Keywords Flashcards

1
Q

Convergence

A

The process by which media platforms and technologies come together to provide new opportunities for production, distribution, and consumption. Convergence allows different types of content (e.g., video, music, games) to be accessed through a single device or platform.

Example: The Assassin’s Creed franchise uses convergence by integrating games across consoles, PCs, and mobile devices while also promoting fan engagement through social media.

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2
Q

Regulation

A

The rules and systems governing the production, distribution, and consumption of media products, often aimed at protecting audiences and ensuring ethical standards. In video games, this includes systems like PEGI or ESRB to classify content by age suitability.

Example: PEGI (Pan European Game Information) regulates video games in Europe to ensure child safety.

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3
Q

Albert Bandura

A

A theorist who proposed the Social Learning Theory, suggesting that audiences can learn behaviors and attitudes through the observation of media representations. This includes imitating behaviors seen in video games or other media if they are perceived as rewarding or without consequences.

Example: Critics of violent games, such as Assassin’s Creed, argue that exposure to violent gameplay may influence aggressive behavior in audiences, referencing Bandura’s theory.

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4
Q

Synergy

A

The cooperation of multiple media platforms or companies to promote and distribute a product in a way that maximizes profit and audience reach. This often involves cross-media promotion.

Example: Ubisoft uses synergy by releasing Assassin’s Creed merchandise, books, and films alongside its games to expand its audience and revenue streams.

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5
Q

Production Values

A

The technical quality of a media product, including aspects like graphics, sound, and design. High production values indicate significant investment and effort, often associated with larger studios or franchises.

Example: The Assassin’s Creed games are known for their high production values, with advanced graphics, detailed historical settings, and immersive gameplay.

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6
Q

Creative Industries

A

Industries that focus on creating and exploiting intellectual property, such as film, television, video games, music, and publishing. These industries contribute significantly to global economies.

Example: Video games, as part of the creative industries, are a growing sector, with franchises like Assassin’s Creed achieving both cultural and economic success.

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7
Q

Video Standards Council (VSC)

A

The regulatory body responsible for applying the PEGI system to video games in the UK. It ensures that games are appropriately rated for content and suitable for different age groups.

Example: The VSC uses PEGI ratings (e.g., 3+, 18+) to inform consumers about the content and themes in games like Assassin’s Creed.

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8
Q

Ubisoft

A

A French multinational video game company and one of the largest producers in the industry. Ubisoft is the creator and publisher of major franchises, including Assassin’s Creed.

Example: Ubisoft uses global production studios to develop and distribute its games, maintaining a strong presence in the creative industries.

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9
Q

Franchise

A

A series of related media products that share branding, narratives, and intellectual property to maximize profit and audience loyalty. Franchises often include sequels, spin-offs, and merchandise.

Example: Assassin’s Creed is a highly successful franchise with multiple games, films, and novels that build on the same brand identity.

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10
Q

Integration

A

A series of related media products that share branding, narratives, and intellectual property to maximize profit and audience loyalty. Franchises often include sequels, spin-offs, and merchandise.

Example: Assassin’s Creed is a highly successful franchise with multiple games, films, and novels that build on the same brand identity.

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11
Q

Ownership

A

Definition: The control of a media product or company, often by large multinational conglomerates, which influences production, distribution, and marketing
.
Example: The Assassin’s Creed franchise is owned by Ubisoft, one of the largest video game companies, which operates multiple global studios to develop the games.

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12
Q

Integration

A

Definition: A business strategy where a company expands its control over multiple stages of production (vertical integration) or across different media sectors (horizontal integration).

Example: Ubisoft’s vertical integration involves managing game development, marketing, and digital distribution through platforms like Ubisoft Connect.

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13
Q

Synergy

A

Definition: A business strategy where a company expands its control over multiple stages of production (vertical integration) or across different media sectors (horizontal integration).

Example: Ubisoft’s vertical integration involves managing game development, marketing, and digital distribution through platforms like Ubisoft Connect.

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14
Q

Production Values

A

Definition: The overall quality of a media product, including visuals, sound, narrative complexity, and gameplay mechanics, often reflecting the budget and resources invested.

Example: Assassin’s Creed Valhalla showcases high production values with its detailed Viking-era setting, lifelike character models, and immersive sound design.

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15
Q

Creative Industries

A

Definition: Sectors that focus on the production of culture and creativity, such as video games, film, music, and publishing, and are a key part of the global economy.

Example: The video game industry, including companies like Ubisoft, is a prominent part of the creative industries, contributing to cultural storytelling and global economic growth.

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16
Q

Digital Distribution

A

Definition: The delivery of media content through online platforms rather than physical retail, allowing consumers to download or stream products directly.

Example: Ubisoft distributes Assassin’s Creed games digitally through platforms like Steam, PlayStation Store, and its own Ubisoft Connect service.

17
Q

Cultural Representation

A

Definition: How media products portray different social, ethnic, or gender groups and reflect societal norms or challenge stereotypes.

Example: The inclusion of playable female protagonists, such as Aveline (Assassin’s Creed III: Liberation) and Kassandra (Assassin’s Creed Odyssey), addresses the demand for greater gender representation in video games.

18
Q

Albert Bandura (Social Learning Theory)

A

Definition: A theory suggesting that audiences learn behaviors through observation and imitation, particularly when behavior is modeled in a relatable or rewarding way.

Example: Concerns about the impact of violent video games like Assassin’s Creed stem from Bandura’s theory, which suggests players may imitate violent behavior depicted in the game.

19
Q

Risk Minimization and Profit Maximization (Hesmondhalgh)

A

Definition: Strategies used by media companies to reduce financial risk and increase profitability, often by relying on established franchises or genre conventions.

Example: Ubisoft minimizes risk by releasing Assassin’s Creed games as part of a franchise with a loyal fan base, while maximizing profit through DLCs (downloadable content), merchandise, and spin-offs.

20
Q

Livingstone and Lunt (Regulation)

A

Definition: A theory examining how media regulation must balance protecting consumers with ensuring creative freedom, particularly in a digital age.

Example: Livingstone and Lunt’s theory is relevant to Assassin’s Creed because the PEGI system struggles to regulate online content effectively, such as user-generated content and gameplay streams.

21
Q

Escapism (Uses and Gratifications)

A

Definition: A reason audiences consume media, seeking to escape from real life through immersive and engaging experiences.

Example: Players of Assassin’s Creed escape into detailed historical worlds like Ancient Egypt (Origins) or Viking-era England (Valhalla), experiencing a sense of adventure.