Audience Flashcards

1
Q

How do video games reflect the society that produces them?

A

They change over the life of the franchise to reflect changes in society and culture.

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2
Q

What adaptations has the Assassin’s Creed franchise made?

A

Inclusion of female protagonists and addressing audience expectations.

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3
Q

Who was the first female protagonist in the Assassin’s Creed series?

A

Aveline in AC Liberation.

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4
Q

What gender issues are debated within the gaming industry?

A

Under-representation and misrepresentation of females in video games.

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5
Q

What is the assumption about girls and women in the gaming industry?

A

That they do not play video games.

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6
Q

What is the reality of female participation in gaming?

A

The gender divide in video games is around a 50% split.

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7
Q

What does the introduction of female protagonists indicate?

A

Ubisoft’s awareness to broaden their audience reach.

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8
Q

How are women often presented in video games?

A

In sexualised ways that fulfil the ‘male gaze’.

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9
Q

What is a criticism of female character design in games?

A

Women are given lingerie instead of armour like men.

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10
Q

What past statement did Ubisoft make about women in games?

A

‘Women don’t sell’ and are too hard to animate.

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11
Q

How do gamers’ social and cultural backgrounds influence their gaming choices?

A

They select games that reflect aspects of their identity.

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12
Q

What is a key strategy for targeting audiences in the Assassin’s Creed franchise?

A

The brand identity of the franchise.

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13
Q

How does technology impact game distribution?

A

Facilitates targeting of diverse audiences across different media platforms.

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14
Q

What creates a sense of identity for players in games?

A

Identification with characters and interaction with online fan communities.

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15
Q

What strategies have broadened the appeal of the Assassin’s Creed franchise?

A

Inclusion of female protagonists and different historical settings.

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16
Q

What distinguishes video games from other media products?

A

They provide unique experiences, including multi-playing online formats and persistent worlds.

MMORPGs allow many players to engage in a virtual world simultaneously, replicating real-world dynamics.

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17
Q

Define MMORPG.

A

Massive multi-player online role-playing game.

MMORPGs feature persistent worlds that continue to exist even when players are offline.

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18
Q

What are smaller online multi-player games characterized by?

A

Fewer players and non-persistent worlds.

Examples include FIFA 22 and Dark Souls, which differ in gameplay roles.

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19
Q

What was the gaming phenomenon of 2016?

A

Pokémon Go.

This game incorporated augmented reality and location-based technology.

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20
Q

What is the primary aim of role-playing games?

A

To complete missions by working together to overcome challenges.

21
Q

How do tasks in video games progress?

A

They become progressively more complex and challenging, often requiring repetition for success.

22
Q

What is the significance of intertextuality in video games?

A

Games may derive from other texts, like novels or comics, enhancing marketing efforts.

23
Q

How do different games position the player?

A

Through single-player, multi-player, controller distance, or character role-play.

Players can experience the game from first or third-person perspectives.

24
Q

What unique feature is associated with MMORPGs?

A

The use of avatars, allowing player representation and choice.

This also serves as a marketing strategy.

25
Q

What do consoles like Xbox Series X and PS5 enable for gamers?

A

Direct communication with other gamers, enhancing the virtual experience.

26
Q

How does game distribution across platforms affect audience consumption?

A

It encourages gamers to purchase additional hardware and adopt new gaming habits.

27
Q

What role do exclusive downloadable contents play for gamers?

A

They encourage a more complete experience through interlinked products.

This is facilitated by convergent technology.

28
Q

What is a significant aspect of fan communities in gaming franchises?

A

They enhance interaction and responses, influencing future development of the franchise.

29
Q

How do video games appeal to audiences?

A

They offer collaborative and interactive experiences within online communities.

30
Q

What sense do players gain by influencing game narratives?

A

A sense of ownership and creativity in their decisions.

31
Q

How does player involvement create identification in gaming?

A

Through avatars and community engagement.

32
Q

What impact does the fanbase have on a game’s success?

A

It significantly contributes to marketing and distribution, including reviews and gameplay videos.

33
Q

What does Ubisoft do to engage its fanbase?

A

Hosts discussion forums with news, player support, and community content.

34
Q

What skills may be developed through playing video games?

A

Technical and social skills.

35
Q

How do fan sites benefit diverse audiences?

A

They provide opportunities for engagement in the gaming community.

36
Q

What is a unique selling point of AC Liberation?

A

It was created for the PS Vita, targeting ‘on the go’ gamers and featuring a female assassin.

Aveline de Grandpre is a mixed race protagonist.

37
Q

Why was the decision to include a female character in AC Liberation significant?

A

It aimed to broaden the audience base to include female gamers.

38
Q

What is a challenge in the creation and development of new games?

A

There may be long gaps between the launch of new titles in a franchise.

39
Q

What strategies are used to maintain audience interest in existing games?

A

Introducing new elements like crossover stories and expansion packs.

40
Q

Fill in the blank: The franchise has a well-established ________ enhanced by digital convergent platforms.

A

fan community.

41
Q

What socio-economic factors contribute to the cost of the game?

A

Expensive due to add ons etc.

The inclusion of additional features increases the overall price of the game.

42
Q

What gender trends are noted in the audience of the franchise?

A

Male leans (more male assassins), Female assassins involved in Valhalla and Liberation

The franchise features more masculine themes despite the inclusion of female characters.

43
Q

What is the significance of the inherited fanbase for the franchise?

A

Fans of the franchise are invested in narratives and themes, ‘Gamer’ loyalty

Established loyalty among gamers enhances the franchise’s appeal.

44
Q

According to Young and Rubican’s 4Cs model, what audience category does the franchise fall into?

A

Mainstreamer

This classification indicates a broad appeal among the general public.

45
Q

What age group is the primary target audience for the game?

A

18+ Audience

The game is rated PEGI 18 due to violent content and criminal activity.

46
Q

What is the significance of the 18-35 age demographic in relation to the game?

A

18-35 will have grown up with the game

This age group has likely been exposed to the franchise since its inception.

47
Q

What regions are associated with the audience of the franchise?

A

US/UK/Europe

The franchise is recognized as a global entity with regional associations.

48
Q

How do unique interactive experiences in video games affect audience interpretations?

A

Influences interpretations as gamers are part of a fan community made up of diverse social and cultural backgrounds

The interactive nature of games allows for varied personal connections among players.

49
Q

What choices do players make regarding video games based on their identity?

A

Selecting those that reflect aspects of their identity, e.g., female avatar or specific historical settings

Players often seek representation and relevance in the games they choose.