q

Target audience from the trailer

A

Females and males, fans of franchise, hard core gamers

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8
Q

Multi player online role playing

A

game experience where audiences can play simultaneously, promotes interactive

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9
Q

Persistent worlds

A

Aim for game players to play a narrative + complete series of missions ,
Time consuming + require investment

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10
Q

Hand held devices

A

existing familiar pleasure but alternatively through a hand help device

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11
Q

Female protagonist

A

familiar pleasure to fans with narrative situation + assassins v templar’s open world gameplay
in hope of attracting new audience

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12
Q

Aveline positive role model

A

Fails to be sexualised
adapts role of hero
subverts stereotype
strength bravery and combat skills

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13
Q

Appeal of role playing games

A

chance to try on characteristics which they would like to have
Diversion/escapism with complete passiveness into fictional world

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14
Q

unique about Intertextuality

A

borrows codes and conventions from other texts
cinematic filming and recognisable audio and visual codes to create familiar environment

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15
Q

positioning of the audience adopts further appeal?

A

“omniscient” perspective
resulting in full control visuals of Ave + world
Ability to manipulate character and make key decisions

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16
Q

No longer anti social

A

role player requires more active + connect with audiences online
Online forums communicate garnering shared bond and experience

17
Q

Albert Bandura Media Effects

A

Media can implant ideas in the mind of the audience directly and can influence audiences attitudes, emotional responses and new styles of conduct through modelling. Media representations of transgressive behaviour such as violence or physical aggression can lead audiences to imitate those forms of behaviour

18
Q

How can Media Effects theory apply

A

Transgressive behavior in young children
Bobo doll experiment
Children easily encouraged and enticed
However VG used as scapegoat for such behaviour. Must be considered that violence has ALWAYS been a issue

19
Q

Fandom Theory Henry Jenkins

A

Fans are active participants in the construction and circulation of textual meanings. Fans appropriate texts and read them in ways that are not fully authorised by the media producers.
Impact on fans can construct their social and cultural identities through borrowing and inflecting mass culture images and are part of a participatory culture that has a vital social dimension

20
Q

impact of fans on franchise

A

VC offers social experiences
fans can be critiques
impact development of games for better

21
Q

Love of game outside virtual world

A

Strong well developed fan base
via media outlets - youtube
assassins creed the movie 2016
comic con