Assassins Creed: Valhalla Flashcards
Economic contexts
- Video games are culturally and financially significant across three major territories (USA, Europe and Japan).
- The release of new gaming technology, such as: Playstation 5 and Xbox Series X (9th generation of game technology), can be major economic events.
- Sales in video game software has more than doubled from 2011 (2174 GBP) to 2022 (4,664.4 GBP).
- British consumer spent approximately 4.66 billion on video games in 2022. This is a 2.3% increase from the previous year.
- Boom of videogame sales due to most other entertainment venues in the country being shut down due to the spread of COVID-19.
- Progress of sales slowed in growth in 2021 and 2022 due to the reopening of he country and high sale figures to beat.
Product context
- The Assassin’s Creed franchise is published by Ubisoft and encompasses 12 incarnations of the game, plus spin-offs. It is an action adventure, open world game, played from a third person perspective; each game is set in a historical setting with a new story and time period.
- In 2021 the franchise recorded sales of 155 million units since its introduction in 2007. This was helped by the launch of Assassin’s Creed Valhallain 2020 which sold more units in its first week than any other game in the series. However, games in the back catalogue of the franchise continue to be popular.
Historical Context
- Video games are a relatively new media form. There has been exponential growth of this form since the 1970s. This has been due to the rapid technological development of video game consoles, allowing them to have more photo-realistic graphics, online capablities and more interactive game-play elements.
- The growth of the industry has also seen the development of ‘the Gamer’. This has become a sub-culture in which video games target an audience who are much more active and passionate about video games and the consoles they play.
- Technological development has also impacted the regulation of video games. Video games can now be downloaded directly to the console or PC, bypassing the strict regulatory processes if the audience were purchasing the game in-store.
How was Assasin’s Creed: Valhalla produced?
- Multi-national development -> 14 other studios worked on the production of the game.
- Research trips and google maps were used to map out the landscape for the game.
- Produced by: Ubisoft.
How was Assasin’s Creed: Valhalla distributed?
- Released on PS4, 5, Stadia, Windows, X-Box One and X-Box Series X/S.
- The game was pre-released to avid fans.
- Physical copies were also released.
How was Assassin’s Creed: Valhalla circulated?
- Game trailers
- Videos
- Valhalla website: Launch trailer for Dawn of Ragnarok, Black Friday promos, Photomode, Prime membership advertisement.
- Valhalla x Reebox collaboration –> Synergy.
- Campaign on twitter livestream.
- An 8 hour long art demonstration.
What is the signifigance of patterns of ownership and control, including conglomerate ownership, vertical integration and diversification of the AC franchise?
- Franchise is owned by Ubisoft Montreal.
- Assassin’s Creed was released on PS4 and 5, Xbox series X/S. –> Multiple platforms.
- Relevant theory: David Hesmondhalgh, Minimise risk and maximise audience. –> Broader audiences reached
- Production of film –> Assassin’s Creed film and books. –> Diversification.
The signifigance of economic factors (including commercial and not-for-profit public funding) to AC franchise an it’s product’s like Valhalla?
- Sales of video games boomed from 2011 to 2022, doubling from 217.4 GBP to 466.4 GBP.
- British consumers invested approximately 4.66 billion into the video game industry in 2022 which was a 2.3% increase from the previous year (2021).
- Boom of videogame sales due to most other entertainment venues in the country being shut down due to the spread of COVID-19.
- Progress of sales slowed in growth in 2021 and 2022 due to the reopening of he country and high sale figures to beat.
How does the AC franchise maintain, including through marketting, varieties of audiences nationally and globally?
- AC Valhalla utilised social media heavily along wwith using fandom in order to maintain and attract varieties of audiences nationally and globally.
- Pre-released material builds excitement and anticipation.
What is the regulatory framework for videogames in the UK and what role does it play?
- UK regulatory system in UK: PEGI system –> used by the GRA (Games Rating Authority) who are apart of the Video Standards Council.
- Rating regulation ensures that Parents can chose age appropiate games for their children and that games which carry a 12, 15 or 18 PEGI rating can’t be sold or hired by those beloww the minimum age requirement.
What is the impact of ‘new’ digital technologies on media regulation, including the role of individual producers?
- ‘New’ digital technologies have negatively impacted the efficiency of video game regulation. –> Content is much more accessible especially to younger children and teens.
- Due to this, thes age groups have the ability to access video games with an unsuitable age rating much easier which exposes them to adult themes such as violence.
- Relevant Theory: Bandura’s Bobo doll experiment. Dangers that children may recreate the violence they have observed in Video games.
- Relevant Theory 2: Lunt and Livingstone: Regulation.
How do processes of production, distribution and circulation shape video game products?
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What is the impact of digitally convergent media platforms on video games production, distribution and circulation including individual producers?
Identify two ways technology has changed the production of video games
- Producers can now experiment with alternative / divergent platforms, aside
from the more mainstream console variation. E.g. Hand held devices or Moblie phones - New ‘cutting edge’ technologies such as 4k resolution and augemented reality.
Identify a global video game publisher
- Nintendo