Audience Flashcards

(49 cards)

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
What do consoles like Xbox Series X and PS5 enable for gamers?
Direct communication with other gamers, enhancing the virtual experience.
26
How does game distribution across platforms affect audience consumption?
It encourages gamers to purchase additional hardware and adopt new gaming habits.
27
What role do exclusive downloadable contents play for gamers?
They encourage a more complete experience through interlinked products. ## Footnote This is facilitated by convergent technology.
28
What is a significant aspect of fan communities in gaming franchises?
They enhance interaction and responses, influencing future development of the franchise.
29
How do video games appeal to audiences?
They offer collaborative and interactive experiences within online communities.
30
What sense do players gain by influencing game narratives?
A sense of ownership and creativity in their decisions.
31
How does player involvement create identification in gaming?
Through avatars and community engagement.
32
What impact does the fanbase have on a game's success?
It significantly contributes to marketing and distribution, including reviews and gameplay videos.
33
What does Ubisoft do to engage its fanbase?
Hosts discussion forums with news, player support, and community content.
34
What skills may be developed through playing video games?
Technical and social skills.
35
How do fan sites benefit diverse audiences?
They provide opportunities for engagement in the gaming community.
36
What is a unique selling point of AC Liberation?
It was created for the PS Vita, targeting 'on the go' gamers and featuring a female assassin. ## Footnote Aveline de Grandpre is a mixed race protagonist.
37
Why was the decision to include a female character in AC Liberation significant?
It aimed to broaden the audience base to include female gamers.
38
What is a challenge in the creation and development of new games?
There may be long gaps between the launch of new titles in a franchise.
39
What strategies are used to maintain audience interest in existing games?
Introducing new elements like crossover stories and expansion packs.
40
Fill in the blank: The franchise has a well-established ________ enhanced by digital convergent platforms.
fan community.
41
What socio-economic factors contribute to the cost of the game?
Expensive due to add ons etc. ## Footnote The inclusion of additional features increases the overall price of the game.
42
What gender trends are noted in the audience of the franchise?
Male leans (more male assassins), Female assassins involved in Valhalla and Liberation ## Footnote The franchise features more masculine themes despite the inclusion of female characters.
43
What is the significance of the inherited fanbase for the franchise?
Fans of the franchise are invested in narratives and themes, 'Gamer' loyalty ## Footnote Established loyalty among gamers enhances the franchise's appeal.
44
According to Young and Rubican's 4Cs model, what audience category does the franchise fall into?
Mainstreamer ## Footnote This classification indicates a broad appeal among the general public.
45
What age group is the primary target audience for the game?
18+ Audience ## Footnote The game is rated PEGI 18 due to violent content and criminal activity.
46
What is the significance of the 18-35 age demographic in relation to the game?
18-35 will have grown up with the game ## Footnote This age group has likely been exposed to the franchise since its inception.
47
What regions are associated with the audience of the franchise?
US/UK/Europe ## Footnote The franchise is recognized as a global entity with regional associations.
48
How do unique interactive experiences in video games affect audience interpretations?
Influences interpretations as gamers are part of a fan community made up of diverse social and cultural backgrounds ## Footnote The interactive nature of games allows for varied personal connections among players.
49
What choices do players make regarding video games based on their identity?
Selecting those that reflect aspects of their identity, e.g., female avatar or specific historical settings ## Footnote Players often seek representation and relevance in the games they choose.