Assassins Creed (Lib) - Response Flashcards

1
Q

Overview

A
  • developed by ubisoft and released on 30/10/12
  • originally exclusive to PS Vita, in 2014 was released on other consoles
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2
Q

Typical Audiences

A
  • male teenagers, take it seriousy and are competitive
  • homogenous industry, most game developers have been male
  • some may not react positively to a female assassin as the protagtonist
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3
Q

Aveline

A
  • typically female characters are the ‘damsel in distress’, treated as submissive or mysoginised
  • typically, clothing is tight (exaggerating figure) and minimal
  • female audiences will respond positively to Aveline
  • she is a mixed race protagonist, with many androgyous characteristics
  • fails to be sexualised
  • her strength, bravery and combat skills confirm her post-feminist construction
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4
Q

Appeal of Role-Playing Games

A
  • people can ‘try on’ characteristics, create their ideal self
  • allows diversion/escapism from the real world
  • offer the target audience a challenging gameplay, forcing audiences to use critical thinking
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5
Q

Intertextuality in Video Games

A
  • audiences see familiar graphics, cinematic filming, audio and visual codes to create a familiar environment
  • could allow for a more positive response from the audience
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6
Q

Positioning: Appeal of Role-Plays

A
  • ‘omniscient’ persepective (3rd person)
  • full control, visuals of Aveline and the digtal world she lives in
  • ability to manipulate character and make key decisions if necessary
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7
Q

Are They No Longer Anti-Social?

A
  • role playing games require player to be more active and connect with audiences online
  • online forums allow them to communicate with one another
  • resulting in a shared experience
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8
Q

Media Effects

A

Albert Bandura
- this game is rated a PEGI 18
- ‘Bobo Doll Experiment’ proved transgressive behavior in younger children
- children are easily encouraged and enticed to imitate aggressive behaviour
- video games often used as a scapegoat in the media (in cases where a younger peron has committed acts of violence/murder)

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9
Q

Fandom

A

Henry Jenkins
- institutions can struggle to monitor and take ownership over what is theirs, when other pieces of media are being created by fans
- fans can either be strong supporters or harsh critics, impacting the development of games directly
- communities are created outsidce the core game experience
- passion expressed through alternate media outlets e.g. the movie (2016), comic con etc…

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