Assassins Creed Audiences Flashcards
Developed by
Ubisoft
Which game is for audiences
Assassins Creed 3 Liberation
Release day
October 30th 2012
Game was exclusive to
PS vita But later on lots of
Primary target
Historically male - seriously + competitive
Homogeneous- most developers are male
Why a lack of female audience
“damsel of distress”
submissive misoginised and objectified
Developers make the women unrealistically desirable- minimal clothing
Target audience from the trailer
Females and males, fans of franchise, hard core gamers
Multi player online role playing
game experience where audiences can play simultaneously, promotes interactive
Persistent worlds
Aim for game players to play a narrative + complete series of missions ,
Time consuming + require investment
Hand held devices
existing familiar pleasure but alternatively through a hand help device
Female protagonist
familiar pleasure to fans with narrative situation + assassins v templar’s open world gameplay
in hope of attracting new audience
Aveline positive role model
Fails to be sexualised
adapts role of hero
subverts stereotype
strength bravery and combat skills
Appeal of role playing games
chance to try on characteristics which they would like to have
Diversion/escapism with complete passiveness into fictional world
unique about Intertextuality
borrows codes and conventions from other texts
cinematic filming and recognisable audio and visual codes to create familiar environment
positioning of the audience adopts further appeal?
“omniscient” perspective
resulting in full control visuals of Ave + world
Ability to manipulate character and make key decisions
No longer anti social
role player requires more active + connect with audiences online
Online forums communicate garnering shared bond and experience
Albert Bandura Media Effects
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
How can Media Effects theory apply
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
Fandom Theory Henry Jenkins
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
impact of fans on franchise
VC offers social experiences
fans can be critiques
impact development of games for better
Love of game outside virtual world
Strong well developed fan base
via media outlets - youtube
assassins creed the movie 2016
comic con